Ink Lands
The most-played lands in Ink Commander decks (Red-Green-White-Blue), grouped by land cycle. Percentages show how many Ink decks run each land.
Land Cycles
The Ink 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 OrchardRamp Lands
Myriad LandscapeLands that fetch extra lands onto the battlefield.
Ramp Lands
Krosan VergeRamp Lands
Blighted WoodlandGemstone Caverns
Gemstone CavernsCopy Lands
Shifting WoodlandCopy Lands
Thespian's StageCopy Lands
VesuvaFuture Sight Lands
Horizon CanopyFuture Sight Lands
Grove of the BurnwillowsFuture Sight Lands
Nimbus MazeDryad Arbor
Dryad ArborAmnesia Lands
Gathering PlaceAmnesia Lands
Training CompoundAmnesia Lands
Gleaming BastionUrza Tron
Urza's TowerUrza Tron
Urza's MineUrza Tron
Urza's Power PlantLocus Lands
CloudpostLocus Lands
TrenchpostPain Taplands
Caldera LakePain Taplands
Skyshroud ForestPain Taplands
ScablandShock Lands
Basic land types and enter untapped if you pay 2 life. Fetchable with fetch lands.
Breeding Pool
Temple Garden
Stomping Ground
Hallowed Fountain
Steam Vents
Sacred FoundryFetch 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
Flooded Strand
Misty Rainforest
Wooded Foothills
Scalding Tarn
Arid Mesa
Polluted Delta
Verdant Catacombs
Marsh Flats
Bloodstained MireTrilands
Ketria Triome
Spara's Headquarters
Jetmir's Garden
Raugrin Triome
Frontier Bivouac
Mystic Monastery
Seaside Citadel
Jungle Shrine
Urban Retreat
Treva's Ruins
Rith's GroveRainbow Lands
Lands that make any color, usually with a condition attached.
Path of Ancestry
City of Brass
Mana Confluence
Reflecting Pool
Great Hall of the Citadel
Forbidden Orchard
Plaza of Heroes
Pillar of the Paruns
Baxter Building
Starting Town
Cavern of Souls
Secluded Courtyard
Tarnished Citadel
Unclaimed Territory
Spire of Industry
Cascading Cataracts
Grand Coliseum
Aether Hub
Avengers Tower
Command Bridge
Rupture Spire
Gemstone Mine
Hidden Hideout
Ancient ZigguratBasic 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
Shire Terrace
Escape Tunnel
Vibrant Cityscape
Hobbit Hole
Warped Landscape
Thawing Glaciers
Elven Passage
Terminal MoraineBond Lands
Enter untapped as long as you have two or more opponents — which in Commander is almost always.
Rejuvenating Springs
Bountiful Promenade
Sea of Clouds
Spire Garden
Spectator Seating
Training CenterTango Lands
Also called battle lands: basic land types, untapped if you control two or more basic lands.
Canopy Vista
Prairie Stream
Cinder Glade
Sodden Verdure
Radiant Summit
Scorched GeyserLegendary Lands
Legendary lands with unique abilities.
Yavimaya, Cradle of Growth
Minas Tirith
Rivendell
The Grey Havens
The Shire
Mines of Moria
Mikokoro, Center of the Sea
Oboro, Palace in the Clouds
Minamo, School at Water's Edge
Gallifrey Council Chamber
Trenzalore Clocktower
Hall of Heliod's Generosity
Shinka, the Bloodsoaked Keep
Geier Reach Sanitarium
Dark Depths
Kor Haven
Academy Ruins
Inventors' Fair
Abstergo Entertainment
Boseiju, Who Shelters All
Hammerheim
Urborg, Tomb of Yawgmoth
Flagstones of Trokair
Yavimaya HollowChannel Lands
Lands from Kamigawa with a channel ability you can discard for an effect.
Boseiju, Who Endures
Otawara, Soaring City
Eiganjo, Seat of the Empire
Sokenzan, Crucible of DefianceCheck Lands
Enter untapped if you control a land of either matching basic type.
Glacial Fortress
Hinterland Harbor
Clifftop Retreat
Sulfur Falls
Sunpetal Grove
Rootbound CragBounce Lands
Return a land to hand and tap for two mana. Effectively card advantage in land form.
