EDHcheck

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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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Gates

The Ravnica Guildgate cycles — always enter tapped, always produce exactly two colors, and always available for pennies. The floor of two-color fixing.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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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