Yore Lands
The most-played lands in Yore Commander decks (White-Blue-Black-Red), grouped by land cycle. Percentages show how many Yore decks run each land.
Land Cycles
The Yore 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 CavernsRamp Lands
Myriad LandscapeLands that fetch extra lands onto the battlefield.
Ramp Lands
Krosan VergeFuture Sight Lands
Graven CairnsFuture Sight Lands
River of TearsFuture Sight Lands
Nimbus MazeUrza Tron
Urza's TowerUrza Tron
Urza's Power PlantUrza Tron
Urza's MineHorizon Lands
Fiery IsletHorizon Lands
Silent ClearingHorizon Lands
Sunbaked CanyonTainted Lands
Tainted FieldUntapped duals that need a land of a specific basic type to produce color.
Tainted Lands
Tainted IsleTainted Lands
Tainted PeakCopy Lands
Thespian's StageCopy Lands
VesuvaAmnesia Lands
Gleaming BastionAmnesia Lands
Hidden LairAmnesia Lands
Dark FortressPain Taplands
Caldera LakePain Taplands
ScablandPain Taplands
Salt FlatsLocus Lands
CloudpostLocus Lands
TrenchpostShock Lands
Basic land types and enter untapped if you pay 2 life. Fetchable with fetch lands.
Watery Grave
Hallowed Fountain
Steam Vents
Godless Shrine
Blood Crypt
Sacred FoundryFetch Lands
Pay 1 life and sacrifice to find a land with a basic type. Thins the deck, triggers landfall and grabs duals or shocks.
Flooded Strand
Polluted Delta
Scalding Tarn
Bloodstained Mire
Marsh Flats
Arid Mesa
Misty Rainforest
Verdant Catacombs
Windswept Heath
Wooded FoothillsRainbow Lands
Lands that make any color, usually with a condition attached.
City of Brass
Spire of Industry
Mana Confluence
Reflecting Pool
Path of Ancestry
Cavern of Souls
Starting Town
Glimmervoid
Power Depot
Tarnished Citadel
Forbidden Orchard
Plaza of Heroes
Scene of the Crime
Gemstone Mine
Command Bridge
Cascading Cataracts
Mech Hangar
Rupture Spire
Great Hall of the Citadel
Public Thoroughfare
Grand Coliseum
Aether Hub
Transguild Promenade
Hidden HideoutArtifact Lands
Lands that are also artifacts, for affinity and metalcraft decks.
Seat of the Synod
Great Furnace
Ancient Den
Vault of Whispers
Razortide Bridge
Silverbluff Bridge
Mistvault Bridge
Darksteel Citadel
Goldmire Bridge
Rustvale Bridge
Drossforge BridgeDual Lands
The original duals: untapped, no drawback, and they carry both basic land types.
Underground Sea
Tundra
Volcanic Island
Scrubland
Badlands
PlateauChannel Lands
Lands from Kamigawa with a channel ability you can discard for an effect.
Otawara, Soaring City
Takenuma, Abandoned Mire
Eiganjo, Seat of the Empire
Sokenzan, Crucible of DefianceMultiple Mana Lands
Lands that tap for two or more mana.
Ancient Tomb
City of Traitors
Temple of the False God
Mishra's Workshop
Cabal Coffers
Muraganda Raceway
Urza's Workshop
Crystal Vein
Three Tree City
Shrine of the Forsaken Gods
Nykthos, Shrine to Nyx
Tarnation Vista
Serra's Sanctum
Ugin's Labyrinth
Eldrazi Temple
Cabal Stronghold
Untaidake, the Cloud Keeper
Teferi's IslePain Lands
Tap for colorless for free, or for either color at the cost of 1 damage.
Shivan Reef
Caves of Koilos
Battlefield Forge
Underground River
Sulfurous Springs
Adarkar WastesTrilands
Raffine's Tower
Raugrin Triome
Xander's Lounge
Arcane Sanctum
Mystic Monastery
Savai Triome
Crumbling Necropolis
Nomad Outpost
Oscorp Industries
Dromar's Cavern
Crosis's Catacombs
Crypt of the Eternals
Tournament GroundsBasic Fetch Lands
Sacrifice to put a basic land onto the battlefield — budget fixing and landfall triggers.
Fabled Passage
Evolving Wilds
Terramorphic Expanse
Prismatic Vista
Ash Barrens
Escape Tunnel
Vibrant Cityscape
Elven Passage
Shire Terrace
Hobbit Hole
Warped Landscape
Terminal Moraine
Thawing GlaciersCheck Lands
Enter untapped if you control a land of either matching basic type.
