Dune Lands
The most-played lands in Dune Commander decks (Black-Red-Green-White), grouped by land cycle. Percentages show how many Dune decks run each land.
Land Cycles
The Dune member of each land cycle, most-played first.
New Lands
Temple of KhonshuCommand Tower
Command TowerTaps for any color in your commander’s identity. An auto-include in every multicolor deck.
Exotic Orchard
Exotic OrchardGemstone Caverns
Gemstone CavernsCopy Lands
Shifting WoodlandCopy Lands
Thespian's StageCopy Lands
VesuvaRamp Lands
Myriad LandscapeLands that fetch extra lands onto the battlefield.
Ramp Lands
Krosan VergeRamp Lands
Blighted WoodlandFuture Sight Lands
Horizon CanopyFuture Sight Lands
Graven CairnsFuture Sight Lands
Grove of the BurnwillowsDryad Arbor
Dryad ArborTainted Lands
Tainted WoodUntapped duals that need a land of a specific basic type to produce color.
Tainted Lands
Tainted FieldTainted Lands
Tainted PeakUrza Tron
Urza's TowerUrza Tron
Urza's Power PlantUrza Tron
Urza's MineAmnesia Lands
Gathering PlaceAmnesia Lands
Training CompoundAmnesia Lands
Dark FortressPain Taplands
ScablandPain Taplands
Salt FlatsPain Taplands
Pine BarrensLocus Lands
TrenchpostLocus Lands
CloudpostShock Lands
Basic land types and enter untapped if you pay 2 life. Fetchable with fetch lands.
Temple Garden
Overgrown Tomb
Stomping Ground
Godless Shrine
Sacred Foundry
Blood CryptFetch Lands
Pay 1 life and sacrifice to find a land with a basic type. Thins the deck, triggers landfall and grabs duals or shocks.
Windswept Heath
Wooded Foothills
Marsh Flats
Verdant Catacombs
Arid Mesa
Bloodstained Mire
Misty Rainforest
Polluted Delta
Flooded Strand
Scalding TarnTrilands
Indatha Triome
Jetmir's Garden
Ziatora's Proving Ground
Savai Triome
Jungle Shrine
Sandsteppe Citadel
Nomad Outpost
Savage Lands
Murmuring Bosk
Rith's Grove
Darigaaz's Caldera
Tournament GroundsRainbow Lands
Lands that make any color, usually with a condition attached.
Path of Ancestry
City of Brass
Mana Confluence
Reflecting Pool
Plaza of Heroes
Cavern of Souls
Unclaimed Territory
Secluded Courtyard
Forbidden Orchard
Great Hall of the Citadel
Starting Town
Spire of Industry
Grand Coliseum
Ancient Ziggurat
Tarnished Citadel
Gemstone Mine
Rupture Spire
Command Bridge
Hidden Hideout
Cascading Cataracts
Power Depot
Survivors' Encampment
Abundant Countryside
Transguild PromenadeBond Lands
Enter untapped as long as you have two or more opponents — which in Commander is almost always.
Bountiful Promenade
Undergrowth Stadium
Spire Garden
Spectator Seating
Vault of Champions
Luxury SuiteChannel Lands
Lands from Kamigawa with a channel ability you can discard for an effect.
Boseiju, Who Endures
Eiganjo, Seat of the Empire
Takenuma, Abandoned Mire
Sokenzan, Crucible of DefianceDual Lands
The original duals: untapped, no drawback, and they carry both basic land types.
Savannah
Taiga
Bayou
Scrubland
Badlands
PlateauLegendary Lands
Legendary lands with unique abilities.
Yavimaya, Cradle of Growth
Urborg, Tomb of Yawgmoth
Minas Tirith
Shizo, Death's Storehouse
Havengul Laboratory
The Shire
Shinka, the Bloodsoaked Keep
Hall of Heliod's Generosity
The Grey Havens
Inventors' Fair
Mines of Moria
Volrath's Stronghold
Hall of the Bandit Lord
Eiganjo Castle
Minas Morgul, Dark Fortress
Yavimaya Hollow
Geier Reach Sanitarium
Okina, Temple to the Grandfathers
Dark Depths
Kher Keep
Pendelhaven
Abstergo Entertainment
Boseiju, Who Shelters All
Barad-dûrBasic Fetch Lands
Sacrifice to put a basic land onto the battlefield — budget fixing and landfall triggers.
Evolving Wilds
Terramorphic Expanse
Fabled Passage
Ash Barrens
Prismatic Vista
Escape Tunnel
Vibrant Cityscape
Shire Terrace
Warped Landscape
Terminal Moraine
Hobbit Hole
Elven Passage
Thawing GlaciersTango Lands
Also called battle lands: basic land types, untapped if you control two or more basic lands.
