Glint Lands
The most-played lands in Glint Commander decks (Blue-Black-Red-Green), grouped by land cycle. Percentages show how many Glint decks run each land.
Land Cycles
The Glint 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.
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
Blighted WoodlandRamp Lands
Krosan VergeHorizon Lands
Waterlogged GroveHorizon Lands
Fiery IsletHorizon Lands
Nurturing PeatlandFuture Sight Lands
Graven CairnsFuture Sight Lands
Grove of the BurnwillowsFuture Sight Lands
River of TearsDryad Arbor
Dryad ArborTainted Lands
Tainted WoodUntapped duals that need a land of a specific basic type to produce color.
Tainted Lands
Tainted PeakTainted Lands
Tainted IsleUrza Tron
Urza's TowerUrza Tron
Urza's MineUrza Tron
Urza's Power PlantAmnesia Lands
Training CompoundAmnesia Lands
Dark FortressAmnesia Lands
Hidden LairPain Taplands
Caldera LakePain Taplands
Skyshroud ForestPain Taplands
Pine BarrensLocus Lands
CloudpostLocus Lands
TrenchpostShock Lands
Basic land types and enter untapped if you pay 2 life. Fetchable with fetch lands.
Breeding Pool
Watery Grave
Steam Vents
Overgrown Tomb
Stomping Ground
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.
Wooded Foothills
Polluted Delta
Misty Rainforest
Bloodstained Mire
Scalding Tarn
Verdant Catacombs
Flooded Strand
Marsh Flats
Windswept Heath
Arid MesaTrilands
Ketria Triome
Zagoth Triome
Ziatora's Proving Ground
Xander's Lounge
Frontier Bivouac
Crumbling Necropolis
Opulent Palace
Savage Lands
Oscorp Industries
Crosis's Catacombs
Darigaaz's Caldera
Crypt of the EternalsRainbow Lands
Lands that make any color, usually with a condition attached.
City of Brass
Mana Confluence
Path of Ancestry
Reflecting Pool
Forbidden Orchard
Starting Town
Plaza of Heroes
Cavern of Souls
Spire of Industry
Tarnished Citadel
Gemstone Mine
Rupture Spire
Grand Coliseum
Cascading Cataracts
Command Bridge
Unclaimed Territory
Secluded Courtyard
Ancient Ziggurat
Transguild Promenade
Hidden Hideout
Meteor Crater
Great Hall of the Citadel
Aether Hub
Archway CommonsDual Lands
The original duals: untapped, no drawback, and they carry both basic land types.
Tropical Island
Bayou
Volcanic Island
Underground Sea
Taiga
BadlandsChannel Lands
Lands from Kamigawa with a channel ability you can discard for an effect.
Boseiju, Who Endures
Otawara, Soaring City
Takenuma, Abandoned Mire
Sokenzan, Crucible of DefianceBond Lands
Enter untapped as long as you have two or more opponents — which in Commander is almost always.
Rejuvenating Springs
Training Center
Undergrowth Stadium
Spire Garden
Morphic Pool
Luxury SuiteBasic 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
Hobbit Hole
Terminal Moraine
Thawing Glaciers
Elven PassageTango Lands
Also called battle lands: basic land types, untapped if you control two or more basic lands.
Cinder Glade
Sunken Hollow
Smoldering Marsh
Vernal Fen
Sodden Verdure
Scorched GeyserMultiple Mana Lands
Lands that tap for two or more mana.
Ancient Tomb
Gaea's Cradle
Temple of the False God
City of Traitors
Cabal Coffers
Three Tree City
Nykthos, Shrine to Nyx
Eldrazi Temple
Shrine of the Forsaken Gods
Crystal Vein
Muraganda Raceway
Tarnation Vista
Ugin's Labyrinth
Mishra's Workshop
Cabal Stronghold
Urza's Workshop
Untaidake, the Cloud Keeper
Teferi's IslePain Lands
Tap for colorless for free, or for either color at the cost of 1 damage.
Yavimaya Coast
Shivan Reef
Llanowar Wastes
Karplusan Forest
Underground River
Sulfurous SpringsLegendary Lands
Legendary lands with unique abilities.
