Temur Lands
The most-played lands in Temur Commander decks (Green-Blue-Red), grouped by land cycle. Percentages show how many Temur decks run each land.
Land Cycles
The Temur 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.
Exotic Orchard
Exotic OrchardTrilands
Frontier BivouacTrilands
Ketria TriomeShock Lands
Breeding PoolBasic land types and enter untapped if you pay 2 life. Fetchable with fetch lands.
Shock Lands
Stomping GroundShock Lands
Steam VentsCheck Lands
Hinterland HarborEnter untapped if you control a land of either matching basic type.
Check Lands
Sulfur FallsCheck Lands
Rootbound CragTango Lands
Cinder GladeAlso called battle lands: basic land types, untapped if you control two or more basic lands.
Tango Lands
Sodden VerdureTango Lands
Scorched GeyserPain Lands
Yavimaya CoastTap for colorless for free, or for either color at the cost of 1 damage.
Pain Lands
Shivan ReefPain Lands
Karplusan ForestBond Lands
Rejuvenating SpringsEnter untapped as long as you have two or more opponents — which in Commander is almost always.
Bond Lands
Spire GardenBond Lands
Training CenterChannel Lands
Boseiju, Who EnduresLands from Kamigawa with a channel ability you can discard for an effect.
Channel Lands
Otawara, Soaring CityChannel Lands
Sokenzan, Crucible of DefianceScry Lands
Temple of MysteryEnter tapped and scry 1.
Scry Lands
Temple of AbandonScry Lands
Temple of EpiphanyFilter Lands
Flooded GroveTurn one mana into two of your colors, smoothing out double-pip costs.
Filter Lands
Cascade BluffsFilter Lands
Fire-Lit ThicketDual Lands
Tropical IslandThe original duals: untapped, no drawback, and they carry both basic land types.
Dual Lands
TaigaDual Lands
Volcanic IslandSurveil Lands
Hedge MazeEnter tapped, surveil 1, and carry basic land types so fetches can find them.
Surveil Lands
Commercial DistrictSurveil Lands
Thundering FallsReveal Lands
Game TrailReveal a matching card from hand or the land enters tapped.
Reveal Lands
Frostboil SnarlReveal Lands
Vineglimmer SnarlSignet Lands
Mossfire ValleyPay one mana, get two of your colors back.
Signet Lands
Overflowing BasinSignet Lands
Ferrous LakeRamp Lands
Myriad LandscapeLands that fetch extra lands onto the battlefield.
Ramp Lands
Blighted WoodlandRamp Lands
Krosan VergeVerges
Thornspire VergeAlways taps for one color; taps for the second if you control a land of the right basic type.
Verges
Willowrush VergeVerges
Riverpyre VergeGemstone Caverns
Gemstone CavernsCopy Lands
Shifting WoodlandCopy Lands
Thespian's StageCopy Lands
VesuvaPathways
Cragcrown PathwayModal double-faced lands: choose which color the land is as you play it.
Pathways
Barkchannel PathwayPathways
Riverglide PathwayHorizon Lands
Waterlogged GroveHorizon Lands
Fiery IsletAdamant Lands
Mystic SanctuaryAdamant Lands
Gingerbread CabinAdamant Lands
Dwarven MineFast Lands
Botanical SanctumEnter untapped if you control two or fewer other lands. Great early, tapped later.
Fast Lands
Copperline GorgeFast Lands
Spirebluff CanalDryad Arbor
Dryad ArborCastles
Castle GarenbrigEnter untapped if you control a basic land of their type, and each has an activated ability.
Castles
Castle VantressCastles
Castle EmberethPlanets
Evendo, Waking HavenPlanets
Uthros, Titanic GodcorePlanets
Kavaron, Memorial WorldAdventure Lands
Lindblum, Industrial Regency // Mage SiegeAdventure Lands
Zanarkand, Ancient Metropolis // Lasting FaythAdventure Lands
Jidoor, Aristocratic Capital // OvertureZendikar Named Lands
Oran-Rief, the VastwoodZendikar Named Lands
Valakut, the Molten PinnacleZendikar Named Lands
Magosi, the WaterveilTurbulent Lands
Turbulent WildernessTurbulent Lands
Turbulent SpringsFuture Sight Lands
Grove of the BurnwillowsAmnesia Lands
Training CompoundUrza Tron
Urza's TowerUrza Tron
Urza's MineUrza Tron
Urza's Power PlantVivid Lands
Vivid GroveEnter tapped with charge counters to tap for any color a few times.
Vivid Lands
Vivid CreekVivid Lands
Vivid CragClue Lands
Dining RoomEnter tapped, and you can pay to crack them for a Clue.
