Selesnya Lands
The most-played lands in Selesnya Commander decks (Green-White), grouped by land cycle. Percentages show how many Selesnya decks run each land.
Land Cycles
The Selesnya 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
Canopy VistaAlso called battle lands: basic land types, untapped if you control two or more basic lands.
Check Lands
Sunpetal GroveEnter untapped if you control a land of either matching basic type.
Shock Lands
Temple GardenBasic land types and enter untapped if you pay 2 life. Fetchable with fetch lands.
Reveal Lands
Fortified VillageReveal a matching card from hand or the land enters tapped.
Slow Lands
Overgrown FarmlandThe opposite of fast lands: untapped once you control two or more other lands.
Slow Lands
Etched CornfieldBond Lands
Bountiful PromenadeEnter untapped as long as you have two or more opponents — which in Commander is almost always.
Pain Lands
BrushlandTap for colorless for free, or for either color at the cost of 1 damage.
Signet Lands
Sungrass PrairiePay one mana, get two of your colors back.
Scry Lands
Temple of PlentyEnter tapped and scry 1.
Verges
Hushwood VergeAlways taps for one color; taps for the second if you control a land of the right basic type.
Pathways
Branchloft PathwayModal double-faced lands: choose which color the land is as you play it.
Exotic Orchard
Exotic OrchardSurveil Lands
Lush PorticoEnter tapped, surveil 1, and carry basic land types so fetches can find them.
Channel Lands
Boseiju, Who EnduresLands from Kamigawa with a channel ability you can discard for an effect.
Channel Lands
Eiganjo, Seat of the EmpireRamp Lands
Krosan VergeLands that fetch extra lands onto the battlefield.
Ramp Lands
Myriad LandscapeRamp Lands
Blighted WoodlandFast Lands
Razorverge ThicketEnter untapped if you control two or fewer other lands. Great early, tapped later.
Filter Lands
Wooded BastionTurn one mana into two of your colors, smoothing out double-pip costs.
Horizon Lands
Horizon CanopyFuture Sight Lands
Horizon CanopyDual Lands
SavannahThe original duals: untapped, no drawback, and they carry both basic land types.
Hideaway Lands
Mosswort BridgeExile a card face down when they enter, then cast it free once a condition is met.
Hideaway Lands
Windbrisk HeightsHideaway Lands
Clive's HideawayCastles
Castle ArdenvaleEnter untapped if you control a basic land of their type, and each has an activated ability.
Castles
Castle GarenbrigSnow Tap Lands
Arctic TreelineSnow dual lands with basic types that enter tapped.
Snow Tap Lands
Arctic FlatsZendikar Named Lands
Oran-Rief, the VastwoodZendikar Named Lands
Emeria, the Sky RuinPlanets
Evendo, Waking HavenPlanets
Adagia, Windswept BastionDryad Arbor
Dryad ArborAmnesia Lands
Gathering PlaceCopy Lands
Shifting WoodlandCopy Lands
Thespian's StageCopy Lands
VesuvaVillages
Oakhollow VillageVillages
Lupinflower VillageGemstone Caverns
Gemstone CavernsAdventure Lands
Ishgard, the Holy See // Faith & GriefAdventure Lands
Zanarkand, Ancient Metropolis // Lasting FaythSlow Fetch Lands
GrasslandsFetch lands that put the land onto the battlefield tapped.
Slow Fetch Lands
Flood PlainSlow Fetch Lands
Mountain ValleyAdamant Lands
Gingerbread CabinAdamant Lands
Idyllic GrangeRoads
Country RoadsRoads
Wild RoadsClue Lands
ConservatoryEnter tapped, and you can pay to crack them for a Clue.
Vivid Lands
Vivid GroveEnter tapped with charge counters to tap for any color a few times.
