Izzet Lands
The most-played lands in Izzet Commander decks (Blue-Red), grouped by land cycle. Percentages show how many Izzet decks run each land.
Land Cycles
The Izzet 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.
Check Lands
Sulfur FallsEnter untapped if you control a land of either matching basic type.
Pain Lands
Shivan ReefTap for colorless for free, or for either color at the cost of 1 damage.
Shock Lands
Steam VentsBasic land types and enter untapped if you pay 2 life. Fetchable with fetch lands.
Filter Lands
Cascade BluffsTurn one mana into two of your colors, smoothing out double-pip costs.
Slow Lands
Stormcarved CoastThe opposite of fast lands: untapped once you control two or more other lands.
Slow Lands
Peculiar LighthouseReveal Lands
Frostboil SnarlReveal a matching card from hand or the land enters tapped.
Bond Lands
Training CenterEnter untapped as long as you have two or more opponents — which in Commander is almost always.
Scry Lands
Temple of EpiphanyEnter tapped and scry 1.
Exotic Orchard
Exotic OrchardAdamant Lands
Mystic SanctuaryAdamant Lands
Dwarven MineSignet Lands
Ferrous LakePay one mana, get two of your colors back.
Horizon Lands
Fiery IsletPathways
Riverglide PathwayModal double-faced lands: choose which color the land is as you play it.
Surveil Lands
Thundering FallsEnter tapped, surveil 1, and carry basic land types so fetches can find them.
Verges
Riverpyre VergeAlways taps for one color; taps for the second if you control a land of the right basic type.
Channel Lands
Otawara, Soaring CityLands from Kamigawa with a channel ability you can discard for an effect.
Channel Lands
Sokenzan, Crucible of DefianceDual Lands
Volcanic IslandThe original duals: untapped, no drawback, and they carry both basic land types.
Fast Lands
Spirebluff CanalEnter untapped if you control two or fewer other lands. Great early, tapped later.
Ramp Lands
Myriad LandscapeLands that fetch extra lands onto the battlefield.
Ramp Lands
Krosan VergeTango Lands
Scorched GeyserAlso called battle lands: basic land types, untapped if you control two or more basic lands.
Gemstone Caverns
Gemstone CavernsTurbulent Lands
Turbulent SpringsAdventure Lands
Lindblum, Industrial Regency // Mage SiegeAdventure Lands
Jidoor, Aristocratic Capital // OvertureCastles
Castle VantressEnter untapped if you control a basic land of their type, and each has an activated ability.
Castles
Castle EmberethSnow Tap Lands
Volatile FjordSnow dual lands with basic types that enter tapped.
Planets
Uthros, Titanic GodcorePlanets
Kavaron, Memorial WorldHideaway Lands
Spinerock KnollExile a card face down when they enter, then cast it free once a condition is met.
Hideaway Lands
Clive's HideawayHideaway Lands
Shelldock IsleVillages
Lilypad VillageVillages
Rockface VillageDepletion Lands
Saprazzan SkerryDepletion Lands
Sandstone NeedleClue Lands
LibraryEnter tapped, and you can pay to crack them for a Clue.
Urza Tron
Urza's TowerUrza Tron
Urza's MineUrza Tron
Urza's Power PlantCopy Lands
Thespian's StageCopy Lands
VesuvaVivid Lands
Vivid CreekEnter tapped with charge counters to tap for any color a few times.
Vivid Lands
Vivid CragZendikar Named Lands
Valakut, the Molten PinnacleZendikar Named Lands
Magosi, the WaterveilPain Taplands
Caldera LakeRoads
Reef RoadsRoads
Rocky RoadsWalker Lands
Innovative CommonsTypal Lands
Primal BeyondLocus Lands
CloudpostLocus Lands
TrenchpostBounce Lands
Return a land to hand and tap for two mana. Effectively card advantage in land form.
Izzet Boilerworks
Guildless Commons
Arid Archway
Coral Atoll
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.
Scalding Tarn
Polluted Delta
Flooded Strand
Misty Rainforest
Bloodstained Mire
Arid Mesa
Wooded FoothillsMDFCs
Modal double-faced cards: a spell on the front, a land on the back. Play them as either.
Sink into Stupor
Pinnacle Monk
Valakut Awakening
Sea Gate Restoration
Hydroelectric Specimen
Sundering Eruption
Silundi Vision
Shatterskull Smashing
Spikefield Hazard
Rush of Inspiration
Jwari Disruption
Kazuul's Fury
Glasspool Mimic
Song-Mad Treachery
Beyeen Veil
Umara Wizard
Akoum WarriorGainlands
Enter tapped and gain 1 life.
Swiftwater Cliffs
Stark Industries
TCRI Building
Adventurer's Inn
Radiant Fountain
Glimmerpost
Plaza of Harmony
Seraph SanctuaryBasic 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
Hobbit Hole
Thawing Glaciers
Elven PassageRainbow Lands
Lands that make any color, usually with a condition attached.
Path of Ancestry
City of Brass
Mana Confluence
Reflecting Pool
Spire of Industry
Cavern of Souls
Starting Town
Plaza of Heroes
Forbidden Orchard
Secluded Courtyard
Unclaimed Territory
Haven of the Spirit Dragon
Power Depot
Maelstrom of the Spirit Dragon
Avengers Tower
Scene of the Crime
Tarnished Citadel
Glimmervoid
Great Hall of the Citadel
Gemstone Mine
Command Bridge
Cascading Cataracts
Aether Hub
Meteor CraterArtifact Lands
Lands that are also artifacts, for affinity and metalcraft decks.
