Witch Lands
The most-played lands in Witch Commander decks (Green-White-Blue-Black), grouped by land cycle. Percentages show how many Witch decks run each land.
Land Cycles
The Witch 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.
Exotic Orchard
Exotic OrchardGemstone Caverns
Gemstone CavernsCopy Lands
Shifting WoodlandCopy Lands
Thespian's StageCopy Lands
VesuvaRamp Lands
Myriad LandscapeLands that fetch extra lands onto the battlefield.
Ramp Lands
Krosan VergeRamp Lands
Blighted WoodlandTainted Lands
Tainted WoodUntapped duals that need a land of a specific basic type to produce color.
Tainted Lands
Tainted FieldTainted Lands
Tainted IsleFuture Sight Lands
Horizon CanopyFuture Sight Lands
River of TearsFuture Sight Lands
Nimbus MazeDryad Arbor
Dryad ArborUrza Tron
Urza's TowerUrza Tron
Urza's Power PlantUrza Tron
Urza's MineAmnesia Lands
Gathering PlaceAmnesia Lands
Hidden LairAmnesia Lands
Gleaming BastionLocus Lands
CloudpostLocus Lands
TrenchpostPain Taplands
Skyshroud ForestPain Taplands
Pine BarrensPain Taplands
Salt FlatsShock Lands
Basic land types and enter untapped if you pay 2 life. Fetchable with fetch lands.
Breeding Pool
Watery Grave
Overgrown Tomb
Hallowed Fountain
Temple Garden
Godless ShrineFetch 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
Flooded Strand
Misty Rainforest
Polluted Delta
Verdant Catacombs
Marsh Flats
Scalding Tarn
Wooded Foothills
Bloodstained Mire
Arid MesaRainbow Lands
Lands that make any color, usually with a condition attached.
City of Brass
Mana Confluence
Path of Ancestry
Reflecting Pool
Cavern of Souls
Starting Town
Gemstone Mine
Forbidden Orchard
Plaza of Heroes
Tarnished Citadel
Secluded Courtyard
Spire of Industry
Great Hall of the Citadel
Unclaimed Territory
Aether Hub
Tendo Ice Bridge
Cascading Cataracts
Command Bridge
Grand Coliseum
Hidden Hideout
Ancient Ziggurat
Rupture Spire
Meteor Crater
Archway CommonsTrilands
Indatha Triome
Zagoth Triome
Spara's Headquarters
Raffine's Tower
Sandsteppe Citadel
Opulent Palace
Seaside Citadel
Arcane Sanctum
Murmuring Bosk
Urban Retreat
Dromar's Cavern
Treva's RuinsChannel Lands
Lands from Kamigawa with a channel ability you can discard for an effect.
Boseiju, Who Endures
Otawara, Soaring City
Takenuma, Abandoned Mire
Eiganjo, Seat of the EmpireDual Lands
The original duals: untapped, no drawback, and they carry both basic land types.
Tropical Island
Bayou
Savannah
Underground Sea
Tundra
ScrublandBond Lands
Enter untapped as long as you have two or more opponents — which in Commander is almost always.
Rejuvenating Springs
Undergrowth Stadium
Bountiful Promenade
Sea of Clouds
Morphic Pool
Vault of ChampionsMultiple Mana Lands
Lands that tap for two or more mana.
Ancient Tomb
Gaea's Cradle
Temple of the False God
Cabal Coffers
City of Traitors
Three Tree City
Nykthos, Shrine to Nyx
Serra's Sanctum
Tarnation Vista
Crystal Vein
Muraganda Raceway
Mishra's Workshop
Cabal Stronghold
Shrine of the Forsaken Gods
Eldrazi Temple
Urza's Workshop
Ugin's Labyrinth
Untaidake, the Cloud Keeper
Teferi's IsleBasic 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
Terminal Moraine
Thawing Glaciers
Hobbit Hole
Elven PassageTango Lands
Also called battle lands: basic land types, untapped if you control two or more basic lands.
Canopy Vista
Prairie Stream
Sunken Hollow
Vernal Fen
Sodden Verdure
Eclipsed SteppeLegendary Lands
Legendary lands with unique abilities.