Canopy Vista
Cinder Glade
Smoldering Marsh
Vernal Fen
Radiant Summit
Eclipsed SteppeCheck Lands
Enter untapped if you control a land of either matching basic type.
Sunpetal Grove
Rootbound Crag
Dragonskull Summit
Clifftop Retreat
Isolated Chapel
Woodland CemeteryPain Lands
Tap for colorless for free, or for either color at the cost of 1 damage.
Caves of Koilos
Battlefield Forge
Llanowar Wastes
Karplusan Forest
Brushland
Sulfurous SpringsMultiple Mana Lands
Lands that tap for two or more mana.
Ancient Tomb
Gaea's Cradle
Temple of the False God
Three Tree City
Cabal Coffers
City of Traitors
Nykthos, Shrine to Nyx
Serra's Sanctum
Muraganda Raceway
Tarnation Vista
Untaidake, the Cloud Keeper
Crystal Vein
Mishra's Workshop
Shrine of the Forsaken Gods
Cabal Stronghold
Eldrazi Temple
Urza's Workshop
Ugin's LabyrinthSlow Lands
The opposite of fast lands: untapped once you control two or more other lands.
Overgrown Farmland
Rockfall Vale
Deathcap Glade
Sundown Pass
Shattered Sanctum
Haunted Ridge
Strangled Cemetery
Neglected Manor
Razortrap Gorge
Bleeding Woods
Etched Cornfield
Raucous CarnivalSurveil Lands
Enter tapped, surveil 1, and carry basic land types so fetches can find them.
Lush Portico
Underground Mortuary
Commercial District
Shadowy Backstreet
Elegant Parlor
Raucous TheaterHideaway Lands
Exile a card face down when they enter, then cast it free once a condition is met.
Mosswort Bridge
Windbrisk Heights
Spinerock Knoll
Clive's Hideaway
Howltooth HollowSac Outlets
Lands that let you sacrifice permanents.
Phyrexian Tower
Lazotep Quarry
Mount Doom
Scavenger Grounds
High Market
Fountainport
Hashep Oasis
Ramunap Ruins
Shefet Dunes
Ifnir Deadlands
Grim Backwoods
Springjack Pasture
Phyrexia's Core
Miren, the Moaning Well
Great Hall of Starnheim
The Gold Saucer
Starlit Sanctum
Tomb of Urami
Castle Doom
Keldon Necropolis
Diamond Valley
Rath's EdgeBounce Lands
Return a land to hand and tap for two mana. Effectively card advantage in land form.
Gruul Turf
Orzhov Basilica
Selesnya Sanctuary
Boros Garrison
Golgari Rot Farm
Rakdos Carnarium
Arid Archway
Karoo
Guildless Commons
Jungle Basin
Dormant Volcano
EvergladesMDFCs
Modal double-faced cards: a spell on the front, a land on the back. Play them as either.
Bala Ged Recovery
Revitalizing Repast
Witch Enchanter
Legion Leadership
Fell the Profane
Sundering Eruption
Malakir Rebirth
Disciple of Freyalise
Strength of the Harvest
Stump Stomp
Valakut Awakening
Boggart Trawler
Agadeem's Awakening
Glasswing Grace
Bridgeworks Battle
Kazuul's Fury
Pinnacle Monk
Sejiri Shelter
Ondu Inversion
Hagra Mauling
Turntimber Symbiosis
Bloodsoaked Insight
Razorgrass Ambush
Shatterskull SmashingScry Lands
Enter tapped and scry 1.
Temple of Triumph
Temple of Silence
Temple of Malady
Temple of Plenty
Temple of Abandon
Temple of MalicePanoramas
Pay and sacrifice to fetch a basic land of either type.
Deceptive Landscape
Twisted Landscape
Sheltering Landscape
Shattered Landscape
Riveteers Overlook
Cabaretti Courtyard
Naya Panorama
Jund Panorama
Maestros Theater
Brokers Hideout
Obscura Storefront
Bant Panorama
Grixis Panorama
Esper PanoramaSignet Lands
Pay one mana, get two of your colors back.
Sungrass Prairie
Mossfire Valley
Shadowblood Ridge
Viridescent Bog
Sunscorched Divide
Desolate MireVerges
Always taps for one color; taps for the second if you control a land of the right basic type.
Hushwood Verge
Thornspire Verge
Blazemire Verge
Wastewood Verge
Sunbillow Verge
Bleachbone VergeHorizon Lands
Horizon Canopy
Nurturing Peatland
Silent Clearing
Sunbaked CanyonFilter Lands
Turn one mana into two of your colors, smoothing out double-pip costs.
