Dimir Lands
The most-played lands in Dimir Commander decks (Blue-Black), grouped by land cycle. Percentages show how many Dimir decks run each land.
Land Cycles
The Dimir 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
Sunken HollowAlso called battle lands: basic land types, untapped if you control two or more basic lands.
Check Lands
Drowned CatacombEnter untapped if you control a land of either matching basic type.
Shock Lands
Watery GraveBasic land types and enter untapped if you pay 2 life. Fetchable with fetch lands.
Reveal Lands
Choked EstuaryReveal a matching card from hand or the land enters tapped.
Tainted Lands
Tainted IsleUntapped duals that need a land of a specific basic type to produce color.
Pain Lands
Underground RiverTap for colorless for free, or for either color at the cost of 1 damage.
Slow Lands
Shipwreck MarshThe opposite of fast lands: untapped once you control two or more other lands.
Slow Lands
Murky SewerSignet Lands
Darkwater CatacombsPay one mana, get two of your colors back.
Bond Lands
Morphic PoolEnter untapped as long as you have two or more opponents — which in Commander is almost always.
Scry Lands
Temple of DeceitEnter tapped and scry 1.
Exotic Orchard
Exotic OrchardVerges
Gloomlake VergeAlways taps for one color; taps for the second if you control a land of the right basic type.
Pathways
Clearwater PathwayModal double-faced lands: choose which color the land is as you play it.
Surveil Lands
Undercity SewersEnter tapped, surveil 1, and carry basic land types so fetches can find them.
Ramp Lands
Myriad LandscapeLands that fetch extra lands onto the battlefield.
Ramp Lands
Krosan VergeChannel Lands
Otawara, Soaring CityLands from Kamigawa with a channel ability you can discard for an effect.
Channel Lands
Takenuma, Abandoned MireFilter Lands
Sunken RuinsTurn one mana into two of your colors, smoothing out double-pip costs.
Adamant Lands
Mystic SanctuaryAdamant Lands
Witch's CottageFast Lands
Darkslick ShoresEnter untapped if you control two or fewer other lands. Great early, tapped later.
Dual Lands
Underground SeaThe original duals: untapped, no drawback, and they carry both basic land types.
Future Sight Lands
River of TearsTypal Lands
Secluded GlenTypal Lands
Primal BeyondGemstone Caverns
Gemstone CavernsSnow Tap Lands
Ice TunnelSnow dual lands with basic types that enter tapped.
Snow Tap Lands
Frost MarshCastles
Castle VantressEnter untapped if you control a basic land of their type, and each has an activated ability.
Castles
Castle LocthwainAdventure Lands
Jidoor, Aristocratic Capital // OvertureAdventure Lands
Midgar, City of Mako // Reactor RaidAmnesia Lands
Hidden LairZendikar Named Lands
Crypt of AgadeemZendikar Named Lands
Magosi, the WaterveilPlanets
Uthros, Titanic GodcorePlanets
Susur Secundi, Void AltarVillages
Mudflat VillageVillages
Lilypad VillageCopy Lands
Thespian's StageCopy Lands
VesuvaSlow Fetch Lands
Bad RiverFetch lands that put the land onto the battlefield tapped.
Slow Fetch Lands
Flood PlainSlow Fetch Lands
Rocky Tar PitClue Lands
Secret PassageEnter tapped, and you can pay to crack them for a Clue.
Turbulent Lands
Turbulent WetlandsDepletion Lands
Peat BogDepletion Lands
Saprazzan SkerryDepletion Lands
River DeltaUrza Tron
Urza's TowerUrza Tron
Urza's MineUrza Tron
Urza's Power PlantVivid Lands
Vivid CreekEnter tapped with charge counters to tap for any color a few times.
Vivid Lands
Vivid MarshHideaway Lands
Shelldock IsleExile a card face down when they enter, then cast it free once a condition is met.