Great Furnace
Seat of the Synod
Silverbluff Bridge
Darksteel CitadelMultiple Mana Lands
Lands that tap for two or more mana.
Ancient Tomb
Temple of the False God
City of Traitors
Three Tree City
Crystal Vein
Muraganda Raceway
Mishra's Workshop
Nykthos, Shrine to Nyx
Shrine of the Forsaken Gods
Urza's Workshop
Ugin's Labyrinth
Eldrazi Temple
Teferi's Isle
Tarnation Vista
Untaidake, the Cloud KeeperTap Lands
Molten Tributary
Eroded Canyon
Prismari Campus
Highland Lake
Spectacle Summit
Baron, Airship Kingdom
Airship Engine Room
Cryptic SpiresGates
Gates: dual lands that enter tapped, with payoffs for running lots of them.
Izzet Guildgate
Talon Gates of Madara
Cliffgate
Sea Gate
Thran Portal
Gateway Plaza
Heap Gate
Gond Gate
Basilisk Gate
Baldur's GateLegendary Lands
Legendary lands with unique abilities.
Academy Ruins
Inventors' Fair
Minamo, School at Water's Edge
Shivan Gorge
Rivendell
Geier Reach Sanitarium
Mines of Moria
Kher Keep
Mikokoro, Center of the Sea
Boseiju, Who Shelters All
Trenzalore Clocktower
Shinka, the Bloodsoaked Keep
Abstergo Entertainment
The Grey Havens
Hall of the Bandit Lord
Dark Depths
Gallifrey Council Chamber
Oboro, Palace in the Clouds
Hammerheim
The Tabernacle at Pendrell Vale
Eye of Ugin
Tolaria
Yavimaya, Cradle of Growth
Urborg, Tomb of YawgmothCycling Lands
Enter tapped, carry basic types, and can be cycled away when you are flooding.
Lonely Sandbar
Forgotten Cave
Coastal Peak
Remote Isle
Desert of the Mindful
Smoldering Crater
Desert of the Fervent
Blasted LandscapeColor Choose Lands
Lands that make a color you choose as they enter.
Thriving Isle
Thriving Bluff
Multiversal Passage
Uncharted Haven
Crossroads Village
Temple of the Dragon Queen
Night Market
Mirage Mesa
Valgavoth's Lair
Shimmerdrift Vale
Edgewall Inn
Big Apple, 3 a.m.
Room of Refuge
Forsaken CrossroadsSac Outlets
Lands that let you sacrifice permanents.
Scavenger Grounds
The Gold Saucer
Fountainport
Castle Doom
Ramunap Ruins
High Market
Phyrexia's Core
Lazotep Quarry
Ipnu Rivulet
Springjack Pasture
Miren, the Moaning Well
Rath's Edge
Keldon Necropolis
Diamond ValleyLand Destruction
Demolition Field
Field of Ruin
Ghost Quarter
Strip Mine
Wasteland
Tectonic Edge
Memorial to War
Dust Bowl
Encroaching WastesSpheres
The Mycosynth Gardens
The Surgical Bay
The Autonomous Furnace
Mirrex
The Monumental Facade
The SeedcoreCaves
Volatile Fault
Sunken Palace
Urza's Cave
Hidden Cataract
Hidden Volcano
Promising Vein
Pit of Offerings
Secret Tunnel
Captivating Cave
Echoing Deeps
Sunken Citadel
Forgotten Monument
Cavernous MawPanoramas
Pay and sacrifice to fetch a basic land of either type.
Maestros Theater
Grixis Panorama
Cabaretti Courtyard
Brokers Hideout
Riveteers Overlook
Obscura Storefront
Bant Panorama
Esper Panorama
Naya Panorama
Jund PanoramaStorage Lands
Store up mana counters over turns, then release it in one big turn.
Mage-Ring Network
Crucible of the Spirit Dragon
Mirrodin's Core
Saprazzan Cove
Dwarven Hold
Sand Silos
Mercadian Bazaar
City of Shadows
Throne of MakindiSac Cost Lands
Lotus Field
Glacial Chasm
Soldevi Excavations
Balduvian Trading Post
Lotus Vale
Scorched RuinsSac Lands
Dwarven Ruins
Svyelunite Temple
Seafloor Debris
Ravaged HighlandsSlow Fetch Lands
Fetch lands that put the land onto the battlefield tapped.
Bad River
Flood Plain
Rocky Tar Pit
Mountain ValleyCreaturelands
Lands that can become creatures to attack or block.
Restless Spire
Wandering Fumarole
Great Hall of the Biblioplex
Hall of Storm Giants
Den of the Bugbear
Inkmoth Nexus
Cactus Preserve
Mishra's Factory
Blinkmoth Nexus
Mutavault
Faerie Conclave
Hall of Echoes
Soulstone Sanctuary
Ghitu Encampment
Mishra's Foundry
Crawling Barrens
Faceless Haven
Mobilized District
Dread Statuary
Hostile Desert
Stalking Stones
Frostwalk BastionUtility Lands
Lands that do more than tap for mana: removal, recursion, card draw and graveyard hate.
Reliquary Tower
Rogue's Passage
Mistrise Village
Desolate Lighthouse
Urza's Saga
Buried Ruin
Cephalid Coliseum
Archway of Innovation
Riptide Laboratory
Arena of Glory
Command Beacon
Treasure Vault
Emergence Zone
Halimar Depths
Hall of Oracles
Cori Mountain Monastery
Study Hall
Fomori Vault
Agna Qel'a
Witch's Clinic
War Room
Opal Palace
Tolaria West
Arcane Lighthouse