Glacial Fortress
Sulfur Falls
Drowned Catacomb
Isolated Chapel
Clifftop Retreat
Dragonskull SummitTango Lands
Also called battle lands: basic land types, untapped if you control two or more basic lands.
Prairie Stream
Radiant Summit
Sunken Hollow
Smoldering Marsh
Scorched Geyser
Eclipsed SteppeLegendary Lands
Legendary lands with unique abilities.
Inventors' Fair
Academy Ruins
Kher Keep
Urborg, Tomb of Yawgmoth
Havengul Laboratory
Minamo, School at Water's Edge
Oboro, Palace in the Clouds
Hall of Heliod's Generosity
Abstergo Entertainment
Mines of Moria
Geier Reach Sanitarium
Volrath's Stronghold
Minas Tirith
Shizo, Death's Storehouse
Boseiju, Who Shelters All
Mikokoro, Center of the Sea
Rivendell
Yavimaya, Cradle of Growth
Kor Haven
The Tabernacle at Pendrell Vale
The Grey Havens
Dark Depths
Shinka, the Bloodsoaked Keep
Flagstones of TrokairBond Lands
Enter untapped as long as you have two or more opponents — which in Commander is almost always.
Morphic Pool
Sea of Clouds
Training Center
Vault of Champions
Luxury Suite
Spectator SeatingTurbulent Lands
Turbulent Shore
Turbulent Wetlands
Turbulent Crater
Turbulent Springs
Turbulent Moor
Turbulent SteppeFilter Lands
Turn one mana into two of your colors, smoothing out double-pip costs.
Mystic Gate
Fetid Heath
Sunken Ruins
Cascade Bluffs
Rugged Prairie
Graven CairnsPanoramas
Pay and sacrifice to fetch a basic land of either type.
Contaminated Landscape
Perilous Landscape
Seething Landscape
Shattered Landscape
Obscura Storefront
Maestros Theater
Esper Panorama
Grixis Panorama
Cabaretti Courtyard
Brokers Hideout
Riveteers Overlook
Bant Panorama
Jund Panorama
Naya PanoramaPlanets
Uthros, Titanic Godcore
Adagia, Windswept Bastion
Susur Secundi, Void Altar
Kavaron, Memorial WorldSlow Lands
The opposite of fast lands: untapped once you control two or more other lands.
Deserted Beach
Shipwreck Marsh
Stormcarved Coast
Shattered Sanctum
Haunted Ridge
Sundown Pass
Abandoned Campground
Murky Sewer
Peculiar Lighthouse
Neglected Manor
Raucous Carnival
Razortrap GorgeSurveil Lands
Enter tapped, surveil 1, and carry basic land types so fetches can find them.
Undercity Sewers
Meticulous Archive
Thundering Falls
Raucous Theater
Shadowy Backstreet
Elegant ParlorMDFCs
Modal double-faced cards: a spell on the front, a land on the back. Play them as either.
Sink into Stupor
Fell the Profane
Witch Enchanter
Valakut Awakening
Sea Gate Restoration
Waterlogged Teachings
Malakir Rebirth
Pinnacle Monk
Boggart Trawler
Hydroelectric Specimen
Sundering Eruption
Ondu Inversion
Glasspool Mimic
Agadeem's Awakening
Legion Leadership
Sejiri Shelter
Bloodsoaked Insight
Razorgrass Ambush
Rush of Inspiration
Hagra Mauling
Jwari Disruption
Shatterskull Smashing
Emeria's Call
Suppression RaySpheres
The Mycosynth Gardens
Mirrex
The Surgical Bay
The Fair Basilica
The Autonomous Furnace
The Dross Pits
The Monumental Facade
The SeedcoreBounce Lands
Return a land to hand and tap for two mana. Effectively card advantage in land form.
Azorius Chancery
Dimir Aqueduct
Izzet Boilerworks
Boros Garrison
Rakdos Carnarium
Orzhov Basilica
Arid Archway
Guildless Commons
Coral Atoll
Karoo
Dormant Volcano
EvergladesSignet Lands
Pay one mana, get two of your colors back.
Skycloud Expanse
Darkwater Catacombs
Shadowblood Ridge
Ferrous Lake
Desolate Mire
Sunscorched DivideScry Lands
Enter tapped and scry 1.
Temple of Enlightenment
Temple of Epiphany
Temple of Deceit
Temple of Silence
Temple of Triumph
Temple of MaliceVerges
Always taps for one color; taps for the second if you control a land of the right basic type.