Hideaway Lands
Clive's HideawayHideaway Lands
Howltooth HollowNap Lands
Waterveil CavernNap Lands
Rootwater DepthsRoads
Foul RoadsRoads
Reef RoadsWalker Lands
Theorix AnnexLocus Lands
TrenchpostLocus Lands
CloudpostBounce Lands
Return a land to hand and tap for two mana. Effectively card advantage in land form.
Dimir Aqueduct
Guildless Commons
Arid Archway
Coral Atoll
EvergladesFetch Lands
Pay 1 life and sacrifice to find a land with a basic type. Thins the deck, triggers landfall and grabs duals or shocks.
Polluted Delta
Flooded Strand
Misty Rainforest
Bloodstained Mire
Scalding Tarn
Marsh Flats
Verdant CatacombsRainbow Lands
Lands that make any color, usually with a condition attached.
Path of Ancestry
Cavern of Souls
City of Brass
Unclaimed Territory
Mana Confluence
Secluded Courtyard
Reflecting Pool
Spire of Industry
Forbidden Orchard
Plaza of Heroes
Brotherhood Headquarters
Power Depot
Starting Town
Scene of the Crime
Eclipsed Realms
Turtle Lair
Villainous Hideout
Haven of the Spirit Dragon
Gemstone Mine
Tarnished Citadel
Maelstrom of the Spirit Dragon
Command Bridge
Great Hall of the Citadel
Unknown ShoresLegendary Lands
Legendary lands with unique abilities.
Urborg, Tomb of Yawgmoth
Shizo, Death's Storehouse
Rivendell
Academy Ruins
Minamo, School at Water's Edge
Geier Reach Sanitarium
Minas Morgul, Dark Fortress
Inventors' Fair
Barad-dûr
Volrath's Stronghold
Dark Depths
Abstergo Entertainment
The Grey Havens
Havengul Laboratory
Boseiju, Who Shelters All
Mikokoro, Center of the Sea
Gallifrey Council Chamber
Trenzalore Clocktower
Urborg
Oboro, Palace in the Clouds
Hall of the Bandit Lord
Tolaria
Eye of Ugin
The Tabernacle at Pendrell ValeBasic 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
Warped Landscape
Terminal Moraine
Thawing Glaciers
Hobbit Hole
Elven PassageMDFCs
Modal double-faced cards: a spell on the front, a land on the back. Play them as either.
Sink into Stupor
Fell the Profane
Waterlogged Teachings
Malakir Rebirth
Hydroelectric Specimen
Boggart Trawler
Glasspool Mimic
Sea Gate Restoration
Agadeem's Awakening
Hagra Mauling
Silundi Vision
Jwari Disruption
Blackbloom Rogue
Zof Consumption
Beyeen Veil
Pelakka Predation
Umara WizardCycling Lands
Enter tapped, carry basic types, and can be cycled away when you are flooding.
Fetid Pools
Barren Moor
Lonely Sandbar
Desert of the Mindful
Polluted Mire
Desert of the Glorified
Remote Isle
Blasted LandscapeGainlands
Enter tapped and gain 1 life.
Dismal Backwater
Jwar Isle Refuge
A.I.M. Labs
Adventurer's Inn
Radiant Fountain
Glimmerpost
Plaza of Harmony
Seraph SanctuaryMultiple Mana Lands
Lands that tap for two or more mana.
Cabal Coffers
Temple of the False God
Ancient Tomb
Three Tree City
Nykthos, Shrine to Nyx
Cabal Stronghold
City of Traitors
Muraganda Raceway
Crystal Vein
Shrine of the Forsaken Gods
Mishra's Workshop
Eldrazi Temple
Urza's Workshop
Tarnation Vista
Teferi's Isle
Ugin's Labyrinth
Untaidake, the Cloud KeeperGates
Gates: dual lands that enter tapped, with payoffs for running lots of them.
Dimir Guildgate
The Black Gate
Talon Gates of Madara
Black Dragon Gate
Sea Gate
Thran Portal
Gateway Plaza
Heap Gate
Gond Gate
Basilisk Gate
Baldur's GateSac Outlets
Lands that let you sacrifice permanents.
