Azorius Lands
The most-played lands in Azorius Commander decks (White-Blue), grouped by land cycle. Percentages show how many Azorius decks run each land.
Land Cycles
The Azorius member of each land cycle, most-played first.
Command Tower
Command TowerTaps for any color in your commander’s identity. An auto-include in every multicolor deck.
Tango Lands
Prairie StreamAlso called battle lands: basic land types, untapped if you control two or more basic lands.
Check Lands
Glacial FortressEnter untapped if you control a land of either matching basic type.
Shock Lands
Hallowed FountainBasic land types and enter untapped if you pay 2 life. Fetchable with fetch lands.
Pain Lands
Adarkar WastesTap for colorless for free, or for either color at the cost of 1 damage.
Reveal Lands
Port TownReveal a matching card from hand or the land enters tapped.
Slow Lands
Deserted BeachThe opposite of fast lands: untapped once you control two or more other lands.
Slow Lands
Abandoned CampgroundBond Lands
Sea of CloudsEnter untapped as long as you have two or more opponents — which in Commander is almost always.
Scry Lands
Temple of EnlightenmentEnter tapped and scry 1.
Signet Lands
Skycloud ExpansePay one mana, get two of your colors back.
Verges
Floodfarm VergeAlways taps for one color; taps for the second if you control a land of the right basic type.
Exotic Orchard
Exotic OrchardFilter Lands
Mystic GateTurn one mana into two of your colors, smoothing out double-pip costs.
Future Sight Lands
Nimbus MazePathways
Hengegate PathwayModal double-faced lands: choose which color the land is as you play it.
Channel Lands
Otawara, Soaring CityLands from Kamigawa with a channel ability you can discard for an effect.
Channel Lands
Eiganjo, Seat of the EmpireSurveil Lands
Meticulous ArchiveEnter tapped, surveil 1, and carry basic land types so fetches can find them.
Adamant Lands
Mystic SanctuaryAdamant Lands
Idyllic GrangeFast Lands
Seachrome CoastEnter untapped if you control two or fewer other lands. Great early, tapped later.
Ramp Lands
Myriad LandscapeLands that fetch extra lands onto the battlefield.
Ramp Lands
Krosan VergeDual Lands
TundraThe original duals: untapped, no drawback, and they carry both basic land types.
Snow Tap Lands
Glacial FloodplainSnow dual lands with basic types that enter tapped.
Snow Tap Lands
Boreal ShelfCastles
Castle VantressEnter untapped if you control a basic land of their type, and each has an activated ability.
Castles
Castle ArdenvalePlanets
Uthros, Titanic GodcorePlanets
Adagia, Windswept BastionGemstone Caverns
Gemstone CavernsAdventure Lands
Jidoor, Aristocratic Capital // OvertureAdventure Lands
Ishgard, the Holy See // Faith & GriefAmnesia Lands
Gleaming BastionHideaway Lands
Windbrisk HeightsExile a card face down when they enter, then cast it free once a condition is met.
Hideaway Lands
Clive's HideawayHideaway Lands
Shelldock IsleSlow Fetch Lands
Flood PlainFetch lands that put the land onto the battlefield tapped.
Slow Fetch Lands
GrasslandsSlow Fetch Lands
Bad RiverUrza Tron
Urza's TowerUrza Tron
Urza's MineUrza Tron
Urza's Power PlantVillages
Lilypad VillageVillages
Lupinflower VillageRoads
Country RoadsRoads
Reef RoadsZendikar Named Lands
Emeria, the Sky RuinZendikar Named Lands
Magosi, the WaterveilCopy Lands
Thespian's StageCopy Lands
VesuvaClue Lands
StudyEnter tapped, and you can pay to crack them for a Clue.
Typal Lands
Wanderwine HubTypal Lands
Rustic ClachanTypal Lands
Primal BeyondTurbulent Lands
Turbulent ShoreDepletion Lands
Saprazzan SkerryDepletion Lands
Remote FarmDepletion Lands
Land CapVivid Lands
Vivid CreekEnter tapped with charge counters to tap for any color a few times.