Yavimaya, Cradle of Growth
Urborg, Tomb of Yawgmoth
Minamo, School at Water's Edge
Shizo, Death's Storehouse
Geier Reach Sanitarium
Boseiju, Who Shelters All
Minas Morgul, Dark Fortress
Academy Ruins
Dark Depths
Volrath's Stronghold
Mikokoro, Center of the Sea
Inventors' Fair
Havengul Laboratory
Shinka, the Bloodsoaked Keep
Rivendell
Yavimaya Hollow
Oboro, Palace in the Clouds
Eye of Ugin
Mines of Moria
Hall of the Bandit Lord
Kher Keep
The Shire
Barad-dûr
The Grey HavensCheck Lands
Enter untapped if you control a land of either matching basic type.
Hinterland Harbor
Sulfur Falls
Rootbound Crag
Dragonskull Summit
Woodland Cemetery
Drowned CatacombSlow Lands
The opposite of fast lands: untapped once you control two or more other lands.
Dreamroot Cascade
Rockfall Vale
Stormcarved Coast
Shipwreck Marsh
Deathcap Glade
Haunted Ridge
Bleeding Woods
Murky Sewer
Lakeside Shack
Peculiar Lighthouse
Razortrap Gorge
Strangled CemeteryBounce Lands
Return a land to hand and tap for two mana. Effectively card advantage in land form.
Simic Growth Chamber
Rakdos Carnarium
Izzet Boilerworks
Gruul Turf
Dimir Aqueduct
Golgari Rot Farm
Arid Archway
Guildless Commons
Coral Atoll
Dormant Volcano
Everglades
Jungle BasinSurveil Lands
Enter tapped, surveil 1, and carry basic land types so fetches can find them.
Hedge Maze
Undercity Sewers
Commercial District
Underground Mortuary
Thundering Falls
Raucous TheaterMDFCs
Modal double-faced cards: a spell on the front, a land on the back. Play them as either.
Bala Ged Recovery
Sink into Stupor
Valakut Awakening
Sea Gate Restoration
Fell the Profane
Revitalizing Repast
Waterlogged Teachings
Bloodsoaked Insight
Disciple of Freyalise
Pinnacle Monk
Malakir Rebirth
Boggart Trawler
Hydroelectric Specimen
Stump Stomp
Silundi Vision
Bridgeworks Battle
Glasspool Mimic
Sundering Eruption
Turntimber Symbiosis
Agadeem's Awakening
Shatterskull Smashing
Hagra Mauling
Drowner of Truth
Tangled FlorahedronScry Lands
Enter tapped and scry 1.
Temple of Epiphany
Temple of Mystery
Temple of Abandon
Temple of Malady
Temple of Deceit
Temple of MaliceGates
Gates: dual lands that enter tapped, with payoffs for running lots of them.
Talon Gates of Madara
The Black Gate
Izzet Guildgate
Golgari Guildgate
Simic Guildgate
Gruul Guildgate
Rakdos Guildgate
Dimir Guildgate
Black Dragon Gate
Cliffgate
Gateway Plaza
Manor Gate
Sea Gate
Gond Gate
Baldur's Gate
Heap Gate
Basilisk Gate
Thran PortalFilter Lands
Turn one mana into two of your colors, smoothing out double-pip costs.
Flooded Grove
Cascade Bluffs
Twilight Mire
Fire-Lit Thicket
Graven Cairns
Sunken RuinsPanoramas
Pay and sacrifice to fetch a basic land of either type.
Bountiful Landscape
Foreboding Landscape
Twisted Landscape
Seething Landscape
Riveteers Overlook
Maestros Theater
Cabaretti Courtyard
Jund Panorama
Grixis Panorama
Brokers Hideout
Obscura Storefront
Naya Panorama
Bant Panorama
Esper PanoramaSignet Lands
Pay one mana, get two of your colors back.
Shadowblood Ridge
Darkwater Catacombs
Mossfire Valley
Overflowing Basin
Ferrous Lake
Viridescent BogCycling Lands
Enter tapped, carry basic types, and can be cycled away when you are flooding.
Sheltered Thicket
Canyon Slough
Fetid Pools
Festering Thicket
Rain-Slicked Copse
Forgotten Cave
Barren Moor
Tranquil Thicket
Lonely Sandbar
Remote Isle
Polluted Mire
Slippery Karst
Smoldering Crater
Coastal Peak
Blasted Landscape
Desert of the Glorified
Desert of the Indomitable
Desert of the Mindful
Desert of the FerventAdamant Lands
Mystic Sanctuary
Witch's Cottage
Dwarven Mine
Gingerbread CabinGainlands
Enter tapped and gain 1 life.