Floodfarm Verge
Gloomlake Verge
Blazemire Verge
Bleachbone Verge
Riverpyre Verge
Sunbillow VergeCycling Lands
Enter tapped, carry basic types, and can be cycled away when you are flooding.
Irrigated Farmland
Fetid Pools
Canyon Slough
Glittering Massif
Lonely Sandbar
Coastal Peak
Secluded Steppe
Barren Moor
Forgotten Cave
Drifting Meadow
Umbral Expanse
Remote Isle
Polluted Mire
Smoldering Crater
Desert of the Mindful
Blasted Landscape
Desert of the Glorified
Desert of the True
Desert of the FerventFast Lands
Enter untapped if you control two or fewer other lands. Great early, tapped later.
Seachrome Coast
Concealed Courtyard
Darkslick Shores
Spirebluff Canal
Blackcleave Cliffs
Inspiring VantageReveal Lands
Reveal a matching card from hand or the land enters tapped.
Port Town
Choked Estuary
Frostboil Snarl
Foreboding Ruins
Furycalm Snarl
Shineshadow SnarlGates
Gates: dual lands that enter tapped, with payoffs for running lots of them.
Talon Gates of Madara
Izzet Guildgate
Azorius Guildgate
Boros Guildgate
Dimir Guildgate
Rakdos Guildgate
Orzhov Guildgate
Gateway Plaza
Black Dragon Gate
Citadel Gate
Cliffgate
Sea Gate
Gond Gate
The Black Gate
Baldur's Gate
Heap Gate
Thran Portal
Basilisk GateCaves
Urza's Cave
Promising Vein
Pit of Offerings
Volatile Fault
Sunken Citadel
Echoing Deeps
Sunken Palace
Captivating Cave
Secret Tunnel
Hidden Cataract
Hidden Courtyard
Hidden Volcano
Hidden Necropolis
Forgotten Monument
Cavernous MawGainlands
Enter tapped and gain 1 life.
Swiftwater Cliffs
Tranquil Cove
Dismal Backwater
Scoured Barrens
Bloodfell Caves
Wind-Scarred Crag
Akoum Refuge
Jwar Isle Refuge
Sejiri Refuge
Adventurer's Inn
Dimension X
TCRI Building
A.I.M. Labs
Avengers Hangar
Foot Headquarters
Asgardian Citadel
Plaza of Harmony
Radiant Fountain
Seraph Sanctuary
Fisk Tower
Hell's Kitchen
Stark Industries
Kabira Crossroads
GlimmerpostPathways
Modal double-faced lands: choose which color the land is as you play it.
Clearwater Pathway
Hengegate Pathway
Riverglide Pathway
Brightclimb Pathway
Needleverge Pathway
Blightstep PathwayWalker Lands
Fatehold Annex
Theorix Annex
Innovative Commons
Meticulous Commons
Dedicated Commons
Stingerquill AnnexColor Choose Lands
Lands that make a color you choose as they enter.
Thriving Isle
Thriving Heath
Thriving Moor
Thriving Bluff
Multiversal Passage
Uncharted Haven
Crossroads Village
Night Market
Mirage Mesa
Valgavoth's Lair
Big Apple, 3 a.m.
Room of Refuge
Shimmerdrift Vale
Edgewall Inn
Temple of the Dragon Queen
Forsaken CrossroadsAdamant Lands
Mystic Sanctuary
Dwarven Mine
Witch's Cottage
Idyllic GrangeSac Outlets
Lands that let you sacrifice permanents.
Phyrexian Tower
Castle Doom
Fountainport
Mount Doom
Scavenger Grounds
Phyrexia's Core
High Market
The Gold Saucer
Lazotep Quarry
Ramunap Ruins
Ifnir Deadlands
Springjack Pasture
Ipnu Rivulet
Miren, the Moaning Well
Shefet Dunes
Great Hall of Starnheim
Starlit Sanctum
Seaside Haven
Diamond Valley
Tomb of Urami
Rath's Edge
Keldon NecropolisLand Destruction
Demolition Field
Strip Mine
Field of Ruin
Ghost Quarter
Wasteland
Tectonic Edge
Dust Bowl
Encroaching Wastes
Memorial to WarTap Lands
Contaminated Aquifer
Sunlit Marsh
Idyllic Beachfront
Molten Tributary
Sacred Peaks
Geothermal Bog
Lonely Arroyo
Eroded Canyon
Abraded Bluffs
Soured Springs
Jagged Barrens
Forlorn Flats
Baron, Airship Kingdom
Skybridge Towers
Rabanastre, Royal City
Tramway Station
Treno, Dark City
Submerged Boneyard
Waterfront District
Insomnia, Crown City
Meandering River
Vector, Imperial Capital
Highland Lake
Cinder BarrensAdventure Lands
Ishgard, the Holy See // Faith & Grief
Midgar, City of Mako // Reactor Raid
Lindblum, Industrial Regency // Mage Siege
Jidoor, Aristocratic Capital // OvertureSac Cost Lands
Lotus Field
Glacial Chasm
Lotus Vale
Scorched Ruins
Lake of the Dead
Kjeldoran Outpost
Soldevi Excavations
Balduvian Trading PostSlow Fetch Lands
Fetch lands that put the land onto the battlefield tapped.