Rugged Prairie
Fetid Heath
Twilight Mire
Fire-Lit Thicket
Graven Cairns
Wooded BastionCycling Lands
Enter tapped, carry basic types, and can be cycled away when you are flooding.
Scattered Groves
Sheltered Thicket
Canyon Slough
Festering Thicket
Glittering Massif
Desert of the Fervent
Desert of the Indomitable
Desert of the True
Desert of the Glorified
Tranquil Thicket
Barren Moor
Forgotten Cave
Umbral Expanse
Secluded Steppe
Drifting Meadow
Slippery Karst
Smoldering Crater
Polluted Mire
Blasted LandscapePathways
Modal double-faced lands: choose which color the land is as you play it.
Branchloft Pathway
Cragcrown Pathway
Brightclimb Pathway
Darkbore Pathway
Needleverge Pathway
Blightstep PathwayGainlands
Enter tapped and gain 1 life.
Blossoming Sands
Jungle Hollow
Scoured Barrens
Rugged Highlands
Bloodfell Caves
Wind-Scarred Crag
Graypelt Refuge
Akoum Refuge
Kazandu Refuge
Seraph Sanctuary
Plaza of Harmony
Adventurer's Inn
Dimension X
Radiant Fountain
Illegitimate Business
Asgardian Citadel
Kabira Crossroads
Birnin Zana Plaza
Los Diablos Missile Base
Foot Headquarters
Hell's Kitchen
Subterranean Cavern
Fisk Tower
GlimmerpostGates
Gates: dual lands that enter tapped, with payoffs for running lots of them.
Talon Gates of Madara
Rakdos Guildgate
Boros Guildgate
Selesnya Guildgate
Golgari Guildgate
Orzhov Guildgate
Gruul Guildgate
The Black Gate
Citadel Gate
Black Dragon Gate
Manor Gate
Gateway Plaza
Cliffgate
Gond Gate
Baldur's Gate
Heap Gate
Basilisk Gate
Thran PortalReveal Lands
Reveal a matching card from hand or the land enters tapped.
Fortified Village
Game Trail
Furycalm Snarl
Foreboding Ruins
Shineshadow Snarl
Necroblossom SnarlFast Lands
Enter untapped if you control two or fewer other lands. Great early, tapped later.
Razorverge Thicket
Blooming Marsh
Concealed Courtyard
Copperline Gorge
Inspiring Vantage
Blackcleave CliffsTap Lands
Haunted Mire
Radiant Grove
Wooded Ridgeline
Sunlit Marsh
Sacred Peaks
Abraded Bluffs
Geothermal Bog
Bristling Backwoods
Creosote Heath
Forlorn Flats
Festering Gulch
Jagged Barrens
Stone Quarry
Foul Orchard
Forsaken Sanctuary
Tranquil Expanse
Botanical Plaza
Tramway Station
Cinder Barrens
Foggy Bottom Swamp
Racers' Ring
Rabanastre, Royal City
Timber Gorge
Omashu CityPlanets
Evendo, Waking Haven
Susur Secundi, Void Altar
Adagia, Windswept Bastion
Kavaron, Memorial WorldColor Choose Lands
Lands that make a color you choose as they enter.
Thriving Heath
Thriving Grove
Thriving Moor
Thriving Bluff
Mirage Mesa
Multiversal Passage
Uncharted Haven
Shimmerdrift Vale
Valgavoth's Lair
Crossroads Village
Night Market
Edgewall Inn
Big Apple, 3 a.m.
Temple of the Dragon Queen
Forsaken Crossroads
Room of RefugeLand Destruction
Strip Mine
Demolition Field
Ghost Quarter
Wasteland
Field of Ruin
Dust Bowl
Tectonic Edge
Gnottvold Slumbermound
Memorial to War
Encroaching WastesArtifact Lands
Lands that are also artifacts, for affinity and metalcraft decks.
Ancient Den
Great Furnace
Rustvale Bridge
Vault of Whispers
Darkmoss Bridge
Tree of Tales
Slagwoods Bridge
Goldmire Bridge
Thornglint Bridge
Drossforge Bridge
Darksteel CitadelSnow Tap Lands
Snow dual lands with basic types that enter tapped.
Arctic Treeline
Highland Forest
Woodland Chasm
Alpine Meadow
Snowfield Sinkhole
Sulfurous Mire
Arctic Flats
Highland Weald
Tresserhorn SinksCastles
Enter untapped if you control a basic land of their type, and each has an activated ability.
