Gruul Lands
The most-played lands in Gruul Commander decks (Red-Green), grouped by land cycle. Percentages show how many Gruul decks run each land.
Land Cycles
The Gruul 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
Cinder GladeAlso called battle lands: basic land types, untapped if you control two or more basic lands.
Check Lands
Rootbound CragEnter untapped if you control a land of either matching basic type.
Shock Lands
Stomping GroundBasic land types and enter untapped if you pay 2 life. Fetchable with fetch lands.
Reveal Lands
Game TrailReveal a matching card from hand or the land enters tapped.
Slow Lands
Rockfall ValeThe opposite of fast lands: untapped once you control two or more other lands.
Slow Lands
Bleeding WoodsPain Lands
Karplusan ForestTap for colorless for free, or for either color at the cost of 1 damage.
Bond Lands
Spire GardenEnter untapped as long as you have two or more opponents — which in Commander is almost always.
Signet Lands
Mossfire ValleyPay one mana, get two of your colors back.
Scry Lands
Temple of AbandonEnter tapped and scry 1.
Hideaway Lands
Mosswort BridgeExile a card face down when they enter, then cast it free once a condition is met.
Hideaway Lands
Spinerock KnollHideaway Lands
Clive's HideawayVerges
Thornspire VergeAlways taps for one color; taps for the second if you control a land of the right basic type.
Exotic Orchard
Exotic OrchardPathways
Cragcrown PathwayModal double-faced lands: choose which color the land is as you play it.
Channel Lands
Boseiju, Who EnduresLands from Kamigawa with a channel ability you can discard for an effect.
Channel Lands
Sokenzan, Crucible of DefianceSurveil Lands
Commercial DistrictEnter tapped, surveil 1, and carry basic land types so fetches can find them.
Fast Lands
Copperline GorgeEnter untapped if you control two or fewer other lands. Great early, tapped later.
Filter Lands
Fire-Lit ThicketTurn one mana into two of your colors, smoothing out double-pip costs.
Ramp Lands
Myriad LandscapeLands that fetch extra lands onto the battlefield.
Ramp Lands
Blighted WoodlandRamp Lands
Krosan VergeDual Lands
TaigaThe original duals: untapped, no drawback, and they carry both basic land types.
Future Sight Lands
Grove of the BurnwillowsCastles
Castle GarenbrigEnter untapped if you control a basic land of their type, and each has an activated ability.
Castles
Castle EmberethCopy Lands
Shifting WoodlandCopy Lands
VesuvaCopy Lands
Thespian's StageSnow Tap Lands
Highland ForestSnow dual lands with basic types that enter tapped.
Snow Tap Lands
Highland WealdZendikar Named Lands
Oran-Rief, the VastwoodZendikar Named Lands
Valakut, the Molten PinnacleGemstone Caverns
Gemstone CavernsDryad Arbor
Dryad ArborPlanets
Evendo, Waking HavenPlanets
Kavaron, Memorial WorldSlow Fetch Lands
Mountain ValleyFetch lands that put the land onto the battlefield tapped.
Slow Fetch Lands
Rocky Tar PitSlow Fetch Lands
GrasslandsAmnesia Lands
Training CompoundVillages
Oakhollow VillageVillages
Rockface VillageAdamant Lands
Dwarven MineAdamant Lands
Gingerbread CabinDepletion Lands
Sandstone NeedleDepletion Lands
Hickory WoodlotDepletion Lands
Timberline RidgeRoads
Wild RoadsRoads
Rocky RoadsClue Lands
Dining RoomEnter tapped, and you can pay to crack them for a Clue.
Adventure Lands
Zanarkand, Ancient Metropolis // Lasting FaythAdventure Lands
Lindblum, Industrial Regency // Mage SiegeUrza Tron
Urza's TowerUrza Tron
Urza's MineUrza Tron
Urza's Power PlantVivid Lands
Vivid GroveEnter tapped with charge counters to tap for any color a few times.
