Rakdos Lands
The most-played lands in Rakdos Commander decks (Black-Red), grouped by land cycle. Percentages show how many Rakdos decks run each land.
Land Cycles
The Rakdos 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
Dragonskull SummitEnter untapped if you control a land of either matching basic type.
Tango Lands
Smoldering MarshAlso called battle lands: basic land types, untapped if you control two or more basic lands.
Shock Lands
Blood CryptBasic land types and enter untapped if you pay 2 life. Fetchable with fetch lands.
Pain Lands
Sulfurous SpringsTap for colorless for free, or for either color at the cost of 1 damage.
Reveal Lands
Foreboding RuinsReveal a matching card from hand or the land enters tapped.
Tainted Lands
Tainted PeakUntapped duals that need a land of a specific basic type to produce color.
Bond Lands
Luxury SuiteEnter untapped as long as you have two or more opponents — which in Commander is almost always.
Slow Lands
Haunted RidgeThe opposite of fast lands: untapped once you control two or more other lands.
Slow Lands
Razortrap GorgeSignet Lands
Shadowblood RidgePay one mana, get two of your colors back.
Filter Lands
Graven CairnsTurn one mana into two of your colors, smoothing out double-pip costs.
Future Sight Lands
Graven CairnsVerges
Blazemire VergeAlways taps for one color; taps for the second if you control a land of the right basic type.
Scry Lands
Temple of MaliceEnter tapped and scry 1.
Exotic Orchard
Exotic OrchardPathways
Blightstep PathwayModal double-faced lands: choose which color the land is as you play it.
Surveil Lands
Raucous TheaterEnter tapped, surveil 1, and carry basic land types so fetches can find them.
Fast Lands
Blackcleave CliffsEnter 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 VergeDual Lands
BadlandsThe original duals: untapped, no drawback, and they carry both basic land types.
Hideaway 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
Howltooth HollowChannel Lands
Takenuma, Abandoned MireLands from Kamigawa with a channel ability you can discard for an effect.
Channel Lands
Sokenzan, Crucible of DefianceAdventure Lands
Lindblum, Industrial Regency // Mage SiegeAdventure Lands
Midgar, City of Mako // Reactor RaidCastles
Castle LocthwainEnter untapped if you control a basic land of their type, and each has an activated ability.
Castles
Castle EmberethGemstone Caverns
Gemstone CavernsAmnesia Lands
Dark FortressSnow Tap Lands
Sulfurous MireSnow dual lands with basic types that enter tapped.
Snow Tap Lands
Tresserhorn SinksAdamant Lands
Witch's CottageAdamant Lands
Dwarven MineSlow Fetch Lands
Rocky Tar PitFetch lands that put the land onto the battlefield tapped.
Slow Fetch Lands
Bad RiverSlow Fetch Lands
Mountain ValleyTypal Lands
Auntie's HovelTypal Lands
Primal BeyondVillages
Mudflat VillageVillages
Rockface VillagePlanets
Susur Secundi, Void AltarPlanets
Kavaron, Memorial WorldZendikar Named Lands
Valakut, the Molten PinnacleZendikar Named Lands
Crypt of AgadeemDepletion Lands
Peat BogDepletion Lands
Sandstone NeedleDepletion Lands
Lava TubesCopy Lands
Thespian's StageCopy Lands
VesuvaClue Lands
Billiard RoomEnter tapped, and you can pay to crack them for a Clue.
Turbulent Lands
Turbulent CraterRoads
Foul RoadsRoads
Rocky RoadsUrza Tron
Urza's TowerUrza Tron
Urza's MineUrza Tron
Urza's Power PlantVivid Lands
Vivid CragEnter tapped with charge counters to tap for any color a few times.
Vivid Lands
Vivid MarshNap Lands
Lantern-Lit GraveyardNap Lands
Cinder MarshWalker Lands
Stingerquill 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.
