BY TYPE · 200 CARDS

Lands Cards in Commander

Lands are the foundation every Commander deck is built on, and choosing the right 36–38 of them shapes how consistently a deck functions from turn one onward. In a format where you're drawing one land per turn and mulliganing is painful, a land that enters untapped and produces the right colors is worth more than any spell in the 99.

Command Tower is the universal baseline — it taps for any color in your commander's identity at no cost, and every multicolor deck runs one. Path of Ancestry does the same for tribal decks while adding a scry trigger whenever you cast a creature that shares a type with your commander, making it an easy include in any tribal build. Exotic Orchard rounds out the cheap multicolor fixers; in a four-player game, it almost always produces the color you need.

Fetch lands — Polluted Delta, Flooded Strand, Misty Rainforest, Bloodstained Mire, Verdant Catacombs, and Windswept Heath — are the format's best mana fixers. They find any basic with the right land type, thin the deck to improve late-game draws, and enable graveyard synergies for free. Budget alternatives exist, but nothing matches their consistency at fixing mana in three-, four-, and five-color decks.

For single-target fixing on a budget, Evolving Wilds and Terramorphic Expanse fetch any basic at the cost of entering tapped. They're slower, but they're free inclusions in any deck that needs basic land types or wants to trigger landfall. Myriad Landscape goes further — it fetches two basics at once, making it a form of ramp in mono- or two-color decks that can afford the slow setup.

Beyond fixing, lands earn slots by doing things spells can't. Reliquary Tower removes your maximum hand size, which matters in any deck running wheel effects or mass draw. Bojuka Bog exiles an opponent's entire graveyard as an enters-the-battlefield trigger — free graveyard hate stapled to a land is impossible to trade for. Rogue's Passage makes any creature unblockable, closing games that have stalled by giving your biggest threat a free lane to the face.

The broader principle here is that utility lands are not a luxury — they are removal, draw, and disruption that can't be countered and don't cost card slots. The best land bases in Commander treat lands as spells: every slot past the basic mana fixers should either accelerate the game plan or answer a structural problem. Decks that treat lands as an afterthought lose to the ones that don't.

More on Scryfall: https://scryfall.com/search?q=t%3Aland

← All cards