Clue Lands
KitchenClue Lands
LibraryTypal Lands
Primal BeyondVillages
Lilypad VillageVillages
Oakhollow VillageVillages
Rockface VillageRoads
Wild RoadsRoads
Reef RoadsRoads
Rocky RoadsPain Taplands
Caldera LakePain Taplands
Skyshroud ForestLocus Lands
CloudpostLocus Lands
TrenchpostNap Lands
Pinecrest RidgeNap Lands
Mogg HollowsWalker Lands
Konstrari AnnexWalker Lands
Innovative CommonsWalker Lands
Transformative CommonsFetch 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
Misty Rainforest
Scalding Tarn
Windswept Heath
Flooded Strand
Polluted Delta
Verdant Catacombs
Arid Mesa
Bloodstained MireSlow Lands
The opposite of fast lands: untapped once you control two or more other lands.
Rockfall Vale
Dreamroot Cascade
Stormcarved Coast
Bleeding Woods
Lakeside Shack
Peculiar LighthouseRainbow Lands
Lands that make any color, usually with a condition attached.
Path of Ancestry
Haven of the Spirit Dragon
City of Brass
Mana Confluence
Cavern of Souls
Reflecting Pool
Maelstrom of the Spirit Dragon
Unclaimed Territory
Secluded Courtyard
Spire of Industry
Aether Hub
White Lotus Hideout
Plaza of Heroes
Forbidden Orchard
Holdout Settlement
Starting Town
Survivors' Encampment
Ancient Ziggurat
Tarnished Citadel
Rumble Arena
Abundant Countryside
Jasmine Dragon Tea Shop
Gemstone Mine
Hidden HideoutBasic 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
Thawing Glaciers
Elven PassagePanoramas
Pay and sacrifice to fetch a basic land of either type.
Bountiful Landscape
Cabaretti Courtyard
Brokers Hideout
Riveteers Overlook
Maestros Theater
Bant Panorama
Naya Panorama
Obscura Storefront
Jund Panorama
Grixis Panorama
Esper PanoramaLegendary Lands
Legendary lands with unique abilities.
Yavimaya, Cradle of Growth
Minamo, School at Water's Edge
Academy Ruins
Inventors' Fair
Mikokoro, Center of the Sea
Geier Reach Sanitarium
Rivendell
The Shire
Oboro, Palace in the Clouds
Mines of Moria
Dark Depths
Boseiju, Who Shelters All
Trenzalore Clocktower
Shinka, the Bloodsoaked Keep
Gallifrey Council Chamber
Yavimaya Hollow
Okina, Temple to the Grandfathers
The Grey Havens
Kher Keep
Abstergo Entertainment
Hall of the Bandit Lord
Eye of Ugin
Hammerheim
PendelhavenBounce Lands
Return a land to hand and tap for two mana. Effectively card advantage in land form.
Simic Growth Chamber
Gruul Turf
Izzet Boilerworks
Guildless Commons
Arid Archway
Coral Atoll
Jungle Basin
Dormant VolcanoHideaway 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
Shelldock IsleMultiple Mana Lands
Lands that tap for two or more mana.
Ancient Tomb
Temple of the False God
Gaea's Cradle
Three Tree City
City of Traitors
Nykthos, Shrine to Nyx
Eldrazi Temple
Crystal Vein
Muraganda Raceway
Shrine of the Forsaken Gods
Ugin's Labyrinth
Untaidake, the Cloud Keeper
Tarnation Vista
Mishra's Workshop
Urza's Workshop
Teferi's IsleCycling Lands
Enter tapped, carry basic types, and can be cycled away when you are flooding.
Sheltered Thicket
Rain-Slicked Copse
Tranquil Thicket
Forgotten Cave
Lonely Sandbar
Coastal Peak
Desert of the Indomitable
Desert of the Mindful
Desert of the Fervent
Slippery Karst
Smoldering Crater
Remote Isle
Blasted LandscapeColor Choose Lands
Lands that make a color you choose as they enter.
Temple of the Dragon Queen
Thriving Isle
Thriving Grove
Thriving Bluff
Edgewall Inn
Multiversal Passage
Uncharted Haven
Crossroads Village
Mirage Mesa
Night Market
Valgavoth's Lair
Shimmerdrift Vale
Big Apple, 3 a.m.
Room of Refuge
Forsaken CrossroadsMDFCs
Modal double-faced cards: a spell on the front, a land on the back. Play them as either.
Sink into Stupor
Bala Ged Recovery
Stump Stomp
Bridgeworks Battle
Disciple of Freyalise
Pinnacle Monk
Hydroelectric Specimen
Valakut Awakening
Glasspool Mimic
Sundering Eruption
Sea Gate Restoration
Khalni Ambush
Shatterskull Smashing
Silundi Vision
Turntimber Symbiosis
Rush of Inspiration
Kazuul's Fury
Tangled Florahedron
Jwari Disruption
Drowner of Truth
Spikefield Hazard
Vastwood Fortification
Kazandu Mammoth
Song-Mad TreacheryGainlands
Enter tapped and gain 1 life.