Simic Growth Chamber
Gruul Turf
Selesnya Sanctuary
Izzet Boilerworks
Azorius Chancery
Boros Garrison
Guildless Commons
Arid Archway
Coral Atoll
Jungle Basin
Dormant Volcano
KarooDual Lands
The original duals: untapped, no drawback, and they carry both basic land types.
Tropical Island
Savannah
Taiga
Tundra
Volcanic Island
PlateauPain Lands
Tap for colorless for free, or for either color at the cost of 1 damage.
Battlefield Forge
Yavimaya Coast
Brushland
Shivan Reef
Adarkar Wastes
Karplusan ForestSlow Lands
The opposite of fast lands: untapped once you control two or more other lands.
Dreamroot Cascade
Overgrown Farmland
Stormcarved Coast
Rockfall Vale
Deserted Beach
Sundown Pass
Abandoned Campground
Bleeding Woods
Etched Cornfield
Lakeside Shack
Raucous Carnival
Peculiar LighthouseMultiple Mana Lands
Lands that tap for two or more mana.
Ancient Tomb
Gaea's Cradle
Temple of the False God
Three Tree City
Nykthos, Shrine to Nyx
City of Traitors
Serra's Sanctum
Tarnation Vista
Muraganda Raceway
Crystal Vein
Mishra's Workshop
Shrine of the Forsaken Gods
Untaidake, the Cloud Keeper
Urza's Workshop
Eldrazi Temple
Teferi's Isle
Ugin's LabyrinthPanoramas
Pay and sacrifice to fetch a basic land of either type.
Bountiful Landscape
Tranquil Landscape
Sheltering Landscape
Cabaretti Courtyard
Perilous Landscape
Brokers Hideout
Naya Panorama
Riveteers Overlook
Maestros Theater
Obscura Storefront
Bant Panorama
Jund Panorama
Esper Panorama
Grixis PanoramaSurveil Lands
Enter tapped, surveil 1, and carry basic land types so fetches can find them.
Hedge Maze
Lush Portico
Commercial District
Meticulous Archive
Thundering Falls
Elegant ParlorMDFCs
Modal double-faced cards: a spell on the front, a land on the back. Play them as either.
Bala Ged Recovery
Sink into Stupor
Stump Stomp
Legion Leadership
Witch Enchanter
Sea Gate Restoration
Valakut Awakening
Ondu Inversion
Hydroelectric Specimen
Strength of the Harvest
Bridgeworks Battle
Sundering Eruption
Glasspool Mimic
Disciple of Freyalise
Pinnacle Monk
Sejiri Shelter
Silundi Vision
Tangled Florahedron
Rush of Inspiration
Shatterskull Smashing
Turntimber Symbiosis
Jwari Disruption
Khalni Ambush
Suppression RayFilter Lands
Turn one mana into two of your colors, smoothing out double-pip costs.
Flooded Grove
Cascade Bluffs
Rugged Prairie
Mystic Gate
Fire-Lit Thicket
Wooded BastionScry Lands
Enter tapped and scry 1.
Temple of Mystery
Temple of Enlightenment
Temple of Plenty
Temple of Epiphany
Temple of Triumph
Temple of AbandonReveal Lands
Reveal a matching card from hand or the land enters tapped.
Furycalm Snarl
Port Town
Fortified Village
Vineglimmer Snarl
Frostboil Snarl
Game TrailCycling Lands
Enter tapped, carry basic types, and can be cycled away when you are flooding.
Scattered Groves
Irrigated Farmland
Sheltered Thicket
Tranquil Thicket
Rain-Slicked Copse
Glittering Massif
Lonely Sandbar
Coastal Peak
Forgotten Cave
Secluded Steppe
Desert of the Indomitable
Desert of the Fervent
Desert of the Mindful
Desert of the True
Remote Isle
Slippery Karst
Smoldering Crater
Drifting Meadow
Blasted LandscapeLand Destruction
Strip Mine
Field of Ruin
Wasteland
Demolition Field
Ghost Quarter
Dust Bowl
Tectonic Edge
Gnottvold Slumbermound
Encroaching Wastes
Memorial to WarGates
Gates: dual lands that enter tapped, with payoffs for running lots of them.
Talon Gates of Madara
Selesnya Guildgate
Simic Guildgate
Gruul Guildgate
Boros Guildgate
Azorius Guildgate
Izzet Guildgate
Manor Gate
Citadel Gate
Sea Gate
Cliffgate
Gond Gate
Baldur's Gate
Gateway Plaza
Heap Gate
Basilisk Gate
Thran PortalSignet Lands
Pay one mana, get two of your colors back.
