Mono-Blue Lands
The most-played lands in Mono-Blue Commander decks, grouped by land cycle. Percentages show how many Mono-Blue decks run each land.
Land Cycles
The Mono-Blue member of each land cycle, most-played first.
Adamant Lands
Mystic SanctuaryChannel Lands
Otawara, Soaring CityLands from Kamigawa with a channel ability you can discard for an effect.
Ramp Lands
Myriad LandscapeLands that fetch extra lands onto the battlefield.
Ramp Lands
Krosan VergeArtifact Lands
Seat of the SynodLands that are also artifacts, for affinity and metalcraft decks.
Artifact Lands
Darksteel CitadelCastles
Castle VantressEnter untapped if you control a basic land of their type, and each has an activated ability.
Planets
Uthros, Titanic GodcoreGemstone Caverns
Gemstone CavernsCommand Tower
Command TowerTaps for any color in your commander’s identity. An auto-include in every multicolor deck.
Urza Tron
Urza's TowerUrza Tron
Urza's MineUrza Tron
Urza's Power PlantAdventure Lands
Jidoor, Aristocratic Capital // OvertureBounce Lands
Coral AtollReturn a land to hand and tap for two mana. Effectively card advantage in land form.
Bounce Lands
Guildless CommonsBounce Lands
Arid ArchwayDepletion Lands
Saprazzan SkerryCopy Lands
Thespian's StageCopy Lands
VesuvaLocus Lands
CloudpostLocus Lands
TrenchpostExotic Orchard
Exotic OrchardSac Lands
Svyelunite TempleSac Lands
Seafloor DebrisZendikar Named Lands
Magosi, the WaterveilHideaway Lands
Shelldock IsleExile a card face down when they enter, then cast it free once a condition is met.
Hideaway Lands
Clive's HideawayRoads
Reef RoadsVillages
Lilypad VillageSlow Fetch Lands
Flood PlainFetch lands that put the land onto the battlefield tapped.
Slow Fetch Lands
Bad RiverVivid Lands
Vivid CreekEnter tapped with charge counters to tap for any color a few times.
Tap Lands
Cryptic SpiresTypal Lands
Primal BeyondMDFCs
Modal double-faced cards: a spell on the front, a land on the back. Play them as either.
Sink into Stupor
Sea Gate Restoration
Hydroelectric Specimen
Glasspool Mimic
Silundi Vision
Jwari Disruption
Beyeen Veil
Umara WizardLegendary Lands
Legendary lands with unique abilities.
Academy Ruins
Minamo, School at Water's Edge
Inventors' Fair
Rivendell
Mikokoro, Center of the Sea
Geier Reach Sanitarium
Oboro, Palace in the Clouds
Dark Depths
Boseiju, Who Shelters All
Abstergo Entertainment
The Grey Havens
Hall of the Bandit Lord
Trenzalore Clocktower
The Tabernacle at Pendrell Vale
Tolaria
Gallifrey Council Chamber
Yavimaya, Cradle of Growth
Eye of Ugin
Urborg, Tomb of Yawgmoth
Gods' Eye, Gate to the ReikaiMultiple Mana Lands
Lands that tap for two or more mana.
Nykthos, Shrine to Nyx
Ancient Tomb
Temple of the False God
Three Tree City
Muraganda Raceway
Crystal Vein
City of Traitors
Mishra's Workshop
Urza's Workshop
Shrine of the Forsaken Gods
Ugin's Labyrinth
Teferi's Isle
Eldrazi Temple
Tarnation Vista
Untaidake, the Cloud KeeperCycling Lands
Enter tapped, carry basic types, and can be cycled away when you are flooding.
Lonely Sandbar
Remote Isle
Desert of the Mindful
Blasted LandscapeFetch 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 TarnSac Outlets
Lands that let you sacrifice permanents.
