NEW! Nerd Leagues is now on iOS and Android Download on the App Store Get it on Google Play

Turn Every Game Into Data

Nerd Leagues tracks your Commander win rates, ELO, and deck performance — free. See who really runs your pod.

Track Your Games Free

The Best Utility Lands in EDH, Color by Color: One Job Each

Strategy Commander
Boseiju, Who Endures
Boseiju, Who Endures · Art by Chris Ostrowski

A utility land is a land slot doing a spell's job. The best utility lands in EDH pay for that twice over: they tap for your color on the turns you need a land, and they do something you would otherwise spend a card on. The worst ones tap for colorless, enter tapped, and do a job you never needed done. This list sorts the good ones by color, gives each a one-line job and the line of play that gets it, and ends with the three famous ones most decks should cut.


If you read one entry, read Boseiju, Who Endures. It is the model for the whole category: a land that taps for {G} untapped and, once you no longer need the mana, becomes a two-mana answer to an artifact, an enchantment or an opposing Cabal Coffers. Every color got one of those in Kamigawa: Neon Dynasty, and that cycle plus the Castle cycle from Throne of Eldraine are the first utility lands to add to a deck in their colors. The rest of the list is about what each color can do beyond them. This is the mana-base sibling of our best ramp by color and best removal by color lists, and several entries below are ramp or removal that happen to live in a land slot.

What a utility land costs

Two costs, and you pay them whether or not the land ever activates. A land that taps for colorless is one fewer source of your colors, which matters more the more colors you play: in a mono-color deck a colorless land is close to free, and in a three-color deck it is the reason you miss {B}{B} on turn four. A land that enters tapped costs you a turn of tempo on whatever random turn you draw it, and every Castle enters tapped unless you control a land with its basic type (an actual Plains, Island, Swamp, Mountain or Forest, or a dual that carries the type).


The channel lands are the group that dodges both costs. Channel means you discard the card from your hand for an effect. Until then each one taps for its color untapped, like a basic, and the activation is an ability rather than a spell, so no counterspell stops it. What they are not: they are legendary nonbasic lands with no basic type, so a channel land does not turn on a Castle, count toward Emeria, the Sky Ruin's seven Plains, or survive nonbasic-land hate. The double-faced spells with a land on the back, Agadeem's Awakening and its cycle, do the same job from the other direction, for 3 life or a tapped land.


So the budget. Mono-color: as many as eight. Two colors: up to five, the channel land and the Castle of each color plus at most one colorless land whose job the deck needs. Three colors: the channel lands and nothing colorless. Five colors: a channel land still replaces a basic of its color at almost no cost, but nothing colorless and nothing that enters tapped for a job. Our how many lands post covers the count itself, and pasting a list into the bracket calculator shows how the colored sources stack up against the costs in the deck, which is where a colorless land shows its price.

White

  • Eiganjo, Seat of the Empire: removal for an attacker, on a land that taps for {W}. Channel it for {2}{W} to deal 4 damage to an attacking or blocking creature, {1} less for each legendary creature you control, and your commander is a legend, so the discount is usually on. Play it as a land early and hold it in hand after turn six, when a land drop is worth less than removal that took no spell slot.
  • Castle Ardenvale: a 1/1 every turn you are flooded. {2}{W}{W}, {T} for a Human token is a bad rate on turn five and the best use of spare mana on turn twelve. In a token deck it rebuilds after a wrath (a board wipe) without spending a card, one body a round, made at the end of the turn before yours.
  • Emeria, the Sky Ruin: free reanimation in mono-white. Once you control seven Plains, it returns a creature card from your graveyard to the battlefield on each of your upkeeps. It enters tapped and needs the Plains count, so it is for mono-white and nothing else. Once it is online, trade with your best creature once a round; it comes back on your upkeep.
  • Windbrisk Heights: a free spell for going wide. Hideaway 4 on entry (look at four, exile one face down), then {W}, {T} to play the hidden card for free if you attacked with three or more creatures this turn. It enters tapped, so play it on turn one or two, when a tapped land costs least.
  • Kor Haven: Maze of Ith that taps for mana. {1}{W}, {T}: prevent all combat damage one attacking creature would deal this turn. Colorless, and still worth the slot in any white deck that expects to be attacked by a commander every turn. Activate it after blockers, so the attacker is already committed.
  • Cave of the Frost Dragon: a 3/4 flyer that survives board wipes. {4}{W} turns it into a Dragon until end of turn. Enters tapped if you control two or more other lands, so it is a turn-one or turn-two drop, and after a wrath it is the first attacker back.