Yavimaya, Cradle of Growth
Urborg, Tomb of Yawgmoth
Minamo, School at Water's Edge
Hall of Heliod's Generosity
Academy Ruins
Inventors' Fair
Shizo, Death's Storehouse
Dark Depths
Volrath's Stronghold
Boseiju, Who Shelters All
Minas Tirith
Mikokoro, Center of the Sea
The Tabernacle at Pendrell Vale
Kor Haven
Minas Morgul, Dark Fortress
Yavimaya Hollow
Rivendell
The Grey Havens
Geier Reach Sanitarium
The Shire
Abstergo Entertainment
Pendelhaven
Barad-dûr
Flagstones of TrokairPain Lands
Tap for colorless for free, or for either color at the cost of 1 damage.
Yavimaya Coast
Llanowar Wastes
Caves of Koilos
Underground River
Adarkar Wastes
BrushlandCheck Lands
Enter untapped if you control a land of either matching basic type.
Hinterland Harbor
Woodland Cemetery
Glacial Fortress
Sunpetal Grove
Isolated Chapel
Drowned CatacombSpheres
The Seedcore
Mirrex
The Mycosynth Gardens
The Fair Basilica
The Hunter Maze
The Surgical Bay
The Dross Pits
The Monumental FacadeSlow Lands
The opposite of fast lands: untapped once you control two or more other lands.
Dreamroot Cascade
Overgrown Farmland
Deathcap Glade
Deserted Beach
Shipwreck Marsh
Shattered Sanctum
Abandoned Campground
Strangled Cemetery
Lakeside Shack
Etched Cornfield
Neglected Manor
Murky SewerGates
Gates: dual lands that enter tapped, with payoffs for running lots of them.
Talon Gates of Madara
Golgari Guildgate
Simic Guildgate
Azorius Guildgate
Dimir Guildgate
Selesnya Guildgate
Orzhov Guildgate
Gateway Plaza
Black Dragon Gate
Manor Gate
Citadel Gate
Sea Gate
Gond Gate
Baldur's Gate
Heap Gate
The Black Gate
Basilisk Gate
Thran PortalSurveil Lands
Enter tapped, surveil 1, and carry basic land types so fetches can find them.
Hedge Maze
Undercity Sewers
Lush Portico
Underground Mortuary
Meticulous Archive
Shadowy BackstreetVivid Lands
Enter tapped with charge counters to tap for any color a few times.
Vivid Grove
Vivid Creek
Vivid Meadow
Vivid MarshSignet Lands
Pay one mana, get two of your colors back.
Sungrass Prairie
Darkwater Catacombs
Skycloud Expanse
Overflowing Basin
Viridescent Bog
Desolate MireScry Lands
Enter tapped and scry 1.
Temple of Malady
Temple of Silence
Temple of Mystery
Temple of Plenty
Temple of Enlightenment
Temple of DeceitStorage Lands
Store up mana counters over turns, then release it in one big turn.
Dreadship Reef
Saltcrusted Steppe
Calciform Pools
Mirrodin's Core
Mage-Ring Network
Rushwood Grove
Fountain of Cho
Saprazzan Cove
Bottomless Vault
Subterranean Hangar
Sand Silos
Hollow Trees
Icatian Store
City of Shadows
Throne of Makindi
Crucible of the Spirit DragonBounce Lands
Return a land to hand and tap for two mana. Effectively card advantage in land form.
Golgari Rot Farm
Azorius Chancery
Simic Growth Chamber
Selesnya Sanctuary
Dimir Aqueduct
Orzhov Basilica
Arid Archway
Guildless Commons
Coral Atoll
Jungle Basin
Karoo
EvergladesMDFCs
Modal double-faced cards: a spell on the front, a land on the back. Play them as either.
Sink into Stupor
Revitalizing Repast
Bala Ged Recovery
Witch Enchanter
Fell the Profane
Malakir Rebirth
Sea Gate Restoration
Boggart Trawler
Disciple of Freyalise
Waterlogged Teachings
Glasspool Mimic
Hydroelectric Specimen
Agadeem's Awakening
Bridgeworks Battle
Ondu Inversion
Sejiri Shelter
Strength of the Harvest
Turntimber Symbiosis
Glasswing Grace
Suppression Ray
Razorgrass Ambush
Hagra Mauling
Jwari Disruption
Emeria's CallFast Lands
Enter untapped if you control two or fewer other lands. Great early, tapped later.
Razorverge Thicket
Seachrome Coast
Darkslick Shores
Blooming Marsh
Botanical Sanctum
Concealed CourtyardFilter Lands
Turn one mana into two of your colors, smoothing out double-pip costs.
Flooded Grove
Twilight Mire
Fetid Heath
Mystic Gate
Sunken Ruins
Wooded BastionGainlands
Enter tapped and gain 1 life.