Bloodstained Mire
Arid Mesa
Polluted Delta
Marsh Flats
Wooded Foothills
Scalding Tarn
Verdant CatacombsBounce Lands
Return a land to hand and tap for two mana. Effectively card advantage in land form.
Rakdos Carnarium
Arid Archway
Guildless Commons
Dormant Volcano
EvergladesBasic Fetch Lands
Sacrifice to put a basic land onto the battlefield — budget fixing and landfall triggers.
Evolving Wilds
Terramorphic Expanse
Fabled Passage
Ash Barrens
Prismatic Vista
Escape Tunnel
Vibrant Cityscape
Shire Terrace
Hobbit Hole
Warped Landscape
Terminal Moraine
Thawing Glaciers
Elven PassageCycling Lands
Enter tapped, carry basic types, and can be cycled away when you are flooding.
Canyon Slough
Forgotten Cave
Barren Moor
Smoldering Crater
Polluted Mire
Desert of the Fervent
Desert of the Glorified
Blasted LandscapeLegendary Lands
Legendary lands with unique abilities.
Urborg, Tomb of Yawgmoth
Shivan Gorge
Shizo, Death's Storehouse
Geier Reach Sanitarium
Mines of Moria
Kher Keep
Barad-dûr
Shinka, the Bloodsoaked Keep
Minas Morgul, Dark Fortress
Inventors' Fair
Hall of the Bandit Lord
Volrath's Stronghold
Boseiju, Who Shelters All
The Grey Havens
Mikokoro, Center of the Sea
Abstergo Entertainment
Urborg
Dark Depths
Gallifrey Council Chamber
Hammerheim
Eye of Ugin
Havengul Laboratory
The Tabernacle at Pendrell Vale
Yavimaya, Cradle of GrowthGainlands
Enter tapped and gain 1 life.
Bloodfell Caves
Akoum Refuge
Hell's Kitchen
Adventurer's Inn
Radiant Fountain
Glimmerpost
Seraph Sanctuary
Plaza of HarmonyRainbow Lands
Lands that make any color, usually with a condition attached.
Path of Ancestry
City of Brass
Mana Confluence
Cavern of Souls
Reflecting Pool
Unclaimed Territory
Voldaren Estate
Secluded Courtyard
Spire of Industry
Forbidden Orchard
Starting Town
Plaza of Heroes
Haven of the Spirit Dragon
Eclipsed Realms
Tarnished Citadel
Maelstrom of the Spirit Dragon
Power Depot
Scene of the Crime
Gemstone Mine
Great Hall of the Citadel
Mech Hangar
Rumble Arena
Command Bridge
Abundant CountrysideSac Outlets
Lands that let you sacrifice permanents.
Mount Doom
Phyrexian Tower
High Market
Ramunap Ruins
Scavenger Grounds
Ifnir Deadlands
Fountainport
The Gold Saucer
Lazotep Quarry
Tomb of Urami
Phyrexia's Core
Rath's Edge
Miren, the Moaning Well
Castle Doom
Keldon Necropolis
Springjack Pasture
Diamond ValleyMDFCs
Modal double-faced cards: a spell on the front, a land on the back. Play them as either.
Malakir Rebirth
Fell the Profane
Bloodsoaked Insight
Valakut Awakening
Boggart Trawler
Pinnacle Monk
Sundering Eruption
Kazuul's Fury
Agadeem's Awakening
Shatterskull Smashing
Spikefield Hazard
Hagra Mauling
Song-Mad Treachery
Akoum Warrior
Zof Consumption
Blackbloom Rogue
Pelakka PredationMultiple Mana Lands
Lands that tap for two or more mana.