Vivid Lands
Vivid MeadowNap Lands
Cloudcrest LakeNap Lands
Thalakos LowlandsWalker Lands
Fatehold AnnexLocus Lands
CloudpostLocus Lands
TrenchpostBounce Lands
Return a land to hand and tap for two mana. Effectively card advantage in land form.
Azorius Chancery
Arid Archway
Guildless Commons
Coral Atoll
KarooFetch Lands
Pay 1 life and sacrifice to find a land with a basic type. Thins the deck, triggers landfall and grabs duals or shocks.
Flooded Strand
Polluted Delta
Misty Rainforest
Scalding Tarn
Marsh Flats
Windswept Heath
Arid MesaCycling Lands
Enter tapped, carry basic types, and can be cycled away when you are flooding.
Irrigated Farmland
Lonely Sandbar
Secluded Steppe
Remote Isle
Desert of the Mindful
Drifting Meadow
Desert of the True
Blasted LandscapeGainlands
Enter tapped and gain 1 life.
Tranquil Cove
Sejiri Refuge
Adventurer's Inn
Radiant Fountain
Kabira Crossroads
Seraph Sanctuary
Avengers Hangar
Glimmerpost
Plaza of HarmonyArtifact Lands
Lands that are also artifacts, for affinity and metalcraft decks.
Seat of the Synod
Ancient Den
Razortide Bridge
Darksteel CitadelBasic Fetch Lands
Sacrifice to put a basic land onto the battlefield — budget fixing and landfall triggers.
Evolving Wilds
Terramorphic Expanse
Fabled Passage
Prismatic Vista
Ash Barrens
Escape Tunnel
Vibrant Cityscape
Shire Terrace
Hobbit Hole
Thawing Glaciers
Warped Landscape
Terminal Moraine
Elven PassageMDFCs
Modal double-faced cards: a spell on the front, a land on the back. Play them as either.
Sink into Stupor
Witch Enchanter
Hydroelectric Specimen
Sea Gate Restoration
Sejiri Shelter
Glasspool Mimic
Razorgrass Ambush
Ondu Inversion
Suppression Ray
Silundi Vision
Jwari Disruption
Kabira Takedown
Emeria's Call
Makindi Stampede
Skyclave Cleric
Beyeen Veil
Umara WizardRainbow Lands
Lands that make any color, usually with a condition attached.
Path of Ancestry
Spire of Industry
Mech Hangar
City of Brass
Mana Confluence
Reflecting Pool
Cavern of Souls
Unclaimed Territory
Secluded Courtyard
Power Depot
Plaza of Heroes
Scene of the Crime
Forbidden Orchard
Starting Town
Glimmervoid
Rumble Arena
Aether Hub
Eclipsed Realms
Cascading Cataracts
Command Bridge
Great Hall of the Citadel
Tarnished Citadel
Planar Nexus
Abundant CountrysideLegendary Lands
Legendary lands with unique abilities.
Academy Ruins
Inventors' Fair
Minamo, School at Water's Edge
Hall of Heliod's Generosity
Rivendell
Minas Tirith
Mikokoro, Center of the Sea
Geier Reach Sanitarium
The Grey Havens
Kor Haven
Abstergo Entertainment
Flagstones of Trokair
Eiganjo Castle
Hall of the Bandit Lord
Dark Depths
The Tabernacle at Pendrell Vale
Oboro, Palace in the Clouds
Boseiju, Who Shelters All
Trenzalore Clocktower
Gallifrey Council Chamber
Tolaria
Eye of Ugin
Gods' Eye, Gate to the Reikai
Urborg, Tomb of YawgmothMultiple Mana Lands
Lands that tap for two or more mana.
