Jund Lands
The most-played lands in Jund Commander decks (Black-Red-Green), grouped by land cycle. Percentages show how many Jund decks run each land.
Land Cycles
The Jund 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.
Tango Lands
Smoldering MarshTango Lands
Vernal FenShock Lands
Stomping GroundBasic land types and enter untapped if you pay 2 life. Fetchable with fetch lands.
Shock Lands
Overgrown TombShock Lands
Blood CryptExotic Orchard
Exotic OrchardTrilands
Ziatora's Proving GroundTrilands
Savage LandsTrilands
Darigaaz's CalderaCheck Lands
Woodland CemeteryEnter untapped if you control a land of either matching basic type.
Check Lands
Dragonskull SummitCheck Lands
Rootbound CragPain Lands
Llanowar WastesTap for colorless for free, or for either color at the cost of 1 damage.
Pain Lands
Karplusan ForestPain Lands
Sulfurous SpringsBond Lands
Undergrowth StadiumEnter untapped as long as you have two or more opponents — which in Commander is almost always.
Bond Lands
Spire GardenBond Lands
Luxury SuiteChannel Lands
Boseiju, Who EnduresLands from Kamigawa with a channel ability you can discard for an effect.
Channel Lands
Takenuma, Abandoned MireChannel Lands
Sokenzan, Crucible of DefianceRamp Lands
Myriad LandscapeLands that fetch extra lands onto the battlefield.
Ramp Lands
Blighted WoodlandRamp Lands
Krosan VergeSurveil Lands
Underground MortuaryEnter tapped, surveil 1, and carry basic land types so fetches can find them.
Surveil Lands
Commercial DistrictSurveil Lands
Raucous TheaterFilter Lands
Twilight MireTurn one mana into two of your colors, smoothing out double-pip costs.
Filter Lands
Graven CairnsFilter Lands
Fire-Lit ThicketDual Lands
BayouThe original duals: untapped, no drawback, and they carry both basic land types.
Dual Lands
TaigaDual Lands
BadlandsCopy Lands
Shifting WoodlandCopy Lands
Thespian's StageCopy Lands
VesuvaScry Lands
Temple of MaladyEnter tapped and scry 1.
Scry Lands
Temple of AbandonScry Lands
Temple of MaliceSignet Lands
Viridescent BogPay one mana, get two of your colors back.
Signet Lands
Mossfire ValleySignet Lands
Shadowblood RidgeReveal Lands
Game TrailReveal a matching card from hand or the land enters tapped.
Reveal Lands
Foreboding RuinsReveal Lands
Necroblossom SnarlVerges
Thornspire VergeAlways taps for one color; taps for the second if you control a land of the right basic type.
Verges
Blazemire VergeVerges
Wastewood VergeTainted Lands
Tainted WoodUntapped duals that need a land of a specific basic type to produce color.
Tainted Lands
Tainted PeakPathways
Cragcrown PathwayModal double-faced lands: choose which color the land is as you play it.
Pathways
Darkbore PathwayPathways
Blightstep PathwayFuture Sight Lands
Graven CairnsFuture Sight Lands
Grove of the BurnwillowsDryad Arbor
Dryad ArborFast Lands
Copperline GorgeEnter untapped if you control two or fewer other lands. Great early, tapped later.
Fast Lands
Blooming MarshFast Lands
Blackcleave CliffsHorizon Lands
Nurturing PeatlandGemstone Caverns
Gemstone CavernsPlanets
Susur Secundi, Void AltarPlanets
Evendo, Waking HavenPlanets
Kavaron, Memorial WorldZendikar Named Lands
Valakut, the Molten PinnacleZendikar Named Lands
Oran-Rief, the VastwoodZendikar Named Lands
Crypt of AgadeemTurbulent Lands
Turbulent FenTurbulent Lands
Turbulent CraterAdventure Lands
Midgar, City of Mako // Reactor RaidAdventure Lands
Lindblum, Industrial Regency // Mage SiegeAdventure Lands
Zanarkand, Ancient Metropolis // Lasting FaythAdamant Lands
Witch's CottageAdamant Lands
Gingerbread CabinAdamant Lands
Dwarven MineCastles
Castle GarenbrigEnter untapped if you control a basic land of their type, and each has an activated ability.
Castles
Castle LocthwainCastles
Castle EmberethAmnesia Lands
Training CompoundAmnesia Lands
Dark FortressVivid Lands
Vivid GroveEnter tapped with charge counters to tap for any color a few times.
Vivid Lands
Vivid MarshVivid Lands
Vivid CragTypal Lands
Auntie's HovelTypal Lands
Gilt-Leaf PalaceTypal Lands
Primal BeyondClue Lands
Billiard RoomEnter tapped, and you can pay to crack them for a Clue.