Vivid Lands
Vivid CragNap Lands
Pinecrest RidgeNap Lands
Mogg HollowsWalker Lands
Konstrari AnnexTypal Lands
Primal BeyondLocus Lands
CloudpostLocus Lands
TrenchpostBounce Lands
Return a land to hand and tap for two mana. Effectively card advantage in land form.
Gruul Turf
Guildless Commons
Arid Archway
Jungle Basin
Dormant VolcanoFetch 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
Windswept Heath
Misty Rainforest
Bloodstained Mire
Verdant Catacombs
Arid Mesa
Scalding TarnBasic Fetch Lands
Sacrifice to put a basic land onto the battlefield — budget fixing and landfall triggers.
Evolving Wilds
Terramorphic Expanse
Fabled Passage
Prismatic Vista
Escape Tunnel
Ash Barrens
Vibrant Cityscape
Shire Terrace
Warped Landscape
Hobbit Hole
Terminal Moraine
Thawing Glaciers
Elven PassageCycling Lands
Enter tapped, carry basic types, and can be cycled away when you are flooding.
Sheltered Thicket
Tranquil Thicket
Forgotten Cave
Desert of the Indomitable
Slippery Karst
Desert of the Fervent
Smoldering Crater
Blasted LandscapeLegendary Lands
Legendary lands with unique abilities.
Yavimaya, Cradle of Growth
Inventors' Fair
Mines of Moria
Shinka, the Bloodsoaked Keep
Yavimaya Hollow
Kher Keep
Dark Depths
The Shire
Okina, Temple to the Grandfathers
Hall of the Bandit Lord
Abstergo Entertainment
Geier Reach Sanitarium
Urborg, Tomb of Yawgmoth
Boseiju, Who Shelters All
Mikokoro, Center of the Sea
The Grey Havens
Shivan Gorge
Eye of Ugin
Pendelhaven
Hammerheim
The Tabernacle at Pendrell Vale
Gods' Eye, Gate to the Reikai
Gallifrey Council ChamberMDFCs
Modal double-faced cards: a spell on the front, a land on the back. Play them as either.
Stump Stomp
Disciple of Freyalise
Bridgeworks Battle
Bala Ged Recovery
Sundering Eruption
Valakut Awakening
Khalni Ambush
Kazuul's Fury
Pinnacle Monk
Turntimber Symbiosis
Shatterskull Smashing
Tangled Florahedron
Vastwood Fortification
Kazandu Mammoth
Spikefield Hazard
Song-Mad Treachery
Akoum WarriorRainbow Lands
Lands that make any color, usually with a condition attached.
Path of Ancestry
Cavern of Souls
City of Brass
Mana Confluence
Haven of the Spirit Dragon
Reflecting Pool
Secluded Courtyard
Unclaimed Territory
Plaza of Heroes
Rumble Arena
Starting Town
Maelstrom of the Spirit Dragon
Forbidden Orchard
Spire of Industry
Mech Hangar
Ancient Ziggurat
Cascading Cataracts
Gemstone Mine
Hidden Hideout
Scene of the Crime
Power Depot
Turtle Lair
Crumbling Vestige
Abundant CountrysideTap Lands
Wooded Ridgeline
Bristling Backwoods
Timber Gorge
Racers' Ring
Omashu City
Gongaga, Reactor Town
Shivan Oasis
Savage Mansion
Cryptic SpiresGainlands
Enter tapped and gain 1 life.
Rugged Highlands
Kazandu Refuge
Los Diablos Missile Base
Adventurer's Inn
Radiant Fountain
Glimmerpost
Plaza of Harmony
Seraph SanctuaryMultiple Mana Lands
Lands that tap for two or more mana.
Ancient Tomb
Temple of the False God
Gaea's Cradle
Three Tree City
Nykthos, Shrine to Nyx
Crystal Vein
City of Traitors
Muraganda Raceway
Shrine of the Forsaken Gods
Eldrazi Temple
Mishra's Workshop
Ugin's Labyrinth
Urza's Workshop
Untaidake, the Cloud Keeper
Tarnation VistaGates
Gates: dual lands that enter tapped, with payoffs for running lots of them.