Blue

  • Otawara, Soaring City: bounce anything at instant speed. Channel for {3}{U}, cheaper per legend, to return an artifact, creature, enchantment or planeswalker to its owner's hand. The job is answering the one permanent blue cannot touch once it has resolved. It also bounces your own commander in response to exile.
  • Castle Vantress: scry 2 at instant speed. {2}{U}{U}, {T}. Use it at the end of an opponent's turn when you held up a counterspell and did not need it; the mana was going to waste anyway.
  • Academy Ruins: artifact recursion to the top. {1}{U}, {T}: put an artifact card from your graveyard on top of your library. It replaces your next draw rather than adding a card, so activate it at the end of the turn before yours, and only for an artifact better than an unknown draw. Colorless.
  • Mystic Sanctuary: a second cast of your best instant. It is an Island, so a fetch land can find it, and it enters untapped if you control three or more other Islands, putting an instant or sorcery from your graveyard on top. Heavy blue only, where it rebuys Cyclonic Rift for the price of a land drop and a draw.
  • Hall of Storm Giants: a 7/7 with ward that survives board wipes. {5}{U} makes it a Giant with ward {3} until end of turn. Enters tapped with two or more other lands. Hold six mana on an opponent's turn as counterspell mana, and if nothing needs countering it becomes a surprise 7/7 blocker instead.

Black

  • Takenuma, Abandoned Mire: get the commander's best friend back. Channel for {3}{B}, cheaper per legend: mill three, then return a creature or planeswalker card from your graveyard to your hand. The return does not target and happens after the mill, so channel it in response to a graveyard-exile trigger, or take back the creature it just milled.
  • Castle Locthwain: a card a turn once your hand is empty. {1}{B}{B}, {T}: draw a card, then lose life equal to the number of cards in your hand. At the end of an opponent's turn with an empty hand it costs one life. With five cards in hand it is a mistake.
  • Cabal Coffers with Urborg, Tomb of Yawgmoth: a ramp spell in a land slot. Coffers pays {2} and taps to add {B} for each Swamp you control, and Urborg makes every land a Swamp, Coffers included. In mono-black it is the best land in the deck. Without Urborg in a two-color deck it makes no mana on its own, only nets mana from three Swamps up, and is a blank in an opening hand.
  • Phyrexian Tower: a sacrifice outlet on a land. {T}, sacrifice a creature: add {B}{B}. The job is answering exile-based removal by sacrificing the target for mana in response, and in an aristocrats deck (one that sacrifices its own creatures for value) it is a free outlet that artifact and enchantment hate cannot touch.
  • Volrath's Stronghold: repeatable recursion. {1}{B}, {T}: put a creature card from your graveyard on top of your library. Slower than Takenuma, and like Academy Ruins it replaces your next draw, so use it at the end of the turn before yours. Colorless.
  • Bojuka Bog: exile a graveyard on entry. Enters tapped. The play is not to run it out on turn two: hold it as a land drop until the graveyard deck has spent a turn filling up, then play it. It is a land, so no counterspell stops it.

Red

  • Sokenzan, Crucible of Defiance: two hasty bodies from nowhere. Channel for {3}{R}, cheaper per legend: two 1/1 Spirits with haste until end of turn. Instant-speed chump blockers (creatures that block only to absorb an attack), or two extra attackers the turn Craterhoof Behemoth lands.
  • Castle Embereth: the go-wide closer. {1}{R}{R}, {T}: creatures you control get +1/+0 until end of turn. With twenty tokens attacking, that is twenty damage from a land.
  • Arena of Glory: haste on a land that taps for {R}. Untapped if you control a Mountain. {R}, {T}, exert it (it skips your next untap): add {R}{R}, and a creature spell that mana pays for gains haste. By this post's own rule it beats the colorless haste lands in any red deck with Mountains.
  • Hanweir Battlements: haste for the eight-drop, any time. {R}, {T}: target creature gains haste until end of turn. Colorless, but it works on a creature that is already on the battlefield, which Arena of Glory does not.
  • Den of the Bugbear: a 3/2 that brings a friend. {3}{R} turns it into a Goblin that makes a 1/1 tapped and attacking token whenever it attacks. Enters tapped with two or more other lands, so drop it early.
  • Valakut, the Molten Pinnacle: mono-red's reach. Whenever a Mountain you control enters while you control at least five other Mountains, 3 damage to any target. Enters tapped and does nothing outside a deck of twenty-plus Mountains, where it is 3 damage on every Mountain drop for the rest of the game.