Castle Ardenvale
Castle Embereth
Castle Locthwain
Castle GarenbrigTurbulent Lands
Turbulent Fen
Turbulent Steppe
Turbulent Moor
Turbulent CraterCaves
Urza's Cave
Secret Tunnel
Pit of Offerings
Echoing Deeps
Promising Vein
Volatile Fault
Hidden Courtyard
Hidden Volcano
Hidden Nursery
Captivating Cave
Hidden Necropolis
Sunken Citadel
Forgotten Monument
Cavernous MawVivid Lands
Enter tapped with charge counters to tap for any color a few times.
Vivid Grove
Vivid Meadow
Vivid Marsh
Vivid CragSlow Fetch Lands
Fetch lands that put the land onto the battlefield tapped.
Grasslands
Mountain Valley
Rocky Tar Pit
Flood Plain
Bad RiverClue Lands
Enter tapped, and you can pay to crack them for a Clue.
Ballroom
Conservatory
Lounge
Hall
Dining Room
Billiard RoomZendikar Named Lands
Oran-Rief, the Vastwood
Emeria, the Sky Ruin
Valakut, the Molten Pinnacle
Crypt of AgadeemSac Cost Lands
Lotus Field
Glacial Chasm
Lotus Vale
Kjeldoran Outpost
Lake of the Dead
Scorched Ruins
Balduvian Trading Post
Heart of YavimayaAdventure Lands
Midgar, City of Mako // Reactor Raid
Ishgard, the Holy See // Faith & Grief
Lindblum, Industrial Regency // Mage Siege
Zanarkand, Ancient Metropolis // Lasting FaythAdamant Lands
Gingerbread Cabin
Witch's Cottage
Dwarven Mine
Idyllic GrangeSpheres
Mirrex
The Seedcore
The Mycosynth Gardens
The Fair Basilica
The Dross Pits
The Hunter Maze
The Autonomous Furnace
The Monumental FacadeStorage Lands
Store up mana counters over turns, then release it in one big turn.
Mirrodin's Core
Crucible of the Spirit Dragon
Saltcrusted Steppe
Fungal Reaches
Molten Slagheap
Mage-Ring Network
City of Shadows
Rushwood Grove
Subterranean Hangar
Fountain of Cho
Bottomless Vault
Hollow Trees
Icatian Store
Mercadian Bazaar
Dwarven Hold
Throne of MakindiRoads
Rocky Roads
Wild Roads
Foul Roads
Country RoadsSac Lands
Tinder Farm
Geothermal Crevice
Dwarven Ruins
Ebon Stronghold
Ruins of Trokair
Havenwood Battleground
Timberland Ruins
Bog Wreckage
Ravaged Highlands
Abandoned OutpostTypal Lands
Ancient Amphitheater
Auntie's Hovel
Gilt-Leaf Palace
Rustic Clachan
Primal BeyondDepletion Lands
Hickory Woodlot
Sandstone Needle
Peat Bog
Remote Farm
Lava Tubes
Timberline Ridge
VeldtVillages
Rockface Village
Mudflat Village
Oakhollow Village
Lupinflower VillageNap Lands
Tranquil Garden
Vec Townships
Pinecrest Ridge
Lantern-Lit Graveyard
Cinder Marsh
Mogg HollowsWalker Lands
Dedicated Commons
Konstrari Annex
Stingerquill Annex
Meticulous Commons
Vigorbloom Annex
Formidable CommonsCreaturelands
Lands that can become creatures to attack or block.
Inkmoth Nexus
Cactus Preserve
Westvale Abbey
Restless Cottage
Ba Sing Se
Restless Prairie
Restless Bivouac
Restless Ridgeline
Restless Fortress
Raging Ravine
Shambling Vent
Needle Spires
Restless Vents
Stirring Wildwood
Hissing Quagmire
Den of the Bugbear
Lavaclaw Reaches
Blinkmoth Nexus
Hostile Desert
Lair of the Hydra
Mutavault
Cave of the Frost Dragon
Crawling Barrens
Treetop VillageUtility Lands
Lands that do more than tap for mana: removal, recursion, card draw and graveyard hate.
Rogue's Passage
Reliquary Tower
Bojuka Bog
Vault of the Archangel
Kessig Wolf Run
Gavony Township
Arena of Glory
Urza's Saga
Field of the Dead
Opal Palace
Karn's Bastion
Emergence Zone
Command Beacon
Maze of Ith
Slayers' Stronghold
Access Tunnel
Horizon of Progress
Hanweir Battlements
Abandoned Air Temple
Witch's Clinic
Sunhome, Fortress of the Legion
Buried Ruin
Treasure Vault
Study Hall