Flood Plain
Bad River
Rocky Tar Pit
Mountain Valley
GrasslandsVivid Lands
Enter tapped with charge counters to tap for any color a few times.
Vivid Creek
Vivid Meadow
Vivid Marsh
Vivid CragSnow Tap Lands
Snow dual lands with basic types that enter tapped.
Glacial Floodplain
Snowfield Sinkhole
Alpine Meadow
Ice Tunnel
Volatile Fjord
Sulfurous Mire
Boreal Shelf
Frost Marsh
Tresserhorn SinksCastles
Enter untapped if you control a basic land of their type, and each has an activated ability.
Castle Ardenvale
Castle Vantress
Castle Locthwain
Castle EmberethClue Lands
Enter tapped, and you can pay to crack them for a Clue.
Library
Ballroom
Study
Secret Passage
Billiard Room
HallRoads
Country Roads
Reef Roads
Foul Roads
Rocky RoadsHideaway Lands
Exile a card face down when they enter, then cast it free once a condition is met.
Windbrisk Heights
Clive's Hideaway
Spinerock Knoll
Shelldock Isle
Howltooth HollowStorage Lands
Store up mana counters over turns, then release it in one big turn.
Mirrodin's Core
Molten Slagheap
Calciform Pools
Mage-Ring Network
Dreadship Reef
Sand Silos
Subterranean Hangar
Saprazzan Cove
Bottomless Vault
City of Shadows
Crucible of the Spirit Dragon
Mercadian Bazaar
Fountain of Cho
Dwarven Hold
Icatian Store
Throne of MakindiZendikar Named Lands
Emeria, the Sky Ruin
Valakut, the Molten Pinnacle
Magosi, the Waterveil
Crypt of AgadeemSac Lands
Ancient Spring
Sulfur Vent
Svyelunite Temple
Dwarven Ruins
Ruins of Trokair
Ebon Stronghold
Bog Wreckage
Seafloor Debris
Abandoned Outpost
Ravaged HighlandsDepletion Lands
Saprazzan Skerry
Peat Bog
Remote Farm
Sandstone Needle
River Delta
Land Cap
Lava TubesNap Lands
Rootwater Depths
Cloudcrest Lake
Waterveil Cavern
Thalakos Lowlands
Cinder Marsh
Lantern-Lit GraveyardTypal Lands
Ancient Amphitheater
Auntie's Hovel
Primal Beyond
Wanderwine Hub
Secluded Glen
Rustic ClachanVillages
Mudflat Village
Lilypad Village
Lupinflower Village
Rockface VillageCreaturelands
Lands that can become creatures to attack or block.
Restless Anchorage
Restless Spire
Hall of Echoes
Mishra's Factory
Blinkmoth Nexus
Inkmoth Nexus
Creeping Tar Pit
Westvale Abbey
Mishra's Foundry
Mutavault
Celestial Colonnade
Cactus Preserve
Wandering Fumarole
Shambling Vent
Restless Reef
Restless Vents
Needle Spires
Restless Fortress
Restless Bivouac
Lavaclaw Reaches
Great Hall of the Biblioplex
Hostile Hostel
Den of the Bugbear
Hall of Storm GiantsUtility Lands
Lands that do more than tap for mana: removal, recursion, card draw and graveyard hate.
Urza's Saga
Reliquary Tower
Buried Ruin
Archway of Innovation
Bojuka Bog
Mistrise Village
Treasure Vault
Theorist's Sanctum
Fomori Vault
Karn's Bastion
Rogue's Passage
Emergence Zone
Interplanar Beacon
Horizon of Progress
Command Beacon
Field of the Dead
Terrain Generator
Foundry of the Consuls
Cephalid Coliseum
Monumental Henge
Secluded Starforge
Maze of Ith
Ghost Town
Vault of the Archangel