Green

  • Boseiju, Who Endures: destroy an artifact, enchantment or nonbasic land. Channel for {1}{G}, cheaper per legend; the opponent may fetch a land with a basic land type in return. It is the best of the cycle because the job is the widest and the cost the lowest: with your commander out it is {G}, and the nonbasic land clause answers Cabal Coffers, Gaea's Cradle and Field of the Dead on top of the artifacts and enchantments.
  • Castle Garenbrig: one extra mana for creatures. {2}{G}{G}, {T}: add six {G} to spend on creature spells and creature abilities. Five lands' worth of mana in makes six out, so Garenbrig plus four other lands casts a six-drop creature on turn five.
  • Yavimaya Hollow: save the commander from a destroy effect. {G}, {T}: regenerate target creature (the next time it would be destroyed this turn, it is tapped and removed from combat instead). Activate it in response to the destroy spell. It does nothing against exile, sacrifice, -X/-X effects like Toxic Deluge, or wipes that say the creatures can't be regenerated, which Wrath of God and Damnation both do. Colorless.
  • Lair of the Hydra: a mana sink that attacks, or blocks. {X}{G} makes it an X/X Hydra until end of turn. Enters tapped with two or more other lands. Animate it after attackers are declared, as a blocker sized by whatever mana you have spare.
  • Gaea's Cradle: mana equal to your creature count, and a Game Changer. {T}: add {G} for each creature you control. It is on the Game Changers list (the cards the bracket system flags as power outliers), so it counts against the three a bracket 3 deck is allowed. In a token deck it is the most powerful land in the format, and in a deck with six creatures it is a land that taps for nothing on turn two.

Lands for two-color decks

Every two-color pair has a land that taps for colorless and activates in both colors. They cost more than the mono-color lands above, because a colorless land hurts more when there are two colors to hit, so run one only when the job is the deck's plan. Several of these are finishers in a land slot; our best finishers by color post covers the spell versions.

  • Kessig Wolf Run (red-green): commander damage. {X}{R}{G}, {T}: one creature gets +X/+0 and trample until end of turn. Ten spare mana is +8/+0 and trample; a 1/1 chump blocker soaks one point and the rest goes through.
  • Gavony Township (green-white): tokens that grow. {2}{G}{W}, {T}: a +1/+1 counter on each creature you control. Activate it after blockers are declared, or at the last opponent's end step so the counters are there for your attack.
  • Vault of the Archangel (white-black): nobody blocks, nobody attacks. {2}{W}{B}, {T}: your creatures gain deathtouch and lifelink until end of turn. Activate it after blockers are declared, on your attack or on theirs.
  • Alchemist's Refuge (green-blue): flash for a turn. {G}{U}, {T}: you may cast spells this turn as though they had flash. Cast the big creature at the end of the last opponent's turn: it gets an attack in before any sorcery-speed answer, and you kept the mana up as a counterspell threat through their turns.
  • Sunhome, Fortress of the Legion (red-white): double strike. {2}{R}{W}, {T}: target creature gains double strike until end of turn. Doubles commander damage, and doubles whatever that creature does on combat damage.
  • Grim Backwoods (black-green): cards from corpses. {2}{B}{G}, {T}, sacrifice a creature: draw a card. Expensive, but in an aristocrats deck it turns the creature that was about to be exiled into a card in response.
  • Desolate Lighthouse (blue-red): loot. {1}{U}{R}, {T}: draw a card, then discard a card. For spellslinger decks (built around casting many instants and sorceries) and reanimator decks: loot at the end of the last opponent's turn with the mana you held up, and discard the creature you want to reanimate.
  • Moorland Haunt (white-blue): flyers from the dead. {W}{U}, {T}, exile a creature card from your graveyard: a 1/1 white Spirit with flying. A chump blocker a turn, starting the turn after the wrath.