Scavenger Grounds
Fountainport
High Market
Ipnu Rivulet
Lazotep Quarry
Phyrexia's Core
The Gold Saucer
Springjack Pasture
Castle Doom
Miren, the Moaning Well
Rath's Edge
Diamond ValleySpheres
The Mycosynth Gardens
The Surgical Bay
Mirrex
The Monumental Facade
The SeedcoreLand Destruction
Demolition Field
Strip Mine
Ghost Quarter
Field of Ruin
Wasteland
Tectonic Edge
Dust Bowl
Encroaching WastesRainbow Lands
Lands that make any color, usually with a condition attached.
Cavern of Souls
Path of Ancestry
Power Depot
Scene of the Crime
Plaza of Heroes
Holdout Settlement
Survivors' Encampment
Mech Hangar
Planar Nexus
Spire of Industry
Rumble Arena
Crumbling Vestige
Secluded Courtyard
Reflecting Pool
Unclaimed Territory
City of Brass
Turtle Lair
Command Bridge
Forbidden Orchard
Cascading Cataracts
Mana Confluence
Hidden Hideout
Abundant Countryside
Tendo Ice BridgeBasic Fetch Lands
Sacrifice to put a basic land onto the battlefield — budget fixing and landfall triggers.
Prismatic Vista
Evolving Wilds
Terramorphic Expanse
Fabled Passage
Ash Barrens
Escape Tunnel
Vibrant Cityscape
Shire Terrace
Thawing Glaciers
Hobbit Hole
Warped Landscape
Terminal Moraine
Elven PassageCaves
Urza's Cave
Sunken Palace
Hidden Cataract
Volatile Fault
Secret Tunnel
Promising Vein
Echoing Deeps
Pit of Offerings
Sunken Citadel
Captivating Cave
Forgotten Monument
Cavernous MawGates
Gates: dual lands that enter tapped, with payoffs for running lots of them.
Talon Gates of Madara
Sea Gate
Basilisk Gate
Heap Gate
Baldur's Gate
Gond Gate
Gateway Plaza
Thran PortalGainlands
Enter tapped and gain 1 life.
Glimmerpost
Radiant Fountain
Adventurer's Inn
Seraph Sanctuary
Plaza of HarmonySac Cost Lands
Lotus Field
Soldevi Excavations
Glacial Chasm
Lotus Vale
Scorched RuinsStorage Lands
Store up mana counters over turns, then release it in one big turn.
Mage-Ring Network
Saprazzan Cove
Sand Silos
Mirrodin's Core
City of Shadows
Crucible of the Spirit Dragon
Throne of MakindiPanoramas
Pay and sacrifice to fetch a basic land of either type.
Brokers Hideout
Maestros Theater
Obscura Storefront
Bant Panorama
Esper Panorama
Grixis PanoramaColor Choose Lands
Lands that make a color you choose as they enter.
Thriving Isle
Night Market
Big Apple, 3 a.m.
Uncharted Haven
Valgavoth's Lair
Crossroads Village
Mirage Mesa
Shimmerdrift Vale
Multiversal Passage
Edgewall Inn
Temple of the Dragon Queen
Room of Refuge
Forsaken CrossroadsCreaturelands
Lands that can become creatures to attack or block.
Hall of Storm Giants
Inkmoth Nexus
Blinkmoth Nexus
Faerie Conclave
Mishra's Factory
Mutavault
Mishra's Foundry
Soulstone Sanctuary
Crawling Barrens
Hall of Echoes
Cactus Preserve
Faceless Haven
Dread Statuary
Frostwalk Bastion
Great Hall of the Biblioplex
Mobilized District
Stalking Stones
Hostile DesertUtility Lands
Lands that do more than tap for mana: removal, recursion, card draw and graveyard hate.
Reliquary Tower
Urza's Saga
Rogue's Passage
War Room
Buried Ruin
Archway of Innovation
Cephalid Coliseum
Halimar Depths
Riptide Laboratory
Terrain Generator
Mistrise Village
Tolaria West
Karn's Bastion
Agna Qel'a
Maze of Ith
Emergence Zone
Command Beacon
Treasure Vault
Fomori Vault
Nesting Grounds
Amonkhet Raceway
Arcane Lighthouse
Blast Zone
Access Tunnel