Jungle Hollow
Blossoming Sands
Thornwood Falls
Scoured Barrens
Dismal Backwater
Tranquil Cove
Seraph Sanctuary
Graypelt Refuge
Jwar Isle Refuge
Adventurer's Inn
Sejiri Refuge
Plaza of Harmony
Glimmerpost
Illegitimate Business
Foot Headquarters
Mutant Town
Radiant Fountain
Birnin Zana Plaza
A.I.M. Labs
Avengers Hangar
Fisk Tower
Subterranean Cavern
Pym Technologies
Kabira CrossroadsVerges
Always taps for one color; taps for the second if you control a land of the right basic type.
Hushwood Verge
Floodfarm Verge
Gloomlake Verge
Willowrush Verge
Wastewood Verge
Bleachbone VergeReveal Lands
Reveal a matching card from hand or the land enters tapped.
Fortified Village
Shineshadow Snarl
Necroblossom Snarl
Port Town
Vineglimmer Snarl
Choked EstuaryPanoramas
Pay and sacrifice to fetch a basic land of either type.
Tranquil Landscape
Deceptive Landscape
Foreboding Landscape
Contaminated Landscape
Brokers Hideout
Obscura Storefront
Bant Panorama
Riveteers Overlook
Esper Panorama
Cabaretti Courtyard
Maestros Theater
Jund Panorama
Grixis Panorama
Naya PanoramaPathways
Modal double-faced lands: choose which color the land is as you play it.
Branchloft Pathway
Barkchannel Pathway
Clearwater Pathway
Darkbore Pathway
Hengegate Pathway
Brightclimb PathwayHorizon Lands
Waterlogged Grove
Nurturing Peatland
Horizon Canopy
Silent ClearingCycling Lands
Enter tapped, carry basic types, and can be cycled away when you are flooding.
Irrigated Farmland
Scattered Groves
Fetid Pools
Festering Thicket
Tranquil Thicket
Rain-Slicked Copse
Barren Moor
Lonely Sandbar
Secluded Steppe
Remote Isle
Polluted Mire
Drifting Meadow
Slippery Karst
Desert of the Mindful
Desert of the Indomitable
Desert of the Glorified
Desert of the True
Blasted Landscape
Umbral ExpanseDepletion Lands
Hickory Woodlot
Peat Bog
Saprazzan Skerry
Remote Farm
Veldt
River Delta
Land CapColor Choose Lands
Lands that make a color you choose as they enter.
Thriving Grove
Thriving Isle
Thriving Heath
Thriving Moor
Multiversal Passage
Uncharted Haven
Valgavoth's Lair
Crossroads Village
Shimmerdrift Vale
Mirage Mesa
Night Market
Edgewall Inn
Big Apple, 3 a.m.
Temple of the Dragon Queen
Room of Refuge
Forsaken CrossroadsTap Lands
Tangled Islet
Haunted Mire
Radiant Grove
Sunlit Marsh
Idyllic Beachfront
Contaminated Aquifer
Treno, Dark City
Gohn, Town of Ruin
Guadosalam, Farplane Gateway
Woodland Stream
Lush Oasis
Festering Gulch
Insomnia, Crown City
Creosote Heath
Botanical Plaza
Sharlayan, Nation of Scholars
Foul Orchard
Windurst, Federation Center
Skybridge Towers
Forlorn Flats
Soured Springs
Lonely Arroyo
Waterfront District
Forsaken SanctuarySac Outlets
Lands that let you sacrifice permanents.
Phyrexian Tower
Scavenger Grounds
High Market
Lazotep Quarry
Fountainport
Grim Backwoods
Phyrexia's Core
Ifnir Deadlands
The Gold Saucer
Miren, the Moaning Well
Seaside Haven
Ipnu Rivulet
Great Hall of Starnheim
Hashep Oasis
Shefet Dunes
Diamond Valley
Starlit Sanctum
Springjack Pasture
Castle Doom
Rath's Edge
Tomb of UramiLand Destruction
Strip Mine
Wasteland
Demolition Field
Field of Ruin
Ghost Quarter
Dust Bowl
Tectonic Edge
Encroaching WastesPlanets
Evendo, Waking Haven
Adagia, Windswept Bastion
Uthros, Titanic Godcore
Susur Secundi, Void AltarZendikar Named Lands
Oran-Rief, the Vastwood
Magosi, the Waterveil
Emeria, the Sky Ruin
Crypt of AgadeemSnow Tap Lands
Snow dual lands with basic types that enter tapped.