Vivid Lands
Vivid MeadowTypal Lands
Rustic ClachanTypal Lands
Primal BeyondDepletion Lands
Remote FarmDepletion Lands
Hickory WoodlotDepletion Lands
VeldtUrza Tron
Urza's TowerUrza Tron
Urza's MineUrza Tron
Urza's Power PlantNap Lands
Tranquil GardenNap Lands
Vec TownshipsWalker Lands
Vigorbloom 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.
Windswept Heath
Wooded Foothills
Flooded Strand
Misty Rainforest
Verdant Catacombs
Marsh Flats
Arid MesaBounce Lands
Return a land to hand and tap for two mana. Effectively card advantage in land form.
Selesnya Sanctuary
Guildless Commons
Arid Archway
Karoo
Jungle BasinGainlands
Enter tapped and gain 1 life.
Blossoming Sands
Graypelt Refuge
Radiant Fountain
Seraph Sanctuary
Adventurer's Inn
Kabira Crossroads
Birnin Zana Plaza
Glimmerpost
Plaza of HarmonyRainbow Lands
Lands that make any color, usually with a condition attached.
Path of Ancestry
Cavern of Souls
Secluded Courtyard
City of Brass
Unclaimed Territory
Reflecting Pool
Mana Confluence
Plaza of Heroes
Holdout Settlement
Survivors' Encampment
Starting Town
Forbidden Orchard
Great Hall of the Citadel
Eclipsed Realms
Bucolic Ranch
Mech Hangar
Abundant Countryside
Scene of the Crime
Command Bridge
Spire of Industry
Hidden Hideout
Ancient Ziggurat
Tarnished Citadel
Rumble ArenaLegendary Lands
Legendary lands with unique abilities.
Yavimaya, Cradle of Growth
Hall of Heliod's Generosity
Minas Tirith
The Shire
Mikokoro, Center of the Sea
Inventors' Fair
Yavimaya Hollow
Geier Reach Sanitarium
Okina, Temple to the Grandfathers
The Grey Havens
Kor Haven
Flagstones of Trokair
Eiganjo Castle
Abstergo Entertainment
Pendelhaven
Dark Depths
Hall of the Bandit Lord
Boseiju, Who Shelters All
Urborg, Tomb of Yawgmoth
Gods' Eye, Gate to the Reikai
The Tabernacle at Pendrell Vale
Gallifrey Council Chamber
Eye of UginCycling Lands
Enter tapped, carry basic types, and can be cycled away when you are flooding.
Scattered Groves
Tranquil Thicket
Secluded Steppe
Drifting Meadow
Slippery Karst
Desert of the Indomitable
Desert of the True
Blasted LandscapeBasic 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
Shire Terrace
Vibrant Cityscape
Hobbit Hole
Warped Landscape
Elven Passage
Terminal Moraine
Thawing GlaciersMDFCs
Modal double-faced cards: a spell on the front, a land on the back. Play them as either.
Strength of the Harvest
Witch Enchanter
Bala Ged Recovery
Bridgeworks Battle
Disciple of Freyalise
Sejiri Shelter
Razorgrass Ambush
Kabira Takedown
Khalni Ambush
Turntimber Symbiosis
Emeria's Call
Ondu Inversion
Tangled Florahedron
Vastwood Fortification
Makindi Stampede
Kazandu Mammoth
Skyclave ClericTap Lands
Radiant Grove
Botanical Plaza
Tranquil Expanse
Creosote Heath
Elfhame Palace
Windurst, Federation Center
Suburban Sanctuary
Kyoshi Village
Cryptic SpiresMultiple Mana Lands
Lands that tap for two or more mana.
Three Tree City
Temple of the False God
Gaea's Cradle
Nykthos, Shrine to Nyx
Ancient Tomb
Serra's Sanctum
Muraganda Raceway
City of Traitors
Untaidake, the Cloud Keeper
Crystal Vein
Shrine of the Forsaken Gods
Tarnation Vista
Eldrazi Temple
Mishra's Workshop
Urza's Workshop
Ugin's LabyrinthGates
Gates: dual lands that enter tapped, with payoffs for running lots of them.