Dismal Backwater
Swiftwater Cliffs
Jungle Hollow
Thornwood Falls
Rugged Highlands
Bloodfell Caves
Kazandu Refuge
Akoum Refuge
Plaza of Harmony
Jwar Isle Refuge
Adventurer's Inn
A.I.M. Labs
Hell's Kitchen
Pym Technologies
Stark Industries
Mutant Town
Illegitimate Business
TCRI Building
Los Diablos Missile Base
Subterranean Cavern
Radiant Fountain
Seraph Sanctuary
GlimmerpostTap Lands
Tangled Islet
Haunted Mire
Wooded Ridgeline
Molten Tributary
Contaminated Aquifer
Geothermal Bog
Eroded Canyon
Bristling Backwoods
Lush Oasis
Jagged Barrens
Festering Gulch
Soured Springs
Highland Lake
Woodland Stream
Racers' Ring
Baron, Airship Kingdom
Submerged Boneyard
Waterfront District
Prismari Campus
Tramway Station
Foul Orchard
Cinder Barrens
Timber Gorge
Quandrix CampusVerges
Always taps for one color; taps for the second if you control a land of the right basic type.
Thornspire Verge
Gloomlake Verge
Willowrush Verge
Blazemire Verge
Riverpyre Verge
Wastewood VergePathways
Modal double-faced lands: choose which color the land is as you play it.
Barkchannel Pathway
Riverglide Pathway
Cragcrown Pathway
Darkbore Pathway
Clearwater Pathway
Blightstep PathwayReveal Lands
Reveal a matching card from hand or the land enters tapped.
Game Trail
Frostboil Snarl
Choked Estuary
Foreboding Ruins
Vineglimmer Snarl
Necroblossom SnarlFast Lands
Enter untapped if you control two or fewer other lands. Great early, tapped later.
Botanical Sanctum
Copperline Gorge
Blooming Marsh
Spirebluff Canal
Darkslick Shores
Blackcleave CliffsHideaway Lands
Exile a card face down when they enter, then cast it free once a condition is met.
Mosswort Bridge
Spinerock Knoll
Clive's Hideaway
Shelldock Isle
Howltooth HollowLand Destruction
Strip Mine
Demolition Field
Wasteland
Ghost Quarter
Field of Ruin
Dust Bowl
Tectonic Edge
Gnottvold Slumbermound
Memorial to War
Encroaching WastesColor Choose Lands
Lands that make a color you choose as they enter.
Thriving Isle
Thriving Grove
Thriving Bluff
Thriving Moor
Multiversal Passage
Uncharted Haven
Valgavoth's Lair
Crossroads Village
Night Market
Temple of the Dragon Queen
Mirage Mesa
Shimmerdrift Vale
Edgewall Inn
Big Apple, 3 a.m.
Forsaken Crossroads
Room of RefugeSnow Tap Lands
Snow dual lands with basic types that enter tapped.
Rimewood Falls
Highland Forest
Woodland Chasm
Volatile Fjord
Sulfurous Mire
Ice Tunnel
Frost Marsh
Tresserhorn Sinks
Highland WealdCaves
Urza's Cave
Hidden Nursery
Hidden Volcano
Hidden Cataract
Hidden Necropolis
Echoing Deeps
Pit of Offerings
Sunken Citadel
Secret Tunnel
Sunken Palace
Promising Vein
Volatile Fault
Captivating Cave
Forgotten Monument
Cavernous MawSac Cost Lands
Glacial Chasm
Lotus Field
Lotus Vale
Scorched Ruins
Lake of the Dead
Soldevi Excavations
Balduvian Trading Post
Heart of YavimayaArtifact Lands
Lands that are also artifacts, for affinity and metalcraft decks.
Seat of the Synod
Vault of Whispers
Great Furnace
Tree of Tales
Silverbluff Bridge
Darkmoss Bridge
Tanglepool Bridge
Mistvault Bridge
Drossforge Bridge
Slagwoods Bridge
Darksteel CitadelAdventure Lands
Lindblum, Industrial Regency // Mage Siege
Midgar, City of Mako // Reactor Raid
Jidoor, Aristocratic Capital // Overture
Zanarkand, Ancient Metropolis // Lasting FaythSac Outlets
Lands that let you sacrifice permanents.