The two pairs that miss: Nephalia Drownyard (blue-black) mills three cards for three mana plus the land's own tap, which is too slow at a colorless land's price unless the deck is milling itself for a reanimation target, and Rix Maadi, Dungeon Palace (black-red) makes each player discard at sorcery speed, which hurts you as much as anyone.

Lands for any deck

  • War Room: card draw in a land slot. {3}, {T}, pay life equal to the number of colors in your commander's identity: draw a card. One life in mono-color, three in three colors. Colorless, so the decks that pay the least life for it are also the ones that can afford the slot.
  • Bonders' Enclave: card draw, for decks with a big creature. {3}, {T}: draw a card, only while you control a creature with power 4 or greater. The same {3} as War Room with no life paid, for the decks that always have a four-power body around.
  • Command Beacon: cast the commander without the tax. {T}, sacrifice it: put your commander into your hand from the command zone. For the commander that dies twice a game: a four-mana commander would cost {8} the third time from the command zone and {4} from hand.
  • Rogue's Passage: unblockable. {4}, {T}: target creature can't be blocked this turn. The closer for every commander-damage deck: twenty-one from a seven-power commander is three swings nobody can block.
  • Cavern of Souls: one creature spell of your type a turn cannot be countered. Name a creature type as it enters; its colored mana can only cast creature spells of that type, and the spell it pays for can't be countered. For a tribal deck (one built around a single creature type) that covers most of the deck; for anyone else, name the commander's type and the commander resolves every time.
  • Homeward Path: take back every stolen creature. {T}: each player gains control of all creatures they own. The answer to a theft deck, and the reset button for any deck that lends its own creatures out on purpose.
  • Nykthos, Shrine to Nyx: devotion mana for any mono-color deck. {2}, {T}: choose a color and add mana equal to your devotion to it (the mana symbols of that color in the mana costs of permanents you control). It only beats tapping for {C} once your devotion is four or more, so it belongs in a mono-color deck full of permanents, in any color.
  • Scavenger Grounds: exile every graveyard, at instant speed. {2}, {T}, sacrifice a Desert (itself): exile all graveyards. Yours too, so it is for the deck that does not care about its own.
  • Field of Ruin: the honest answer to Cradle and Coffers. {2}, {T}, sacrifice it: destroy target nonbasic land an opponent controls, and every player fetches a basic. Nobody goes down a land, the engine land is gone, and no table treats it as land destruction.
  • Blast Zone: a sweeper that starts at one. It enters with a charge counter; {X}{X}, {T} adds X more; {3}, {T}, sacrifice it: destroy each nonland permanent with mana value equal to the counters. Set it to two and it clears the signets (the two-mana rocks) and the two-drops at once.
  • Thespian's Stage: a copy of the best land on the table. {2}, {T}: it becomes a copy of target land. Copy an opponent's Cabal Coffers, Gaea's Cradle or Castle, or your own Coffers for a second one.

The ones to cut

  • Reliquary Tower. No maximum hand size solves a problem you have twice a year, and it costs a colored source every game. A mono-blue deck that draws ten cards a turn can keep it. Everyone else is running it out of habit.
  • Temple of the False God. It taps for {C}{C} only once you control five or more lands, which makes it a blank in your opening hand and on every turn you are stuck on four, which are exactly the turns you need a land. Sol Ring does this job on turn one.
  • Maze of Ith. It does not tap for mana. It is a fine card in a defensive deck, but it is a spell in a land slot, and a deck that counts it among 36 lands is playing 35.

Counting them

Count every land that makes mana as a land, Maze of Ith aside, and then count colored sources separately: every colorless land above replaced a source of a color, and two-color and three-color decks run out of room fast. The bracket calculator audit counts your colored sources against the costs in your deck and suggests utility lands that fit its colors and plan, which is the quickest way to see whether the colorless ones have gone one too far.

Writer and member of Nerd leagues. I started playing Magic in 2013 when a couple of my friends visited me and taught me how to play. We soon after picked up on the commander format and have played it ever since. This website started as spreadsheet that we kept track of our games on and has evolved into this website. Our passions for the game run deep.


Comments

Join the conversation.

Loading comments…

Keep Reading

Turn Every Game Into Data

Nerd Leagues tracks your Commander win rates, ELO, and deck performance — free. See who really runs your pod.

Track Your Games Free

Add to Deck

Loading your decks...