Simic Lands
The most-played lands in Simic Commander decks (Green-Blue), grouped by land cycle. Percentages show how many Simic decks run each land.
Land Cycles
The Simic 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
Hinterland HarborEnter untapped if you control a land of either matching basic type.
Pain Lands
Yavimaya CoastTap for colorless for free, or for either color at the cost of 1 damage.
Shock Lands
Breeding PoolBasic land types and enter untapped if you pay 2 life. Fetchable with fetch lands.
Slow Lands
Dreamroot CascadeThe opposite of fast lands: untapped once you control two or more other lands.
Slow Lands
Lakeside ShackFilter Lands
Flooded GroveTurn one mana into two of your colors, smoothing out double-pip costs.
Bond Lands
Rejuvenating SpringsEnter untapped as long as you have two or more opponents — which in Commander is almost always.
Reveal Lands
Vineglimmer SnarlReveal a matching card from hand or the land enters tapped.
Scry Lands
Temple of MysteryEnter tapped and scry 1.
Exotic Orchard
Exotic OrchardChannel Lands
Boseiju, Who EnduresLands from Kamigawa with a channel ability you can discard for an effect.
Channel Lands
Otawara, Soaring CitySignet Lands
Overflowing BasinPay one mana, get two of your colors back.
Pathways
Barkchannel PathwayModal double-faced lands: choose which color the land is as you play it.
Surveil Lands
Hedge MazeEnter tapped, surveil 1, and carry basic land types so fetches can find them.
Horizon Lands
Waterlogged GroveRamp Lands
Myriad LandscapeLands that fetch extra lands onto the battlefield.
Ramp Lands
Blighted WoodlandRamp Lands
Krosan VergeVerges
Willowrush VergeAlways taps for one color; taps for the second if you control a land of the right basic type.
Hideaway Lands
Mosswort BridgeExile a card face down when they enter, then cast it free once a condition is met.
Hideaway Lands
Shelldock IsleHideaway Lands
Clive's HideawayDual Lands
Tropical IslandThe original duals: untapped, no drawback, and they carry both basic land types.
Fast Lands
Botanical SanctumEnter untapped if you control two or fewer other lands. Great early, tapped later.
Tango Lands
Sodden VerdureAlso called battle lands: basic land types, untapped if you control two or more basic lands.
Adamant Lands
Mystic SanctuaryAdamant Lands
Gingerbread CabinSnow Tap Lands
Rimewood FallsSnow dual lands with basic types that enter tapped.
Zendikar Named Lands
Oran-Rief, the VastwoodZendikar Named Lands
Magosi, the WaterveilTurbulent Lands
Turbulent WildernessCastles
Castle VantressEnter untapped if you control a basic land of their type, and each has an activated ability.
Castles
Castle GarenbrigCopy Lands
Thespian's StageCopy Lands
Shifting WoodlandCopy Lands
VesuvaGemstone Caverns
Gemstone CavernsUrza Tron
Urza's TowerUrza Tron
Urza's Power PlantUrza Tron
Urza's MineDryad Arbor
Dryad ArborPlanets
Evendo, Waking HavenPlanets
Uthros, Titanic GodcoreLocus Lands
CloudpostLocus Lands
TrenchpostVillages
Lilypad VillageVillages
Oakhollow VillageVivid Lands
Vivid CreekEnter tapped with charge counters to tap for any color a few times.
Vivid Lands
Vivid GroveClue Lands
KitchenEnter tapped, and you can pay to crack them for a Clue.
Adventure Lands
Zanarkand, Ancient Metropolis // Lasting FaythAdventure Lands
Jidoor, Aristocratic Capital // OvertureDepletion Lands
Hickory WoodlotDepletion Lands
Saprazzan SkerryPain Taplands
Skyshroud ForestRoads
Reef RoadsRoads
Wild RoadsWalker Lands
Transformative CommonsTypal Lands
Primal BeyondBounce Lands
Return a land to hand and tap for two mana. Effectively card advantage in land form.
