Orzhov Lands
The most-played lands in Orzhov Commander decks (White-Black), grouped by land cycle. Percentages show how many Orzhov decks run each land.
Land Cycles
The Orzhov member of each land cycle, most-played first.
New Lands
Temple of KhonshuCommand Tower
Command TowerTaps for any color in your commander’s identity. An auto-include in every multicolor deck.
Check Lands
Isolated ChapelEnter untapped if you control a land of either matching basic type.
Pain Lands
Caves of KoilosTap for colorless for free, or for either color at the cost of 1 damage.
Shock Lands
Godless ShrineBasic land types and enter untapped if you pay 2 life. Fetchable with fetch lands.
Tainted Lands
Tainted FieldUntapped duals that need a land of a specific basic type to produce color.
Filter Lands
Fetid HeathTurn one mana into two of your colors, smoothing out double-pip costs.
Reveal Lands
Shineshadow SnarlReveal a matching card from hand or the land enters tapped.
Slow Lands
Shattered SanctumThe opposite of fast lands: untapped once you control two or more other lands.
Slow Lands
Neglected ManorBond Lands
Vault of ChampionsEnter untapped as long as you have two or more opponents — which in Commander is almost always.
Scry Lands
Temple of SilenceEnter tapped and scry 1.
Exotic Orchard
Exotic OrchardPathways
Brightclimb PathwayModal double-faced lands: choose which color the land is as you play it.
Verges
Bleachbone VergeAlways taps for one color; taps for the second if you control a land of the right basic type.
Surveil Lands
Shadowy BackstreetEnter tapped, surveil 1, and carry basic land types so fetches can find them.
Fast Lands
Concealed CourtyardEnter untapped if you control two or fewer other lands. Great early, tapped later.
Signet Lands
Desolate MirePay one mana, get two of your colors back.
Ramp Lands
Myriad LandscapeLands that fetch extra lands onto the battlefield.
Ramp Lands
Krosan VergeHorizon Lands
Silent ClearingDual Lands
ScrublandThe original duals: untapped, no drawback, and they carry both basic land types.
Channel Lands
Takenuma, Abandoned MireLands from Kamigawa with a channel ability you can discard for an effect.
Channel Lands
Eiganjo, Seat of the EmpireTango Lands
Eclipsed SteppeAlso called battle lands: basic land types, untapped if you control two or more basic lands.
Castles
Castle LocthwainEnter untapped if you control a basic land of their type, and each has an activated ability.
Castles
Castle ArdenvaleTurbulent Lands
Turbulent MoorSnow Tap Lands
Snowfield SinkholeSnow dual lands with basic types that enter tapped.
Hideaway Lands
Windbrisk HeightsExile a card face down when they enter, then cast it free once a condition is met.
Hideaway Lands
Clive's HideawayHideaway Lands
Howltooth HollowAdventure Lands
Midgar, City of Mako // Reactor RaidAdventure Lands
Ishgard, the Holy See // Faith & GriefPlanets
Susur Secundi, Void AltarPlanets
Adagia, Windswept BastionAdamant Lands
Witch's CottageAdamant Lands
Idyllic GrangeGemstone Caverns
Gemstone CavernsZendikar Named Lands
Emeria, the Sky RuinZendikar Named Lands
Crypt of AgadeemVillages
Mudflat VillageVillages
Lupinflower VillageClue Lands
BallroomEnter tapped, and you can pay to crack them for a Clue.
Copy Lands
Thespian's StageCopy Lands
VesuvaRoads
Country RoadsRoads
Foul RoadsPain Taplands
Salt FlatsVivid Lands
Vivid MeadowEnter tapped with charge counters to tap for any color a few times.
Vivid Lands
Vivid MarshDepletion Lands
Peat BogDepletion Lands
Remote FarmUrza Tron
Urza's TowerUrza Tron
Urza's MineUrza Tron
Urza's Power PlantWalker Lands
Meticulous CommonsLocus Lands
CloudpostLocus Lands
TrenchpostTypal Lands
Rustic ClachanTypal Lands
Primal BeyondBounce Lands
Return a land to hand and tap for two mana. Effectively card advantage in land form.