Clue Lands
Dining RoomClue Lands
LoungeVillages
Mudflat VillageVillages
Rockface VillageVillages
Oakhollow VillageUrza Tron
Urza's TowerUrza Tron
Urza's MineUrza Tron
Urza's Power PlantPain Taplands
Pine BarrensRoads
Rocky RoadsRoads
Wild RoadsRoads
Foul RoadsWalker Lands
Stingerquill AnnexWalker Lands
Formidable CommonsWalker Lands
Konstrari AnnexLocus Lands
CloudpostLocus Lands
TrenchpostFetch 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
Bloodstained Mire
Verdant Catacombs
Windswept Heath
Misty Rainforest
Marsh Flats
Polluted Delta
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
Escape Tunnel
Prismatic Vista
Ash Barrens
Vibrant Cityscape
Shire Terrace
Warped Landscape
Hobbit Hole
Terminal Moraine
Thawing Glaciers
Elven PassagePanoramas
Pay and sacrifice to fetch a basic land of either type.
Riveteers Overlook
Twisted Landscape
Cabaretti Courtyard
Maestros Theater
Jund Panorama
Brokers Hideout
Obscura Storefront
Naya Panorama
Grixis Panorama
Bant Panorama
Esper PanoramaSlow Lands
The opposite of fast lands: untapped once you control two or more other lands.
Rockfall Vale
Deathcap Glade
Haunted Ridge
Bleeding Woods
Strangled Cemetery
Razortrap GorgeLegendary Lands
Legendary lands with unique abilities.
Yavimaya, Cradle of Growth
Urborg, Tomb of Yawgmoth
Dark Depths
Geier Reach Sanitarium
Kher Keep
Shizo, Death's Storehouse
Mines of Moria
Volrath's Stronghold
Mikokoro, Center of the Sea
Barad-dûr
The Shire
Boseiju, Who Shelters All
Yavimaya Hollow
Shinka, the Bloodsoaked Keep
Shivan Gorge
Inventors' Fair
The Grey Havens
Hall of the Bandit Lord
Minas Morgul, Dark Fortress
Abstergo Entertainment
Pendelhaven
Okina, Temple to the Grandfathers
The Tabernacle at Pendrell Vale
UrborgRainbow Lands
Lands that make any color, usually with a condition attached.
Path of Ancestry
City of Brass
Mana Confluence
Reflecting Pool
Cavern of Souls
Forbidden Orchard
Plaza of Heroes
Starting Town
Gemstone Mine
Haven of the Spirit Dragon
Unclaimed Territory
Secluded Courtyard
Command Bridge
Ancient Ziggurat
Maelstrom of the Spirit Dragon
Spire of Industry
Abundant Countryside
Meteor Crater
Rupture Spire
Hidden Hideout
Eclipsed Realms
Tarnished Citadel
Cascading Cataracts
Scene of the CrimeCycling Lands
Enter tapped, carry basic types, and can be cycled away when you are flooding.
Sheltered Thicket
Canyon Slough
Festering Thicket
Tranquil Thicket
Forgotten Cave
Barren Moor
Desert of the Indomitable
Desert of the Fervent
Desert of the Glorified
Polluted Mire
Slippery Karst
Smoldering Crater
Blasted LandscapeBounce Lands
Return a land to hand and tap for two mana. Effectively card advantage in land form.
Golgari Rot Farm
Gruul Turf
Rakdos Carnarium
Arid Archway
Guildless Commons
Jungle Basin
Everglades
Dormant VolcanoMDFCs
Modal double-faced cards: a spell on the front, a land on the back. Play them as either.
Revitalizing Repast
Malakir Rebirth
Bala Ged Recovery
Disciple of Freyalise
Fell the Profane
Stump Stomp
Kazuul's Fury
Bridgeworks Battle
Boggart Trawler
Agadeem's Awakening
Valakut Awakening
Khalni Ambush
Sundering Eruption
Pinnacle Monk
Bloodsoaked Insight
Shatterskull Smashing
Hagra Mauling
Turntimber Symbiosis
Tangled Florahedron
Spikefield Hazard
Song-Mad Treachery
Kazandu Mammoth
Pelakka Predation
Blackbloom RogueSac Outlets
Lands that let you sacrifice permanents.
Phyrexian Tower
Ifnir Deadlands
High Market
Grim Backwoods
Mount Doom
Scavenger Grounds
Fountainport
Lazotep Quarry
The Gold Saucer
Ramunap Ruins
Hashep Oasis
Miren, the Moaning Well
Tomb of Urami
Diamond Valley
Springjack Pasture
Phyrexia's Core
Keldon Necropolis
Castle Doom
Rath's EdgeSlow Fetch Lands
Fetch lands that put the land onto the battlefield tapped.
Mountain Valley
Rocky Tar Pit
Grasslands
Bad RiverSac Cost Lands
Lotus Field
Glacial Chasm
Lotus Vale
Lake of the Dead
Scorched Ruins
Balduvian Trading Post
Heart of YavimayaLand Destruction
Strip Mine
Demolition Field
Wasteland
Ghost Quarter
Field of Ruin
Dust Bowl
Tectonic Edge
Gnottvold Slumbermound
Encroaching Wastes
Memorial to WarMultiple Mana Lands
Lands that tap for two or more mana.