Thornwood Falls
Rugged Highlands
Swiftwater Cliffs
Kazandu Refuge
Los Diablos Missile Base
Pym Technologies
Stark Industries
Mutant Town
Adventurer's Inn
TCRI Building
Plaza of Harmony
Radiant Fountain
Glimmerpost
Seraph SanctuaryGates
Gates: dual lands that enter tapped, with payoffs for running lots of them.
Talon Gates of Madara
Simic Guildgate
Izzet Guildgate
Gruul Guildgate
Manor Gate
Cliffgate
Sea Gate
Gond Gate
Heap Gate
Gateway Plaza
Baldur's Gate
Basilisk Gate
Thran PortalTap Lands
Tangled Islet
Wooded Ridgeline
Molten Tributary
Bristling Backwoods
Lush Oasis
Omashu City
Airship Engine Room
Meditation Pools
Eroded Canyon
Woodland Stream
Highland Lake
Racers' Ring
Quandrix Campus
Timber Gorge
Baron, Airship Kingdom
Prismari Campus
Gongaga, Reactor Town
Guadosalam, Farplane Gateway
Paradox Gardens
Spectacle Summit
Savage Mansion
Shivan Oasis
Cryptic SpiresArtifact Lands
Lands that are also artifacts, for affinity and metalcraft decks.
Tanglepool Bridge
Slagwoods Bridge
Seat of the Synod
Great Furnace
Tree of Tales
Silverbluff Bridge
Darksteel CitadelSac Outlets
Lands that let you sacrifice permanents.
Scavenger Grounds
Fountainport
High Market
Lazotep Quarry
Hashep Oasis
The Gold Saucer
Ramunap Ruins
Castle Doom
Ipnu Rivulet
Miren, the Moaning Well
Springjack Pasture
Phyrexia's Core
Keldon Necropolis
Diamond Valley
Rath's EdgeStorage Lands
Store up mana counters over turns, then release it in one big turn.
Crucible of the Spirit Dragon
Fungal Reaches
Mage-Ring Network
Hollow Trees
Dwarven Hold
Sand Silos
Rushwood Grove
Mirrodin's Core
Mercadian Bazaar
Saprazzan Cove
City of Shadows
Throne of MakindiSnow Tap Lands
Snow dual lands with basic types that enter tapped.
Highland Forest
Rimewood Falls
Volatile Fjord
Highland WealdLand Destruction
Strip Mine
Demolition Field
Ghost Quarter
Wasteland
Field of Ruin
Dust Bowl
Tectonic Edge
Gnottvold Slumbermound
Memorial to War
Encroaching WastesCaves
Urza's Cave
Hidden Nursery
Secret Tunnel
Hidden Volcano
Hidden Cataract
Echoing Deeps
Promising Vein
Pit of Offerings
Sunken Palace
Volatile Fault
Captivating Cave
Sunken Citadel
Forgotten Monument
Cavernous MawSac Cost Lands
Lotus Field
Glacial Chasm
Balduvian Trading Post
Lotus Vale
Scorched Ruins
Soldevi Excavations
Heart of YavimayaSlow Fetch Lands
Fetch lands that put the land onto the battlefield tapped.
Mountain Valley
Grasslands
Flood Plain
Rocky Tar Pit
Bad RiverSpheres
Mirrex
The Mycosynth Gardens
The Hunter Maze
The Autonomous Furnace
The Surgical Bay
The Monumental Facade
The SeedcoreDepletion Lands
Saprazzan Skerry
Sandstone Needle
Hickory Woodlot
Timberline RidgeSac Lands
Havenwood Battleground
Dwarven Ruins
Svyelunite Temple
Ravaged Highlands
Timberland Ruins
Seafloor DebrisCreaturelands
Lands that can become creatures to attack or block.
Ba Sing Se
Restless Ridgeline
Restless Spire
Restless Vinestalk
Raging Ravine
Lumbering Falls
Lair of the Hydra
Wandering Fumarole
Hall of Storm Giants
Cactus Preserve
Great Hall of the Biblioplex
Inkmoth Nexus
Treetop Village
Mishra's Factory
Den of the Bugbear
Blinkmoth Nexus
Mutavault
Crawling Barrens
Faerie Conclave
Soulstone Sanctuary
Hall of Echoes
Ghitu Encampment
Mishra's Foundry
Faceless HavenUtility Lands
Lands that do more than tap for mana: removal, recursion, card draw and graveyard hate.
Reliquary Tower
Rogue's Passage
Kessig Wolf Run
Mistrise Village
Urza's Saga
Arena of Glory
Alchemist's Refuge
Opal Palace
Emergence Zone
Command Beacon
Treasure Vault
Field of the Dead
Deserted Temple
Karn's Bastion
Fire Nation Palace
Tyrite Sanctum
Archway of Innovation
Nesting Grounds
Agna Qel'a
Halimar Depths
Desolate Lighthouse
HELIOS One
Bonders' Enclave
Cephalid Coliseum