Land Database
Every land, fully organized
Browse every Magic land archetype — fetches, shocks, duals, check lands, and more — filtered by color, speed, format legality, and budget. Card data is sourced live from Scryfall, so new printings appear automatically.
Mana Color
Speed
Format
Budget
Land Type (showing all)
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Fetch Lands
Sacrifice the land, search your library for a land card matching its listed types, and put it onto the battlefield. Instant-speed, deck-thinning, and a free enabler for landfall, graveyard, and shuffle-trigger synergies. Most cost 1 life; a few don't.
Original Dual Lands
The ten original ABUR dual lands — two basic land types, no drawback, always untapped. Reserved List cards and the most expensive lands in the game.
Shock Lands
Enter the battlefield untapped if you pay 2 life; otherwise enter tapped. Carry two basic land types, so they're fetchable. The backbone of most two-color manabases.
Fast Lands
Enter untapped only while you control two or fewer other lands. Excellent in the opening turns, a liability from the midgame on — build your curve around them accordingly.
Pain Lands
Always enter untapped. Tap for colorless for free, or take 1 damage to tap for a colored mana. Two basic land types. A reliable, if lifetotal-taxing, two-color fixer.
Check Lands
Enter untapped only if you control a basic land of one of their two types. Strong once your manabase is established, clunky as an opener without basics already down.
Filter Lands
Enter untapped. Tap for colorless alone, or tap plus one mana of either color to filter into two mana of your choice — useful for turning generic mana into precise colored pips.
Scry Lands (Temples)
Enter tapped, scry 1 when they do. The Theros "Temple" cycle and its reprint waves — a smoothing effect that trades tempo for consistency.
Gain Lands
Enter tapped, you gain 1 life. Covers the Refuge, Bond, and Tranquil Cove-style cycles — the most common budget fixing in Commander precons.
Tri-Lands (Triomes)
Three-color lands that enter tapped, usually carry a basic land type (so they're fetchable), and often have cycling. A staple of any 3+ color Commander manabase.
Battle Lands (Tango)
Enter untapped only if you control two or more basic lands. The inverse of a fast land — weak early, reliable once your basics are down.
Cycling Duals (Bicycle)
Enter tapped and produce two colors, but can be cycled for a card when you're flooded or don't need the fixing — flexibility a normal dual land doesn't offer.
Bounce Lands (Karoo)
Enter tapped and return a land you control to hand. Mana-neutral the turn you play them, mana-positive the turn after — strong in ramp-heavy Commander decks.
Horizon Lands (Canopy)
Tap for colored mana like a normal land, or sacrifice and draw a card when they've outlived their usefulness. Always enter untapped — no drawback until you choose to cash them in.
Slow Lands
Enter tapped unless you control two or more other lands — the inverse of a fast land, punishing them as an early play but free from the midgame on.
Storage Lands
Enter tapped. Tap to add a charge counter instead of mana, or remove any number of counters to add that much mana of one color at once — a burst-mana engine for big turns.
Creature Lands (Man-Lands)
Lands that can animate into creatures, usually for a mana cost. Dodge sorcery-speed removal and board wipes, making them premium late-game win conditions.
Restless Lands
The modern "Restless" man-land sub-cycle — enter tapped, then animate into a creature with an activated ability once they're online. A tempo-for-power trade versus older man-lands.
Gates
The Ravnica Guildgate cycles — always enter tapped, always produce exactly two colors, and always available for pennies. The floor of two-color fixing.
Pathway Lands (MDFC)
Modal double-faced lands — choose which of two single-colored front faces to play. Always enter untapped and never cost you tempo, at the price of only fixing one color at a time.
Basic Fetches (Panorama)
Sacrifice to search for any basic land and put it onto the battlefield tapped. Colorless to cast, fixes to any color you need — the budget, symmetrical cousin of a true fetch land.
Snow Duals
Nonbasic snow lands — functionally identical to their non-snow counterparts, but count for Snow-matters synergies like Extraplanar Lens, Scrying Sheets, and Skred.
Reveal Lands (Verge)
Enter tapped by default, but reveal a qualifying card from hand as they enter to have them come in untapped instead — including the "Verge" cycle from Murders at Karlov Manor.
Surveil Lands
Enter tapped, surveil 1 when they do — trading a turn of tempo for graveyard/card-selection value, in the same design space as Scry Lands.
