Vault of Champions

Land

This land enters tapped unless you have two or more opponents.
{T}: Add {W} or {B}.

CMC
0
Mana cost
Color identity
BW
Rarity
rare
Set
Commander Masters
Price
$18.29
EDHREC rank
#169
Buy on TCGplayer
Vault of Champions card art
Vault of Champions enters untapped and taps for two colors — white and black — as long as you have a commander in play, matching the output of a Ravnica dual at none of the setup cost. Outside of commander-matters builds or Esper-adjacent strategies, the condition isn't always live, but in the 99 of any deck that keeps its commander on the board reliably, it's simply one of the cleanest dual lands available at its price point.

Best Commanders

Commanders with the highest synergy

01
The Celestial Toymaker

The Celestial Toymaker

45.6% of decks · synergy 0.13

The Celestial Toymaker is almost always in play, which means Vault of Champions enters untapped on curve every game — the whole point of the land is that the condition is trivially met when your commander is the engine.

02
Raffine, Scheming Seer

Raffine, Scheming Seer

44.4% of decks · synergy 0.12

Raffine, Scheming Seer wants to attack early and often, which means it's regularly in the command zone or swinging by turn three — Vault of Champions slots in as free Orzhov fixing that doesn't slow that plan down by a single turn.

03
Ratadrabik of Urborg

Ratadrabik of Urborg

50.9% of decks · synergy 0.11

Ratadrabik of Urborg sits in the command zone as the deck's engine, making Vault of Champions an effectively unconditional dual in a shell that runs black heavily and values every clean pip it can find.

04
Myrkul, Lord of Bones

Myrkul, Lord of Bones

33.5% of decks · synergy 0.08

Myrkul, Lord of Bones decks lean hard on black mana and play their commander early to start accruing enchantment tokens — Vault of Champions is free white fixing in a build that otherwise has to stretch for it.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Vault of Champions is built for Commander and does its best work there — the condition of having a commander in play is trivially satisfied in a format where you start with one in the zone and can recast it from the command zone at will. In Legacy and Vintage, where the card is technically legal, the commander mechanic doesn't exist, so the land enters tapped every game and is strictly worse than a Scrubland or even a Godless Shrine; no competitive list would run it. Oathbreaker shares the commander-in-play premise, so Vault of Champions functions identically to its Commander role and is a clean role-player there as well.

Key Combos

Combo lines featuring this card

Budget Alternatives

Cheaper options that do most of the same work

Caves of Koilos and Tainted Field are the closest budget stand-ins — both tap for white and black without a condition, though each comes with a life payment or a setup requirement rather than a free ride. Neither matches Vault of Champions for raw consistency in commander-heavy builds, but at a fraction of the price they cover the color fixing for any deck that doesn't need the land untapped on turn one.

Price Context

Current price

$18.29 mid tier

At $18.29, Vault of Champions sits in the mid tier — more expensive than most utility duals but cheaper than the Reserved List staples it effectively replaces in black-white decks. It's a stable price for a land that sees consistent Commander demand and has no competitive-format pressure driving spikes or crashes.

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Updated . Data from Scryfall, EDHREC, and Commander Spellbook.