Ancient Tomb
Temple of the False God
Cabal Coffers
Gaea's Cradle
Crystal Vein
City of Traitors
Three Tree City
Nykthos, Shrine to Nyx
Muraganda Raceway
Cabal Stronghold
Tarnation Vista
Eldrazi Temple
Shrine of the Forsaken Gods
Ugin's Labyrinth
Mishra's Workshop
Urza's Workshop
Untaidake, the Cloud KeeperHideaway 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
Howltooth HollowGainlands
Enter tapped and gain 1 life.
Jungle Hollow
Bloodfell Caves
Rugged Highlands
Akoum Refuge
Kazandu Refuge
Illegitimate Business
Adventurer's Inn
Subterranean Cavern
Los Diablos Missile Base
Hell's Kitchen
Radiant Fountain
Plaza of Harmony
Glimmerpost
Seraph SanctuaryTap Lands
Haunted Mire
Wooded Ridgeline
Geothermal Bog
Bristling Backwoods
Festering Gulch
Jagged Barrens
Racers' Ring
Tramway Station
Ominous Asylum
Savage Mansion
Foul Orchard
Cinder Barrens
Timber Gorge
Foggy Bottom Swamp
Gohn, Town of Ruin
Gongaga, Reactor Town
Titan's Grave
Witherbloom Campus
Vector, Imperial Capital
Boiling Rock Prison
Omashu City
Urborg Volcano
Shivan Oasis
Cryptic SpiresCaves
Urza's Cave
Echoing Deeps
Volatile Fault
Promising Vein
Hidden Nursery
Hidden Necropolis
Pit of Offerings
Hidden Volcano
Secret Tunnel
Sunken Citadel
Captivating Cave
Forgotten Monument
Cavernous MawArtifact Lands
Lands that are also artifacts, for affinity and metalcraft decks.
Vault of Whispers
Tree of Tales
Great Furnace
Darkmoss Bridge
Slagwoods Bridge
Drossforge Bridge
Darksteel CitadelGates
Gates: dual lands that enter tapped, with payoffs for running lots of them.
Talon Gates of Madara
Golgari Guildgate
Gruul Guildgate
Rakdos Guildgate
The Black Gate
Black Dragon Gate
Cliffgate
Manor Gate
Gateway Plaza
Gond Gate
Heap Gate
Baldur's Gate
Basilisk Gate
Thran PortalColor Choose Lands
Lands that make a color you choose as they enter.
Thriving Grove
Thriving Moor
Thriving Bluff
Valgavoth's Lair
Multiversal Passage
Temple of the Dragon Queen
Uncharted Haven
Crossroads Village
Mirage Mesa
Night Market
Shimmerdrift Vale
Big Apple, 3 a.m.
Edgewall Inn
Room of Refuge
Forsaken CrossroadsSnow Tap Lands
Snow dual lands with basic types that enter tapped.
Highland Forest
Woodland Chasm
Sulfurous Mire
Highland Weald
Tresserhorn SinksSac Lands
Geothermal Crevice
Havenwood Battleground
Ebon Stronghold
Dwarven Ruins
Bog Wreckage
Ravaged Highlands
Timberland RuinsStorage Lands
Store up mana counters over turns, then release it in one big turn.
Crucible of the Spirit Dragon
Molten Slagheap
Fungal Reaches
Mirrodin's Core
Bottomless Vault
Mage-Ring Network
City of Shadows
Hollow Trees
Dwarven Hold
Subterranean Hangar
Rushwood Grove
Mercadian Bazaar
Throne of MakindiDepletion Lands
Hickory Woodlot
Peat Bog
Sandstone Needle
Lava Tubes
Timberline RidgeSpheres
The Hunter Maze
The Dross Pits
The Autonomous Furnace
The Mycosynth Gardens
Mirrex
The Seedcore
The Monumental FacadeNap Lands
Cinder Marsh
Mogg Hollows
Lantern-Lit Graveyard
Pinecrest RidgeCreaturelands
Lands that can become creatures to attack or block.
Raging Ravine
Ba Sing Se
Lair of the Hydra
Westvale Abbey
Restless Vents
Restless Cottage
Hissing Quagmire
Restless Ridgeline
Lavaclaw Reaches
Crawling Barrens
Inkmoth Nexus
Den of the Bugbear
Mutavault
Cactus Preserve
Blinkmoth Nexus
Hive of the Eye Tyrant
Treetop Village
Svogthos, the Restless Tomb
Mishra's Factory
Spawning Pool
Hostile Hostel
Soulstone Sanctuary
Hall of Echoes
Ghitu EncampmentUtility Lands
Lands that do more than tap for mana: removal, recursion, card draw and graveyard hate.
Bojuka Bog
Reliquary Tower
Kessig Wolf Run
Rogue's Passage
Dakmor Salvage
Eumidian Hatchery
Field of the Dead
Nesting Grounds
Command Beacon
Urza's Saga
Karn's Bastion
Arena of Glory
Treasure Vault
Swarmyard
Emergence Zone
Maze of Ith
Mortuary Mire
Witch's Clinic
Skarrg, the Rage Pits
Spymaster's Vault
Argoth, Sanctum of Nature
Khalni Garden
Bonders' Enclave
Homeward Path