Temple of the False God
Ancient Tomb
Cabal Coffers
Three Tree City
Nykthos, Shrine to Nyx
City of Traitors
Muraganda Raceway
Crystal Vein
Cabal Stronghold
Eldrazi Temple
Shrine of the Forsaken Gods
Mishra's Workshop
Ugin's Labyrinth
Tarnation Vista
Urza's Workshop
Untaidake, the Cloud KeeperTap Lands
Geothermal Bog
Jagged Barrens
Cinder Barrens
Tramway Station
Vector, Imperial Capital
Boiling Rock Prison
Urborg Volcano
Ominous Asylum
Cryptic SpiresArtifact Lands
Lands that are also artifacts, for affinity and metalcraft decks.
Great Furnace
Vault of Whispers
Drossforge Bridge
Darksteel CitadelGates
Gates: dual lands that enter tapped, with payoffs for running lots of them.
Rakdos Guildgate
The Black Gate
Talon Gates of Madara
Black Dragon Gate
Cliffgate
Thran Portal
Gateway Plaza
Heap Gate
Gond Gate
Basilisk Gate
Baldur's GateLand Destruction
Demolition Field
Strip Mine
Field of Ruin
Ghost Quarter
Wasteland
Tectonic Edge
Dust Bowl
Memorial to War
Encroaching WastesColor Choose Lands
Lands that make a color you choose as they enter.
Thriving Moor
Thriving Bluff
Valgavoth's Lair
Multiversal Passage
Temple of the Dragon Queen
Uncharted Haven
Crossroads Village
Mirage Mesa
Night Market
Big Apple, 3 a.m.
Shimmerdrift Vale
Edgewall Inn
Room of Refuge
Forsaken CrossroadsPanoramas
Pay and sacrifice to fetch a basic land of either type.
Maestros Theater
Riveteers Overlook
Jund Panorama
Grixis Panorama
Cabaretti Courtyard
Obscura Storefront
Naya Panorama
Esper PanoramaStorage Lands
Store up mana counters over turns, then release it in one big turn.
Molten Slagheap
Crucible of the Spirit Dragon
Bottomless Vault
Mage-Ring Network
Subterranean Hangar
Dwarven Hold
Mercadian Bazaar
Mirrodin's Core
City of Shadows
Throne of MakindiCaves
Urza's Cave
Hidden Volcano
Hidden Necropolis
Volatile Fault
Secret Tunnel
Promising Vein
Pit of Offerings
Echoing Deeps
Captivating Cave
Sunken Citadel
Cavernous Maw
Forgotten MonumentSpheres
The Mycosynth Gardens
The Autonomous Furnace
The Dross Pits
Mirrex
The Seedcore
The Monumental FacadeSac Cost Lands
Lotus Field
Glacial Chasm
Lake of the Dead
Balduvian Trading Post
Lotus Vale
Scorched RuinsSac Lands
Dwarven Ruins
Ebon Stronghold
Bog Wreckage
Ravaged HighlandsCreaturelands
Lands that can become creatures to attack or block.
Restless Vents
Den of the Bugbear
Lavaclaw Reaches
Westvale Abbey
Hive of the Eye Tyrant
Mutavault
Inkmoth Nexus
Mishra's Factory
Blinkmoth Nexus
Mishra's Foundry
Hostile Hostel
Ghitu Encampment
Spawning Pool
Soulstone Sanctuary
Great Hall of the Biblioplex
Cactus Preserve
Crawling Barrens
Hall of Echoes
Dread Statuary
Mobilized District
Hostile Desert
Frostwalk Bastion
Faceless Haven
Stalking StonesUtility Lands
Lands that do more than tap for mana: removal, recursion, card draw and graveyard hate.
Bojuka Bog
Rogue's Passage
Reliquary Tower
Arena of Glory
Leechridden Swamp
Witch's Clinic
Treasure Vault
Command Beacon
Urza's Saga
Mortuary Mire
Buried Ruin
Spymaster's Vault
Emergence Zone
War Room
Access Tunnel
Fire Nation Palace
Barbarian Ring
Rix Maadi, Dungeon Palace
Maze of Ith
Sanctum of Eternity
Cabal Pit
Sunscorched Desert
Dragon-Cursed Halls
Karn's Bastion