Sungrass Prairie
Skycloud Expanse
Mossfire Valley
Overflowing Basin
Ferrous Lake
Sunscorched DivideHorizon Lands
Horizon Canopy
Waterlogged Grove
Fiery Islet
Sunbaked CanyonSac Outlets
Lands that let you sacrifice permanents.
Fountainport
Scavenger Grounds
Lazotep Quarry
High Market
Ramunap Ruins
Hashep Oasis
Shefet Dunes
The Gold Saucer
Springjack Pasture
Ipnu Rivulet
Castle Doom
Miren, the Moaning Well
Diamond Valley
Seaside Haven
Phyrexia's Core
Rath's Edge
Keldon NecropolisGainlands
Enter tapped and gain 1 life.
Thornwood Falls
Tranquil Cove
Wind-Scarred Crag
Blossoming Sands
Rugged Highlands
Swiftwater Cliffs
Graypelt Refuge
Plaza of Harmony
Kazandu Refuge
Avengers Hangar
Pym Technologies
Birnin Zana Plaza
Asgardian Citadel
Sejiri Refuge
Stark Industries
Los Diablos Missile Base
Adventurer's Inn
Dimension X
Mutant Town
TCRI Building
Radiant Fountain
Kabira Crossroads
Glimmerpost
Seraph SanctuaryVerges
Always taps for one color; taps for the second if you control a land of the right basic type.
Hushwood Verge
Thornspire Verge
Floodfarm Verge
Willowrush Verge
Sunbillow Verge
Riverpyre VergeSac Cost Lands
Lotus Field
Glacial Chasm
Lotus Vale
Scorched Ruins
Kjeldoran Outpost
Soldevi Excavations
Heart of Yavimaya
Balduvian Trading PostCastles
Enter untapped if you control a basic land of their type, and each has an activated ability.
Castle Ardenvale
Castle Vantress
Castle Garenbrig
Castle EmberethAdamant Lands
Mystic Sanctuary
Gingerbread Cabin
Dwarven Mine
Idyllic GrangeColor Choose Lands
Lands that make a color you choose as they enter.
Thriving Grove
Thriving Isle
Thriving Heath
Thriving Bluff
Multiversal Passage
Uncharted Haven
Crossroads Village
Mirage Mesa
Edgewall Inn
Valgavoth's Lair
Night Market
Shimmerdrift Vale
Big Apple, 3 a.m.
Temple of the Dragon Queen
Room of Refuge
Forsaken CrossroadsPathways
Modal double-faced lands: choose which color the land is as you play it.
Branchloft Pathway
Cragcrown Pathway
Barkchannel Pathway
Riverglide Pathway
Hengegate Pathway
Needleverge PathwayCaves
Urza's Cave
Echoing Deeps
Promising Vein
Volatile Fault
Secret Tunnel
Pit of Offerings
Sunken Citadel
Hidden Nursery
Hidden Cataract
Hidden Courtyard
Hidden Volcano
Captivating Cave
Sunken Palace
Cavernous Maw
Forgotten MonumentTap Lands
Tangled Islet
Radiant Grove
Wooded Ridgeline
Idyllic Beachfront
Sacred Peaks
Molten Tributary
Woodland Stream
Bristling Backwoods
Abraded Bluffs
Creosote Heath
Lush Oasis
Lonely Arroyo
Eroded Canyon
Botanical Plaza
Stone Quarry
Windurst, Federation Center
Gongaga, Reactor Town
Baron, Airship Kingdom
Rabanastre, Royal City
Sharlayan, Nation of Scholars
Guadosalam, Farplane Gateway
Racers' Ring
Skybridge Towers
Highland LakeZendikar Named Lands
Valakut, the Molten Pinnacle
Emeria, the Sky Ruin
Oran-Rief, the Vastwood
Magosi, the WaterveilHideaway Lands
Exile a card face down when they enter, then cast it free once a condition is met.
Windbrisk Heights
Mosswort Bridge
Clive's Hideaway
Spinerock Knoll
Shelldock IsleFast Lands
Enter untapped if you control two or fewer other lands. Great early, tapped later.