Phyrexian Tower
Scavenger Grounds
Mount Doom
High Market
Lazotep Quarry
Fountainport
Grim Backwoods
Tomb of Urami
The Gold Saucer
Ifnir Deadlands
Ramunap Ruins
Hashep Oasis
Miren, the Moaning Well
Phyrexia's Core
Ipnu Rivulet
Springjack Pasture
Castle Doom
Keldon Necropolis
Rath's Edge
Diamond ValleyTurbulent Lands
Turbulent Wilderness
Turbulent Fen
Turbulent Springs
Turbulent Wetlands
Turbulent CraterZendikar Named Lands
Valakut, the Molten Pinnacle
Crypt of Agadeem
Oran-Rief, the Vastwood
Magosi, the WaterveilVivid Lands
Enter tapped with charge counters to tap for any color a few times.
Vivid Creek
Vivid Grove
Vivid Crag
Vivid MarshSlow Fetch Lands
Fetch lands that put the land onto the battlefield tapped.
Mountain Valley
Rocky Tar Pit
Bad River
Flood Plain
GrasslandsPlanets
Evendo, Waking Haven
Susur Secundi, Void Altar
Uthros, Titanic Godcore
Kavaron, Memorial WorldCastles
Enter untapped if you control a basic land of their type, and each has an activated ability.
Castle Garenbrig
Castle Vantress
Castle Locthwain
Castle EmberethDepletion Lands
Peat Bog
Hickory Woodlot
Sandstone Needle
Saprazzan Skerry
River Delta
Timberline Ridge
Lava TubesSpheres
The Mycosynth Gardens
Mirrex
The Hunter Maze
The Autonomous Furnace
The Surgical Bay
The Dross Pits
The Seedcore
The Monumental FacadeClue Lands
Enter tapped, and you can pay to crack them for a Clue.
Billiard Room
Library
Secret Passage
Kitchen
Dining Room
LoungeSac Lands
Sulfur Vent
Geothermal Crevice
Ebon Stronghold
Svyelunite Temple
Havenwood Battleground
Dwarven Ruins
Bog Wreckage
Seafloor Debris
Ravaged Highlands
Timberland RuinsStorage Lands
Store up mana counters over turns, then release it in one big turn.
Mirrodin's Core
Molten Slagheap
Crucible of the Spirit Dragon
Fungal Reaches
Dreadship Reef
Mage-Ring Network
City of Shadows
Dwarven Hold
Saprazzan Cove
Sand Silos
Hollow Trees
Throne of Makindi
Rushwood Grove
Mercadian Bazaar
Bottomless Vault
Subterranean HangarTypal Lands
Secluded Glen
Auntie's Hovel
Primal Beyond
Gilt-Leaf PalaceVillages
Oakhollow Village
Lilypad Village
Mudflat Village
Rockface VillageNap Lands
Mogg Hollows
Pinecrest Ridge
Rootwater Depths
Lantern-Lit Graveyard
Waterveil Cavern
Cinder MarshRoads
Reef Roads
Rocky Roads
Wild Roads
Foul RoadsWalker Lands
Theorix Annex
Konstrari Annex
Formidable Commons
Innovative Commons
Stingerquill Annex
Transformative CommonsCreaturelands
Lands that can become creatures to attack or block.
Creeping Tar Pit
Lumbering Falls
Lair of the Hydra
Restless Cottage
Cactus Preserve
Raging Ravine
Restless Reef
Restless Spire
Inkmoth Nexus
Restless Vents
Wandering Fumarole
Great Hall of the Biblioplex
Ba Sing Se
Restless Vinestalk
Hissing Quagmire
Lavaclaw Reaches
Westvale Abbey
Restless Ridgeline
Hall of Storm Giants
Hive of the Eye Tyrant
Mutavault
Svogthos, the Restless Tomb
Treetop Village
Hostile HostelUtility Lands
Lands that do more than tap for mana: removal, recursion, card draw and graveyard hate.
Reliquary Tower
Rogue's Passage
Bojuka Bog
Emergence Zone
Mistrise Village
Alchemist's Refuge
Urza's Saga
Field of the Dead
Maze of Ith
Arena of Glory
Kessig Wolf Run
Command Beacon
Opal Palace
Cephalid Coliseum
Deserted Temple
Horizon of Progress
Riptide Laboratory
Karn's Bastion
Access Tunnel
Dakmor Salvage
Treasure Vault
Maze's End
Halimar Depths
Tolaria West