Simic Growth Chamber
Guildless Commons
Coral Atoll
Jungle Basin
Arid ArchwayFetch Lands
Pay 1 life and sacrifice to find a land with a basic type. Thins the deck, triggers landfall and grabs duals or shocks.
Misty Rainforest
Flooded Strand
Windswept Heath
Polluted Delta
Wooded Foothills
Scalding Tarn
Verdant CatacombsBasic 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
Elven Passage
Hobbit Hole
Warped Landscape
Terminal Moraine
Thawing GlaciersLegendary Lands
Legendary lands with unique abilities.
Yavimaya, Cradle of Growth
Dark Depths
Minamo, School at Water's Edge
Rivendell
Oboro, Palace in the Clouds
Academy Ruins
The Grey Havens
Inventors' Fair
The Shire
Boseiju, Who Shelters All
Yavimaya Hollow
Mikokoro, Center of the Sea
Geier Reach Sanitarium
Trenzalore Clocktower
Eye of Ugin
Abstergo Entertainment
Pendelhaven
Hall of the Bandit Lord
Okina, Temple to the Grandfathers
Urborg, Tomb of Yawgmoth
The Tabernacle at Pendrell Vale
Gallifrey Council Chamber
Tolaria
Gods' Eye, Gate to the ReikaiRainbow Lands
Lands that make any color, usually with a condition attached.
Path of Ancestry
Secluded Courtyard
Unclaimed Territory
City of Brass
Mana Confluence
Cavern of Souls
Planar Nexus
Reflecting Pool
Plaza of Heroes
Spire of Industry
Forbidden Orchard
Starting Town
Tarnished Citadel
Eclipsed Realms
Rumble Arena
Cascading Cataracts
Power Depot
Hidden Hideout
Scene of the Crime
Haven of the Spirit Dragon
Gemstone Mine
Abundant Countryside
Turtle Lair
Great Hall of the CitadelGainlands
Enter tapped and gain 1 life.
Thornwood Falls
Glimmerpost
Mutant Town
Pym Technologies
Adventurer's Inn
Radiant Fountain
Plaza of Harmony
Seraph SanctuaryMultiple Mana Lands
Lands that tap for two or more mana.
Temple of the False God
Ancient Tomb
Gaea's Cradle
Three Tree City
Nykthos, Shrine to Nyx
Eldrazi Temple
Shrine of the Forsaken Gods
City of Traitors
Crystal Vein
Urza's Workshop
Ugin's Labyrinth
Muraganda Raceway
Untaidake, the Cloud Keeper
Mishra's Workshop
Teferi's Isle
Tarnation VistaTap Lands
Tangled Islet
Quandrix Campus
Lush Oasis
Woodland Stream
Paradox Gardens
Guadosalam, Farplane Gateway
Meditation Pools
Cryptic SpiresMDFCs
Modal double-faced cards: a spell on the front, a land on the back. Play them as either.
Sink into Stupor
Bala Ged Recovery
Hydroelectric Specimen
Disciple of Freyalise
Sea Gate Restoration
Bridgeworks Battle
Glasspool Mimic
Turntimber Symbiosis
Drowner of Truth
Khalni Ambush
Tangled Florahedron
Jwari Disruption
Silundi Vision
Vastwood Fortification
Kazandu Mammoth
Beyeen Veil
Umara WizardGates
Gates: dual lands that enter tapped, with payoffs for running lots of them.
Simic Guildgate
Talon Gates of Madara
Basilisk Gate
Baldur's Gate
Sea Gate
Manor Gate
Gond Gate
Heap Gate
Gateway Plaza
Thran PortalCycling Lands
Enter tapped, carry basic types, and can be cycled away when you are flooding.