Razorverge Thicket
Botanical Sanctum
Seachrome Coast
Copperline Gorge
Inspiring Vantage
Spirebluff CanalTurbulent Lands
Turbulent Wilderness
Turbulent Springs
Turbulent Steppe
Turbulent ShorePlanets
Evendo, Waking Haven
Adagia, Windswept Bastion
Uthros, Titanic Godcore
Kavaron, Memorial WorldArtifact Lands
Lands that are also artifacts, for affinity and metalcraft decks.
Seat of the Synod
Tanglepool Bridge
Ancient Den
Razortide Bridge
Slagwoods Bridge
Great Furnace
Silverbluff Bridge
Tree of Tales
Rustvale Bridge
Thornglint Bridge
Darksteel CitadelSlow Fetch Lands
Fetch lands that put the land onto the battlefield tapped.
Mountain Valley
Grasslands
Flood Plain
Rocky Tar Pit
Bad RiverSnow Tap Lands
Snow dual lands with basic types that enter tapped.
Rimewood Falls
Arctic Treeline
Highland Forest
Alpine Meadow
Glacial Floodplain
Volatile Fjord
Arctic Flats
Boreal Shelf
Highland WealdVivid Lands
Enter tapped with charge counters to tap for any color a few times.
Vivid Grove
Vivid Creek
Vivid Meadow
Vivid CragAdventure Lands
Lindblum, Industrial Regency // Mage Siege
Ishgard, the Holy See // Faith & Grief
Zanarkand, Ancient Metropolis // Lasting Fayth
Jidoor, Aristocratic Capital // OvertureSpheres
The Mycosynth Gardens
Mirrex
The Hunter Maze
The Autonomous Furnace
The Surgical Bay
The Fair Basilica
The Monumental Facade
The SeedcoreTypal Lands
Primal Beyond
Ancient Amphitheater
Wanderwine Hub
Rustic ClachanClue Lands
Enter tapped, and you can pay to crack them for a Clue.
Kitchen
Conservatory
Library
Dining Room
Hall
StudyDepletion Lands
Hickory Woodlot
Remote Farm
Sandstone Needle
Saprazzan Skerry
Land Cap
Timberline Ridge
VeldtSac Lands
Tinder Farm
Irrigation Ditch
Havenwood Battleground
Abandoned Outpost
Dwarven Ruins
Seafloor Debris
Ruins of Trokair
Svyelunite Temple
Timberland Ruins
Ravaged HighlandsStorage Lands
Store up mana counters over turns, then release it in one big turn.
Mirrodin's Core
Calciform Pools
Fungal Reaches
Saltcrusted Steppe
Mage-Ring Network
Crucible of the Spirit Dragon
Sand Silos
Fountain of Cho
Rushwood Grove
City of Shadows
Saprazzan Cove
Icatian Store
Mercadian Bazaar
Hollow Trees
Dwarven Hold
Throne of MakindiRoads
Country Roads
Wild Roads
Rocky Roads
Reef RoadsVillages
Lupinflower Village
Lilypad Village
Oakhollow Village
Rockface VillageWalker Lands
Fatehold Annex
Innovative Commons
Transformative Commons
Konstrari Annex
Dedicated Commons
Vigorbloom AnnexNap Lands
Cloudcrest Lake
Tranquil Garden
Mogg Hollows
Pinecrest Ridge
Vec Townships
Thalakos LowlandsCreaturelands
Lands that can become creatures to attack or block.
Ba Sing Se
Celestial Colonnade
Needle Spires
Restless Vinestalk
Raging Ravine
Restless Prairie
Lumbering Falls
Restless Anchorage
Restless Spire
Restless Bivouac
Stirring Wildwood
Restless Ridgeline
Inkmoth Nexus
Cactus Preserve
Lair of the Hydra
Wandering Fumarole
Hall of Storm Giants
Crawling Barrens
Mutavault
Treetop Village
Den of the Bugbear
Great Hall of the Biblioplex
Blinkmoth Nexus
Cave of the Frost DragonUtility Lands
Lands that do more than tap for mana: removal, recursion, card draw and graveyard hate.
Reliquary Tower
Field of the Dead
Rogue's Passage
Homeward Path
Maze of Ith
Stardew Valley
Mistrise Village
Treasure Vault
Ghost Town
Emergence Zone
Urza's Saga
Kessig Wolf Run
Alchemist's Refuge
Maze's End
Command Beacon
Horizon of Progress
Karn's Bastion
Throne of the High City
Opal Palace
Deserted Temple
Gavony Township
Argoth, Sanctum of Nature
Arena of Glory
Buried Ruin