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.
200 lands cards
- Command Tower
- Exotic Orchard
- Reliquary Tower
- Path of Ancestry
- Evolving Wilds
- Rogue's Passage
- Bojuka Bog
- Myriad Landscape
- Terramorphic Expanse
- Polluted Delta
- Flooded Strand
- Misty Rainforest
- Bloodstained Mire
- Windswept Heath
- Verdant Catacombs
- Wooded Foothills
- Scalding Tarn
- Marsh Flats
- Watery Grave
- Arid Mesa
- Fabled Passage
- Godless Shrine
- Breeding Pool
- Ancient Tomb
- Hallowed Fountain
- Steam Vents
- Stomping Ground
- Blood Crypt
- Overgrown Tomb
- Urborg, Tomb of Yawgmoth
- Temple of the False God
- Yavimaya, Cradle of Growth
- Boseiju, Who Endures
- Sacred Foundry
- Temple Garden
- Sulfur Falls
- Clifftop Retreat
- Cinder Glade
- Sunken Hollow
- Dragonskull Summit
- Otawara, Soaring City
- Smoldering Marsh
- Isolated Chapel
- City of Brass
- Glacial Fortress
- Hinterland Harbor
- Canopy Vista
- Prairie Stream
- Drowned Catacomb
- Cavern of Souls
- Woodland Cemetery
- Shivan Reef
- Mana Confluence
- Battlefield Forge
- Caves of Koilos
- Rootbound Crag
- Yavimaya Coast
- Sunpetal Grove
- Morphic Pool
- Llanowar Wastes
- Rejuvenating Springs
- Training Center
- War Room
- Underground River
- Sulfurous Springs
- Adarkar Wastes
- Luxury Suite
- Sea of Clouds
- Vault of Champions
- Nykthos, Shrine to Nyx
- Spectator Seating
- Mystic Sanctuary
- Reflecting Pool
- Undergrowth Stadium
- Gemstone Caverns
- Command Beacon
- Dreamroot Cascade
- Three Tree City
- Spire Garden
- Cabal Coffers
- Ash Barrens
- Mosswort Bridge
- Prismatic Vista
- Buried Ruin
- Karn's Bastion
- Phyrexian Tower
- Stormcarved Coast
- Bountiful Promenade
- Rockfall Vale
- Secluded Courtyard
- Karplusan Forest
- Shipwreck Marsh
- Unclaimed Territory
- Takenuma, Abandoned Mire
- Brushland
- Temple of Epiphany
- Temple of Silence
- Haunted Ridge
- Deserted Beach
- Simic Growth Chamber
- Inventors' Fair
- Temple of Triumph
- Choked Estuary
- Overgrown Farmland
- Temple of Mystery
- Sundown Pass
- Underground Sea
- Temple of Enlightenment
- Jungle Shrine
- Shattered Sanctum
- Rugged Prairie
- Darkwater Catacombs
- Golgari Rot Farm
- Flooded Grove
- Cascade Bluffs
- Scavenger Grounds
- Temple of Deceit
- Foreboding Ruins
- Dimir Aqueduct
- Arcane Sanctum
- Fortified Village
- Temple of Malady
- Port Town
- Frostboil Snarl
- Volcanic Island
- Skycloud Expanse
- Furycalm Snarl
- Jetmir's Garden
- Ketria Triome
- Crumbling Necropolis
- Nomad Outpost
- Fetid Heath
- Tropical Island
- Game Trail
- Tundra
- Orzhov Basilica
- Opulent Palace
- Shifting Woodland
- Eiganjo, Seat of the Empire
- Mystic Monastery
- Kessig Wolf Run
- Scrubland
- Izzet Boilerworks
- Badlands
- Frontier Bivouac
- Spire of Industry
- Spara's Headquarters
- Demolition Field
- Twilight Mire
- Seaside Citadel
- Zagoth Triome
- Arena of Glory
- Gruul Turf
- Temple of Malice
- Deathcap Glade
- Raffine's Tower
- Minas Tirith
- Hall of Heliod's Generosity
- Tainted Field
- Shadowblood Ridge
- Shineshadow Snarl
- Tainted Wood
- Geier Reach Sanitarium
- Bayou
- Azorius Chancery
- Undercity Sewers
- Sungrass Prairie
- Taiga
- Field of the Dead
- Mistrise Village
- Boros Garrison
- Urza's Cave
- Vault of the Archangel
- Gaea's Cradle
- Plateau
- Indatha Triome
- Xander's Lounge
- Underground Mortuary
- Rakdos Carnarium
- Savannah
- Temple of Plenty
- High Market
- Temple of Abandon
- Savai Triome
- Raugrin Triome
- Tainted Isle
- Sandsteppe Citadel
- Academy Ruins
- Tainted Peak
- Ziatora's Proving Ground
- Strip Mine
- Maze of Ith
- Mossfire Valley
- Plaza of Heroes
- Selesnya Sanctuary
- Vineglimmer Snarl
- Necroblossom Snarl
- Hedge Maze
- Emergence Zone
- Bonders' Enclave
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