Rain-Slicked Copse
Tranquil Thicket
Lonely Sandbar
Desert of the Mindful
Desert of the Indomitable
Remote Isle
Slippery Karst
Blasted LandscapeArtifact Lands
Lands that are also artifacts, for affinity and metalcraft decks.
Tanglepool Bridge
Seat of the Synod
Tree of Tales
Darksteel CitadelPanoramas
Pay and sacrifice to fetch a basic land of either type.
Brokers Hideout
Cabaretti Courtyard
Bant Panorama
Riveteers Overlook
Maestros Theater
Obscura Storefront
Naya Panorama
Esper Panorama
Jund Panorama
Grixis PanoramaCaves
Urza's Cave
Hidden Nursery
Sunken Palace
Hidden Cataract
Volatile Fault
Echoing Deeps
Promising Vein
Secret Tunnel
Sunken Citadel
Pit of Offerings
Captivating Cave
Cavernous Maw
Forgotten MonumentSac Outlets
Lands that let you sacrifice permanents.
Scavenger Grounds
Lazotep Quarry
Hashep Oasis
Fountainport
Ipnu Rivulet
High Market
The Gold Saucer
Miren, the Moaning Well
Springjack Pasture
Castle Doom
Phyrexia's Core
Rath's Edge
Diamond ValleyLand Destruction
Demolition Field
Strip Mine
Field of Ruin
Ghost Quarter
Wasteland
Tectonic Edge
Dust Bowl
Encroaching WastesColor Choose Lands
Lands that make a color you choose as they enter.
Thriving Isle
Thriving Grove
Uncharted Haven
Multiversal Passage
Crossroads Village
Valgavoth's Lair
Mirage Mesa
Temple of the Dragon Queen
Night Market
Shimmerdrift Vale
Edgewall Inn
Big Apple, 3 a.m.
Room of Refuge
Forsaken CrossroadsSac Cost Lands
Lotus Field
Glacial Chasm
Lotus Vale
Soldevi Excavations
Scorched Ruins
Heart of YavimayaSpheres
The Mycosynth Gardens
The Hunter Maze
Mirrex
The Surgical Bay
The Monumental Facade
The SeedcoreStorage Lands
Store up mana counters over turns, then release it in one big turn.
Mage-Ring Network
Throne of Makindi
Crucible of the Spirit Dragon
Mirrodin's Core
Saprazzan Cove
Rushwood Grove
Sand Silos
Hollow Trees
City of ShadowsSac Lands
Havenwood Battleground
Svyelunite Temple
Seafloor Debris
Timberland RuinsSlow Fetch Lands
Fetch lands that put the land onto the battlefield tapped.
Grasslands
Flood Plain
Mountain Valley
Bad RiverCreaturelands
Lands that can become creatures to attack or block.
Lumbering Falls
Restless Vinestalk
Lair of the Hydra
Ba Sing Se
Hall of Storm Giants
Mutavault
Inkmoth Nexus
Faerie Conclave
Treetop Village
Crawling Barrens
Cactus Preserve
Blinkmoth Nexus
Soulstone Sanctuary
Mishra's Factory
Mobilized District
Mishra's Foundry
Faceless Haven
Dread Statuary
Frostwalk Bastion
Great Hall of the Biblioplex
Hostile Desert
Hall of Echoes
Stalking StonesUtility Lands
Lands that do more than tap for mana: removal, recursion, card draw and graveyard hate.
Reliquary Tower
Rogue's Passage
Alchemist's Refuge
Karn's Bastion
Mistrise Village
Urza's Saga
Llanowar Reborn
Field of the Dead
Treasure Vault
Opal Palace
Horizon of Progress
Nesting Grounds
Novijen, Heart of Progress
Command Beacon
Cephalid Coliseum
Emergence Zone
Littjara Mirrorlake
Halimar Depths
Archway of Innovation
Maze of Ith
Drownyard Temple
Maze's End
Crystal Grotto
Blast Zone