Phyrexian Tower
Scavenger Grounds
High Market
Lazotep Quarry
Fountainport
Ipnu Rivulet
Castle Doom
The Gold Saucer
Ifnir Deadlands
Phyrexia's Core
Miren, the Moaning Well
Tomb of Urami
Springjack Pasture
Diamond Valley
Rath's EdgeArtifact Lands
Lands that are also artifacts, for affinity and metalcraft decks.
Seat of the Synod
Vault of Whispers
Mistvault Bridge
Darksteel CitadelTap Lands
Contaminated Aquifer
Submerged Boneyard
Waterfront District
Soured Springs
Treno, Dark City
Sinister Hideout
Salt Marsh
Serpent's Pass
Cryptic SpiresLand Destruction
Demolition Field
Field of Ruin
Strip Mine
Ghost Quarter
Wasteland
Tectonic Edge
Dust Bowl
Encroaching WastesColor Choose Lands
Lands that make a color you choose as they enter.
Thriving Isle
Thriving Moor
Multiversal Passage
Uncharted Haven
Crossroads Village
Shimmerdrift Vale
Valgavoth's Lair
Temple of the Dragon Queen
Mirage Mesa
Night Market
Big Apple, 3 a.m.
Edgewall Inn
Room of Refuge
Forsaken CrossroadsCaves
Urza's Cave
Secret Tunnel
Sunken Palace
Pit of Offerings
Hidden Cataract
Hidden Necropolis
Echoing Deeps
Promising Vein
Volatile Fault
Sunken Citadel
Captivating Cave
Forgotten Monument
Cavernous MawStorage Lands
Store up mana counters over turns, then release it in one big turn.
Dreadship Reef
Crucible of the Spirit Dragon
Mage-Ring Network
Bottomless Vault
Mirrodin's Core
City of Shadows
Saprazzan Cove
Sand Silos
Subterranean Hangar
Throne of MakindiPanoramas
Pay and sacrifice to fetch a basic land of either type.
Obscura Storefront
Maestros Theater
Grixis Panorama
Esper Panorama
Brokers Hideout
Riveteers Overlook
Bant Panorama
Jund PanoramaSpheres
The Mycosynth Gardens
Mirrex
The Surgical Bay
The Dross Pits
The Seedcore
The Monumental FacadeSac Cost Lands
Lotus Field
Lake of the Dead
Glacial Chasm
Soldevi Excavations
Lotus Vale
Scorched RuinsSac Lands
Ebon Stronghold
Svyelunite Temple
Bog Wreckage
Seafloor DebrisCreaturelands
Lands that can become creatures to attack or block.
Creeping Tar Pit
Restless Reef
Faerie Conclave
Mutavault
Westvale Abbey
Blinkmoth Nexus
Hostile Hostel
Hall of Storm Giants
Hive of the Eye Tyrant
Inkmoth Nexus
Faceless Haven
Soulstone Sanctuary
Hostile Desert
Frostwalk Bastion
Mishra's Factory
Spawning Pool
Hall of Echoes
Crawling Barrens
Cactus Preserve
Great Hall of the Biblioplex
Mishra's Foundry
Dread Statuary
Mobilized District
Stalking StonesUtility Lands
Lands that do more than tap for mana: removal, recursion, card draw and graveyard hate.
Bojuka Bog
Reliquary Tower
Rogue's Passage
Nephalia Drownyard
Mortuary Mire
Halimar Depths
Urza's Saga
Port of Karfell
Cephalid Coliseum
Access Tunnel
Unholy Grotto
Command Beacon
Archway of Innovation
Buried Ruin
Spymaster's Vault
Field of the Dead
Karn's Bastion
Drownyard Temple
Accursed Duneyard
Mistrise Village
Treasure Vault
Maze of Ith
Swarmyard
Homeward Path