Selesnya Guildgate
Talon Gates of Madara
Citadel Gate
Manor Gate
Gateway Plaza
Gond Gate
Heap Gate
Basilisk Gate
Baldur's Gate
Thran PortalSac Outlets
Lands that let you sacrifice permanents.
Scavenger Grounds
Fountainport
Lazotep Quarry
High Market
Shefet Dunes
Hashep Oasis
Miren, the Moaning Well
Springjack Pasture
The Gold Saucer
Castle Doom
Phyrexia's Core
Diamond Valley
Rath's EdgeColor Choose Lands
Lands that make a color you choose as they enter.
Thriving Grove
Valgavoth's Lair
Thriving Heath
Uncharted Haven
Multiversal Passage
Crossroads Village
Mirage Mesa
Night Market
Shimmerdrift Vale
Edgewall Inn
Big Apple, 3 a.m.
Temple of the Dragon Queen
Room of Refuge
Forsaken CrossroadsPanoramas
Pay and sacrifice to fetch a basic land of either type.
Brokers Hideout
Cabaretti Courtyard
Naya Panorama
Bant Panorama
Riveteers Overlook
Obscura Storefront
Esper Panorama
Jund PanoramaArtifact Lands
Lands that are also artifacts, for affinity and metalcraft decks.
Thornglint Bridge
Ancient Den
Tree of Tales
Darksteel CitadelLand Destruction
Demolition Field
Strip Mine
Ghost Quarter
Field of Ruin
Wasteland
Tectonic Edge
Dust Bowl
Encroaching WastesCaves
Urza's Cave
Secret Tunnel
Hidden Nursery
Hidden Courtyard
Captivating Cave
Promising Vein
Pit of Offerings
Volatile Fault
Echoing Deeps
Sunken Citadel
Cavernous Maw
Forgotten MonumentStorage Lands
Store up mana counters over turns, then release it in one big turn.
Saltcrusted Steppe
Crucible of the Spirit Dragon
Mage-Ring Network
Hollow Trees
Mirrodin's Core
Rushwood Grove
Icatian Store
Fountain of Cho
City of Shadows
Throne of MakindiSac Cost Lands
Lotus Field
Glacial Chasm
Kjeldoran Outpost
Lotus Vale
Scorched Ruins
Heart of YavimayaSpheres
The Hunter Maze
The Fair Basilica
Mirrex
The Mycosynth Gardens
The Seedcore
The Monumental FacadeSac Lands
Havenwood Battleground
Ruins of Trokair
Abandoned Outpost
Timberland RuinsCreaturelands
Lands that can become creatures to attack or block.
Restless Prairie
Stirring Wildwood
Lair of the Hydra
Inkmoth Nexus
Ba Sing Se
Mutavault
Blinkmoth Nexus
Treetop Village
Cave of the Frost Dragon
Soulstone Sanctuary
Crawling Barrens
Mishra's Factory
Nantuko Monastery
Forbidding Watchtower
Cactus Preserve
Mobilized District
Mishra's Foundry
Hall of Echoes
Faceless Haven
Dread Statuary
Frostwalk Bastion
Stalking Stones
Hostile Desert
Great Hall of the BiblioplexUtility Lands
Lands that do more than tap for mana: removal, recursion, card draw and graveyard hate.
Reliquary Tower
Gavony Township
Rogue's Passage
Karn's Bastion
Abandoned Air Temple
Nesting Grounds
Vitu-Ghazi, the City-Tree
Grove of the Guardian
Urza's Saga
Opal Palace
War Room
Maze of Ith
Command Beacon
Wirewood Lodge
Animal Sanctuary
Bonders' Enclave
Llanowar Reborn
Sapseep Forest
Monumental Henge
Khalni Garden
Bretagard Stronghold
The Great Mound
Buried Ruin
Tyrite Sanctum