Gruul Guildgate
Talon Gates of Madara
Cliffgate
Manor Gate
Heap Gate
Gateway Plaza
Gond Gate
Basilisk Gate
Baldur's Gate
Thran PortalPanoramas
Pay and sacrifice to fetch a basic land of either type.
Cabaretti Courtyard
Riveteers Overlook
Maestros Theater
Naya Panorama
Brokers Hideout
Jund Panorama
Bant Panorama
Grixis PanoramaArtifact Lands
Lands that are also artifacts, for affinity and metalcraft decks.
Slagwoods Bridge
Great Furnace
Tree of Tales
Darksteel CitadelSac Outlets
Lands that let you sacrifice permanents.
Scavenger Grounds
Fountainport
High Market
Lazotep Quarry
Hashep Oasis
The Gold Saucer
Ramunap Ruins
Miren, the Moaning Well
Phyrexia's Core
Springjack Pasture
Castle Doom
Keldon Necropolis
Diamond Valley
Rath's EdgeLand Destruction
Strip Mine
Demolition Field
Ghost Quarter
Field of Ruin
Wasteland
Gnottvold Slumbermound
Tectonic Edge
Dust Bowl
Memorial to War
Encroaching WastesCaves
Secret Tunnel
Urza's Cave
Hidden Nursery
Hidden Volcano
Promising Vein
Echoing Deeps
Pit of Offerings
Volatile Fault
Captivating Cave
Sunken Citadel
Cavernous Maw
Forgotten MonumentColor Choose Lands
Lands that make a color you choose as they enter.
Thriving Grove
Thriving Bluff
Temple of the Dragon Queen
Uncharted Haven
Multiversal Passage
Valgavoth's Lair
Crossroads Village
Mirage Mesa
Night Market
Shimmerdrift Vale
Big Apple, 3 a.m.
Edgewall Inn
Room of Refuge
Forsaken CrossroadsSac Cost Lands
Lotus Field
Glacial Chasm
Lotus Vale
Scorched Ruins
Balduvian Trading Post
Heart of YavimayaStorage Lands
Store up mana counters over turns, then release it in one big turn.
Crucible of the Spirit Dragon
Fungal Reaches
Throne of Makindi
Mage-Ring Network
Dwarven Hold
Hollow Trees
Rushwood Grove
Mercadian Bazaar
Mirrodin's Core
City of ShadowsSpheres
The Mycosynth Gardens
The Hunter Maze
The Autonomous Furnace
The Monumental Facade
Mirrex
The SeedcoreSac Lands
Dwarven Ruins
Havenwood Battleground
Ravaged Highlands
Timberland RuinsCreaturelands
Lands that can become creatures to attack or block.
Raging Ravine
Restless Ridgeline
Ba Sing Se
Treetop Village
Lair of the Hydra
Inkmoth Nexus
Den of the Bugbear
Mutavault
Blinkmoth Nexus
Crawling Barrens
Cactus Preserve
Soulstone Sanctuary
Mishra's Factory
Ghitu Encampment
Hall of Echoes
Mobilized District
Faceless Haven
Dread Statuary
Mishra's Foundry
Frostwalk Bastion
Hostile Desert
Stalking Stones
Great Hall of the BiblioplexUtility Lands
Lands that do more than tap for mana: removal, recursion, card draw and graveyard hate.
Kessig Wolf Run
Rogue's Passage
Reliquary Tower
Skarrg, the Rage Pits
Arena of Glory
Command Beacon
Bonders' Enclave
Urza's Saga
Karn's Bastion
Opal Palace
Treasure Vault
War Room
Tyrite Sanctum
Field of the Dead
Witch's Clinic
Buried Ruin
Contested Cliffs
Maze of Ith
Emergence Zone
Llanowar Reborn
Khalni Garden
Hanweir Battlements
Ghost Town
Nesting Grounds