Orzhov Basilica
Arid Archway
Guildless Commons
Karoo
EvergladesFetch Lands
Pay 1 life and sacrifice to find a land with a basic type. Thins the deck, triggers landfall and grabs duals or shocks.
Marsh Flats
Bloodstained Mire
Flooded Strand
Polluted Delta
Windswept Heath
Arid Mesa
Verdant CatacombsRainbow Lands
Lands that make any color, usually with a condition attached.
Path of Ancestry
Secluded Courtyard
Unclaimed Territory
Cavern of Souls
Voldaren Estate
City of Brass
Reflecting Pool
Plaza of Heroes
Mana Confluence
Spire of Industry
Forbidden Orchard
Mech Hangar
Great Hall of the Citadel
Starting Town
Turtle Lair
Base Camp
Command Bridge
Hidden Hideout
Tarnished Citadel
Survivors' Encampment
Unknown Shores
Abundant Countryside
Scene of the Crime
Meteor CraterGainlands
Enter tapped and gain 1 life.
Scoured Barrens
Radiant Fountain
Seraph Sanctuary
Adventurer's Inn
Kabira Crossroads
Foot Headquarters
Fisk Tower
Glimmerpost
Plaza of HarmonyLegendary Lands
Legendary lands with unique abilities.
Urborg, Tomb of Yawgmoth
Hall of Heliod's Generosity
Minas Tirith
Shizo, Death's Storehouse
Geier Reach Sanitarium
Barad-dûr
The Grey Havens
Volrath's Stronghold
Minas Morgul, Dark Fortress
Inventors' Fair
Mikokoro, Center of the Sea
Eiganjo Castle
Kor Haven
Flagstones of Trokair
Abstergo Entertainment
Havengul Laboratory
Boseiju, Who Shelters All
Dark Depths
Urborg
Hall of the Bandit Lord
The Tabernacle at Pendrell Vale
Gallifrey Council Chamber
Gods' Eye, Gate to the Reikai
Yavimaya, Cradle of GrowthBasic 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
Hobbit Hole
Terminal Moraine
Elven Passage
Thawing GlaciersSac Outlets
Lands that let you sacrifice permanents.
Phyrexian Tower
High Market
Fountainport
Scavenger Grounds
Starlit Sanctum
Lazotep Quarry
Great Hall of Starnheim
Ifnir Deadlands
Shefet Dunes
Phyrexia's Core
Miren, the Moaning Well
The Gold Saucer
Springjack Pasture
Diamond Valley
Castle Doom
Tomb of Urami
Rath's EdgeMDFCs
Modal double-faced cards: a spell on the front, a land on the back. Play them as either.
Fell the Profane
Witch Enchanter
Malakir Rebirth
Glasswing Grace
Boggart Trawler
Sejiri Shelter
Agadeem's Awakening
Razorgrass Ambush
Hagra Mauling
Ondu Inversion
Emeria's Call
Kabira Takedown
Skyclave Cleric
Makindi Stampede
Zof Consumption
Blackbloom Rogue
Pelakka PredationMultiple Mana Lands
Lands that tap for two or more mana.
Cabal Coffers
Temple of the False God
Ancient Tomb
Nykthos, Shrine to Nyx
Three Tree City
Serra's Sanctum
Muraganda Raceway
Cabal Stronghold
City of Traitors
Crystal Vein
Untaidake, the Cloud Keeper
Tarnation Vista
Shrine of the Forsaken Gods
Mishra's Workshop
Eldrazi Temple
Urza's Workshop
Ugin's LabyrinthTap Lands
Sunlit Marsh
Silverquill Campus
Forlorn Flats
Forsaken Sanctuary
Forum of Amity
Insomnia, Crown City
Misty Palms Oasis
Cryptic SpiresGates
Gates: dual lands that enter tapped, with payoffs for running lots of them.