Tainted Lands
Enter tapped and tap for colorless for free or a colored mana at the cost of 1 damage, while also granting a relevant creature type a minor combat ability.
Bond Lands
Enter untapped if you have two or more opponents — which in Commander is essentially always. Budget-friendly untapped duals designed specifically for multiplayer.
Verge Lands
Tap for either of two colors, but enter untapped only if you control a land of the first color's basic type. Ordered pairs — great in decks weighted toward the primary color.
MDFC Lands
Modal double-faced cards with a land on one face and a spell (or second land) on the other. They count as spells in hand and lands when you need them — the closest thing to a free land slot.
Artifact Lands
Lands that are also artifacts — free enablers for affinity, metalcraft, and every artifacts-matter payoff. The original Mirrodin cycle is banned in some formats but Commander-legal.
Any-Color Lands
Rainbow fixing from Command Tower to City of Brass — every nonbasic land that taps for a mana of any color, with drawbacks ranging from none at all to damage, taxes, or tempo.
Vivid Lands
Enter tapped with two charge counters; tap for one color freely or remove a counter for any color. Patient five-color fixing on a budget.
Basic & Snow Basics
The foundation: Plains, Island, Swamp, Mountain, Forest, Wastes, and their snow-covered versions. Immune to nonbasic hate, fetchable, and free — most manabase problems are solved by adding more of these.
The Complete MTG Land Reference for Commander Manabases
Building a Commander manabase means choosing between dozens of overlapping land archetypes, each with a different tradeoff between speed, cost, and consistency. The EDHcheck Land Database organizes every major cycle — fetch lands, original dual lands, shock lands, check lands, fast lands, pain lands, filter lands, scry lands, gain lands, tri-lands, battle lands, cycling duals, bounce lands, horizon lands, slow lands, storage lands, creature lands, Gates, pathway lands, and more — into one filterable view, so you can compare a whole category at a glance instead of hunting through set lists one printing at a time.
Untapped vs. Conditional vs. Tapped: Why Land Speed Matters
Every nonbasic land in Commander asks the same question: does it cost you tempo? Lands that always enter untapped — fetches, original duals, pain lands, horizon lands, and creature lands — never slow you down, which is why they command a price premium. Lands that enter tapped unconditionally — Gates, Triomes, scry lands, gain lands, and bounce lands — trade a turn of tempo for either fixing, card advantage, or life gain. In between sit the conditional cycles: check lands, fast lands, battle lands, and slow lands all enter untapped only if your board state satisfies a condition, which means their real speed depends on when you draw them and what deck you're building.
Choosing Lands on a Budget
Not every deck needs Reserved List dual lands. Gain lands, Gates, and basic-land fetches like Evolving Wilds provide real fixing for a fraction of the cost of a shock land or original dual — the Budget filter in the database narrows every category down to what's actually affordable for your build.
Frequently Asked Questions
What is the EDHcheck Land Database?+
A filterable reference of every major Magic: The Gathering land archetype — fetch lands, original duals, shock lands, check lands, fast lands, pain lands, and over a dozen more categories. Card data is pulled live from Scryfall, so new printings and reprints appear automatically without waiting on a manual update.
What's the difference between a fetch land and a shock land?+
A fetch land sacrifices itself to search your library for a land card and put it onto the battlefield, usually for 1 life — it's about deck thinning and instant-speed flexibility. A shock land enters the battlefield untapped if you pay 2 life, or tapped if you don't — it's about tempo. Fetches and shocks are often played together because fetches can find a shock land to trigger its untapped option.
Which lands are best for a budget Commander manabase?+
Gain lands, Gates, and Guildgates are the cheapest reliable fixing — usually under $1 each. Filter by Budget: Under $5 in the database to see every option in that price range across all land types.
What does 'conditional' speed mean?+
Conditional lands enter untapped only if a requirement is met — check lands need a matching basic land in play, fast lands need two or fewer other lands, battle lands need two or more basic lands. Always-untapped lands (like fetches, pain lands, and original duals) never have this restriction; always-tapped lands (like Gates and Triomes) never enter untapped regardless of board state.
Are these lands legal in Commander?+
Most are. Use the Format filter and select Commander to show only lands legal in the format — this also works for Standard, Pioneer, Modern, Legacy, and Pauper if you're building for another format.
How often is the price and legality data updated?+
Every search hits Scryfall's live API, so prices and format legality reflect the current market and banlist at the time you load the page — not a cached snapshot.
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