Rimewood Falls
Arctic Treeline
Woodland Chasm
Snowfield Sinkhole
Glacial Floodplain
Ice Tunnel
Arctic Flats
Boreal Shelf
Frost MarshHideaway Lands
Exile a card face down when they enter, then cast it free once a condition is met.
Mosswort Bridge
Windbrisk Heights
Clive's Hideaway
Shelldock Isle
Howltooth HollowAdamant Lands
Mystic Sanctuary
Witch's Cottage
Idyllic Grange
Gingerbread CabinCaves
Urza's Cave
Pit of Offerings
Captivating Cave
Secret Tunnel
Sunken Citadel
Promising Vein
Echoing Deeps
Hidden Nursery
Hidden Cataract
Hidden Courtyard
Volatile Fault
Hidden Necropolis
Sunken Palace
Forgotten Monument
Cavernous MawArtifact Lands
Lands that are also artifacts, for affinity and metalcraft decks.
Darkmoss Bridge
Seat of the Synod
Ancient Den
Tanglepool Bridge
Razortide Bridge
Goldmire Bridge
Vault of Whispers
Mistvault Bridge
Tree of Tales
Thornglint Bridge
Darksteel CitadelTurbulent Lands
Turbulent Wilderness
Turbulent Fen
Turbulent Moor
Turbulent Shore
Turbulent WetlandsSac Cost Lands
Lotus Field
Glacial Chasm
Lotus Vale
Scorched Ruins
Lake of the Dead
Soldevi Excavations
Heart of Yavimaya
Kjeldoran OutpostSlow Fetch Lands
Fetch lands that put the land onto the battlefield tapped.
Grasslands
Flood Plain
Bad River
Mountain Valley
Rocky Tar PitAdventure Lands
Ishgard, the Holy See // Faith & Grief
Midgar, City of Mako // Reactor Raid
Zanarkand, Ancient Metropolis // Lasting Fayth
Jidoor, Aristocratic Capital // OvertureCastles
Enter untapped if you control a basic land of their type, and each has an activated ability.
Castle Vantress
Castle Garenbrig
Castle Locthwain
Castle ArdenvaleClue Lands
Enter tapped, and you can pay to crack them for a Clue.
Ballroom
Conservatory
Secret Passage
Lounge
Kitchen
StudyWalker Lands
Theorix Annex
Formidable Commons
Fatehold Annex
Meticulous Commons
Vigorbloom Annex
Transformative CommonsSac Lands
Ancient Spring
Irrigation Ditch
Abandoned Outpost
Havenwood Battleground
Ebon Stronghold
Ruins of Trokair
Svyelunite Temple
Bog Wreckage
Seafloor Debris
Timberland RuinsTypal Lands
Wanderwine Hub
Gilt-Leaf Palace
Secluded Glen
Rustic Clachan
Primal BeyondVillages
Oakhollow Village
Lilypad Village
Lupinflower Village
Mudflat VillageNap Lands
Tranquil Garden
Cloudcrest Lake
Rootwater Depths
Thalakos Lowlands
Waterveil Cavern
Vec TownshipsRoads
Country Roads
Foul Roads
Reef Roads
Wild RoadsCreaturelands
Lands that can become creatures to attack or block.
Inkmoth Nexus
Cactus Preserve
Blinkmoth Nexus
Restless Cottage
Creeping Tar Pit
Celestial Colonnade
Restless Anchorage
Restless Reef
Restless Fortress
Hissing Quagmire
Restless Vinestalk
Shambling Vent
Lumbering Falls
Ba Sing Se
Stirring Wildwood
Restless Prairie
Crawling Barrens
Westvale Abbey
Mutavault
Lair of the Hydra
Mobilized District
Hostile Hostel
Faceless Haven
Hall of Storm GiantsUtility Lands
Lands that do more than tap for mana: removal, recursion, card draw and graveyard hate.
Karn's Bastion
Reliquary Tower
Rogue's Passage
Bojuka Bog
Emergence Zone
Nesting Grounds
Gavony Township
Mistrise Village
Opal Palace
Interplanar Beacon
Urza's Saga
Command Beacon
Maze of Ith
Llanowar Reborn
Field of the Dead
Deserted Temple
Abandoned Air Temple
Vault of the Archangel
Alchemist's Refuge
Horizon of Progress
Blast Zone
Access Tunnel
Diamond City
Tyrite Sanctum