Orzhov Guildgate
The Black Gate
Talon Gates of Madara
Black Dragon Gate
Citadel Gate
Gateway Plaza
Gond Gate
Heap Gate
Baldur's Gate
Basilisk Gate
Thran PortalArtifact Lands
Lands that are also artifacts, for affinity and metalcraft decks.
Goldmire Bridge
Ancient Den
Vault of Whispers
Darksteel CitadelCycling Lands
Enter tapped, carry basic types, and can be cycled away when you are flooding.
Umbral Expanse
Barren Moor
Secluded Steppe
Drifting Meadow
Desert of the Glorified
Desert of the True
Polluted Mire
Blasted LandscapeLand Destruction
Demolition Field
Ghost Quarter
Strip Mine
Field of Ruin
Wasteland
Tectonic Edge
Dust Bowl
Encroaching WastesPanoramas
Pay and sacrifice to fetch a basic land of either type.
Obscura Storefront
Esper Panorama
Cabaretti Courtyard
Brokers Hideout
Maestros Theater
Riveteers Overlook
Bant Panorama
Grixis Panorama
Jund Panorama
Naya PanoramaColor Choose Lands
Lands that make a color you choose as they enter.
Thriving Moor
Thriving Heath
Valgavoth's Lair
Uncharted Haven
Multiversal Passage
Crossroads Village
Mirage Mesa
Night Market
Shimmerdrift Vale
Big Apple, 3 a.m.
Edgewall Inn
Temple of the Dragon Queen
Room of Refuge
Forsaken CrossroadsCaves
Pit of Offerings
Urza's Cave
Hidden Courtyard
Hidden Necropolis
Promising Vein
Volatile Fault
Secret Tunnel
Captivating Cave
Echoing Deeps
Sunken Citadel
Forgotten Monument
Cavernous MawSpheres
The Seedcore
Mirrex
The Fair Basilica
The Dross Pits
The Mycosynth Gardens
The Monumental FacadeSac Cost Lands
Lotus Field
Glacial Chasm
Lotus Vale
Lake of the Dead
Kjeldoran Outpost
Scorched RuinsSac Lands
Ebon Stronghold
Ruins of Trokair
Abandoned Outpost
Bog WreckageStorage Lands
Store up mana counters over turns, then release it in one big turn.
Mage-Ring Network
City of Shadows
Bottomless Vault
Crucible of the Spirit Dragon
Mirrodin's Core
Fountain of Cho
Icatian Store
Subterranean Hangar
Throne of MakindiSlow Fetch Lands
Fetch lands that put the land onto the battlefield tapped.
Flood Plain
Grasslands
Bad River
Rocky Tar PitCreaturelands
Lands that can become creatures to attack or block.
Westvale Abbey
Restless Fortress
Shambling Vent
Mutavault
Hive of the Eye Tyrant
Inkmoth Nexus
Hostile Hostel
Cave of the Frost Dragon
Soulstone Sanctuary
Great Hall of the Biblioplex
Mishra's Factory
Blinkmoth Nexus
Faceless Haven
Hostile Desert
Forbidding Watchtower
Crawling Barrens
Cactus Preserve
Spawning Pool
Hall of Echoes
Mobilized District
Mishra's Foundry
Dread Statuary
Frostwalk Bastion
Stalking StonesUtility Lands
Lands that do more than tap for mana: removal, recursion, card draw and graveyard hate.
Bojuka Bog
Vault of the Archangel
Reliquary Tower
Rogue's Passage
War Room
Arcane Lighthouse
Urza's Saga
Spymaster's Vault
Mortuary Mire
Karn's Bastion
Nesting Grounds
Command Beacon
Abandoned Air Temple
Access Tunnel
Dalkovan Encampment
Monumental Henge
Study Hall
Opal Palace
Great Arashin City
Maze of Ith
Buried Ruin
Field of the Dead
Emergence Zone
Detection Tower