Ancient Tomb
Temple of the False God
Muraganda Raceway
Three Tree City
Nykthos, Shrine to Nyx
City of Traitors
Serra's Sanctum
Urza's Workshop
Mishra's Workshop
Crystal Vein
Shrine of the Forsaken Gods
Teferi's Isle
Eldrazi Temple
Ugin's Labyrinth
Untaidake, the Cloud Keeper
Tarnation VistaTap Lands
Idyllic Beachfront
Lonely Arroyo
Meandering River
Skybridge Towers
Sharlayan, Nation of Scholars
Coastal Tower
University Campus
North Pole Gates
Cryptic SpiresGates
Gates: dual lands that enter tapped, with payoffs for running lots of them.
Azorius Guildgate
Talon Gates of Madara
Citadel Gate
Sea Gate
Gateway Plaza
Gond Gate
Heap Gate
Baldur's Gate
Basilisk Gate
Thran PortalSac Outlets
Lands that let you sacrifice permanents.
Scavenger Grounds
Seaside Haven
Fountainport
High Market
Ipnu Rivulet
Lazotep Quarry
Shefet Dunes
The Gold Saucer
Castle Doom
Miren, the Moaning Well
Phyrexia's Core
Springjack Pasture
Diamond Valley
Rath's EdgeLand Destruction
Demolition Field
Strip Mine
Field of Ruin
Ghost Quarter
Wasteland
Tectonic Edge
Dust Bowl
Encroaching WastesSpheres
The Mycosynth Gardens
Mirrex
The Surgical Bay
The Fair Basilica
The Seedcore
The Monumental FacadeColor Choose Lands
Lands that make a color you choose as they enter.
Thriving Isle
Thriving Heath
Uncharted Haven
Multiversal Passage
Valgavoth's Lair
Shimmerdrift Vale
Crossroads Village
Night Market
Mirage Mesa
Edgewall Inn
Temple of the Dragon Queen
Big Apple, 3 a.m.
Room of Refuge
Forsaken CrossroadsCaves
Urza's Cave
Hidden Cataract
Hidden Courtyard
Secret Tunnel
Sunken Palace
Pit of Offerings
Volatile Fault
Promising Vein
Echoing Deeps
Sunken Citadel
Captivating Cave
Forgotten Monument
Cavernous MawPanoramas
Pay and sacrifice to fetch a basic land of either type.
Brokers Hideout
Obscura Storefront
Bant Panorama
Esper Panorama
Cabaretti Courtyard
Maestros Theater
Naya Panorama
Grixis PanoramaSac Cost Lands
Lotus Field
Glacial Chasm
Lotus Vale
Soldevi Excavations
Scorched Ruins
Kjeldoran OutpostStorage Lands
Store up mana counters over turns, then release it in one big turn.
Calciform Pools
Mage-Ring Network
Crucible of the Spirit Dragon
City of Shadows
Mirrodin's Core
Icatian Store
Fountain of Cho
Saprazzan Cove
Throne of Makindi
Sand SilosSac Lands
Svyelunite Temple
Abandoned Outpost
Ruins of Trokair
Seafloor DebrisCreaturelands
Lands that can become creatures to attack or block.
Restless Anchorage
Celestial Colonnade
Hall of Storm Giants
Cave of the Frost Dragon
Inkmoth Nexus
Mishra's Factory
Faerie Conclave
Blinkmoth Nexus
Frostwalk Bastion
Mutavault
Faceless Haven
Forbidding Watchtower
Mishra's Foundry
Crawling Barrens
Soulstone Sanctuary
Cactus Preserve
Great Hall of the Biblioplex
Hall of Echoes
Dread Statuary
Mobilized District
Hostile Desert
Stalking StonesUtility Lands
Lands that do more than tap for mana: removal, recursion, card draw and graveyard hate.
Reliquary Tower
Rogue's Passage
Urza's Saga
Buried Ruin
Archway of Innovation
Maze of Ith
Moorland Haunt
Mistrise Village
Amonkhet Raceway
Command Beacon
Monumental Henge
Access Tunnel
Treasure Vault
Abandoned Air Temple
Cephalid Coliseum
Karn's Bastion
Arcane Lighthouse
Fomori Vault
Riptide Laboratory
Halimar Depths
Emergence Zone
War Room
Avishkar Raceway
Agna Qel'a