Last updated on March 12, 2026

Creeping Tar Pit - Illustration by Adam Paquette

Creeping Tar Pit | Illustration by Adam Paquette

Lands are an essential part of Magic and the cause of much heartache and salt when it comes to flooding and mana screw. Iโ€™d show you a Magic player who hasnโ€™t lost a game because they drew too many or too few lands, but they donโ€™t exist. Whatโ€™s a player to do?

Add utility lands! These function like spells attached to lands in that they give you a way to use your mana, mitigating the effect of flood since you can do something, and helping ease mana screw because you can slip in a few extra lands. My favorite utility lands are creature lands โ€“ lands that animate themselves and provide board presence.

Letโ€™s explore this subset of lands and figure out the best of them!

What are Creature Lands in MTG?

Faceless Haven - Illustration by Titus Lunter

Faceless Haven | Illustration by Titus Lunter

Creature lands, sometimes called manlands, are lands that can turn into creatures, usually with an activated ability. While there are cards that turn your lands into creatures, like Jolrael, Voice of Zhalfir, or anything with the awaken mechanic, Iโ€™m only considering lands that turn themselves into creatures for this article.

Creature lands add valuable utility to mana bases and are often stronger than regular dual lands or basic lands, at least in small doses. Turning your eighth land into a creature that attacks or blocks is a small but welcome edge. This ranking is primarily for Commander. I want these creature lands to offer more value than just attacking; I also consider their power/toughness in relation to their activation cost. Nobody wants to pay 6 mana to make a 3/3.

#33. Dread Statuary

Dread Statuary

Dread Statuary might not be impressive but it does the creature land thing. If this land has any success, itโ€™ll be because its 4 power works with power-matters cards or ones like Bolt Bend and Furious Rise that synergize with larger creatures.

#32. Lavaclaw Reaches

Lavaclaw Reaches

Lavaclaw Reaches might be most notable for the infinite combo with Blossoming Tortoise, but this Rakdos land is still probably better than the tenth Mountain in your Rakdos deck.

#31. Restless Fortress

Restless Fortress

The attack trigger on Restless Fortress makes the card appealing to lifegain decks that want every scrap of lifegain possible. It works well with cards like Heliod, Sun-Crowned that reward lifegain with +1/+1 counters so this restless nightmare can attack turn after turn. This Orzhov landโ€˜s life loss effect is nothing to scoff at, either.

#30. Shambling Vent

Shambling Vent

Shambling Vent is on the smaller side, but a cheapish lifelink creature has a role in some decks.

#29. Stirring Wildwood

Stirring Wildwood

Stirring Wildwood doesnโ€™t have much going for it but stats. That said, 3 mana for a 3/4 reach is perfectly acceptable and this Selesnya land will eat the occasional Flying Men.

#28. Soulstone Sanctuary

Soulstone Sanctuary

Soulstone Sanctuary is pretty basic, but that doesn't mean it's not good. The fact that it enters untapped is a worthy plus, and the changeling nature of counting all creature types is good. Then there's my thing for vigilant mana dorks that opens you up to combat tricks while you attack.

#27. Cave of the Frost Dragon

Cave of the Frost Dragon

Cave of the Frost Dragon takes your lands to the sky! The evasion makes up for the relatively poor size/cost ratio. This white land is especially apt at pressuring planeswalkers.

#26. Forbidding Watchtower

Forbidding Watchtower

Forbidding Watchtower wonโ€™t win any awards for high power but a 1/5 for is a surprisingly robust blocker. Iโ€™m not sure where this goes outside of Doran, the Siege Tower and toughness-matters strategies, but it has a respectable stat line.

#25. Svogthos, the Restless Tomb

Svogthos, the Restless Tomb

Svogthos, the Restless Tomb has the potential to be the largest manland on the list, but it takes a lot of work. You need at least five creatures in the yard before youโ€™re fine activating this and probably three or four more before youโ€™re happy about turning this Golgari land into a plant zombie. Once you have that much fuel, youโ€™ll hopefully have better things to spend 5 mana on (though the option is what makes this class of card useful).

#24. Mishraโ€™s Foundry

Mishra's Foundry

Mishra's Foundry finally gave assembly-worker typal the payoff it deserved! This colorless land card is much stronger in Constructed formats where you can play multiple copies to buff each other, but commanders like Alibou, Ancient Witness and Arcum Dagsson can use a free artifact creature.

#23. Faerie Conclave

Faerie Conclave

Faerie Conclave is miniscule but itโ€™s a cheap flying blue creature, and faerie is a relevant creature type. You arenโ€™t likely to see this blue land outside specific budget decks, but those decks will love playing it.

#22. Restless Vents

Restless Vents

I'd want enough ways to help force Restless Vents through opposing blockers before I put it in a deck, but a Rakdos land that works with graveyard/discard synergies and draws us a card is perfectly respectable.

#21. Restless Prairie

Restless Prairie

Restless Prairie doesnโ€™t need to attack multiple times like other entries on the list. One well-timed buff can be enough to turn the tide of a game, making this land a comfortable role player in Selesnya GWx go-wide strategies.

#20. Lair of the Hydra

Lair of the Hydra

Lair of the Hydra is the epitome of a creature land you dump some spare mana into. Thankfully, green decks have plenty of mana lying around. This green land could potentially one-shot unsuspecting opponents.

#19. Restless Anchorage

Restless Anchorage

Having evasion does so much to make Restless Anchorage more appealing than its Restless peers since it attacks far more reliably each turn. It lacks the power to pack a punch but a reliable source of artifact tokens can be powerful alongside the likes of Urza, Lord High Artificer and Breya, Etherium Shaper. And even without specific synergies the Map tokens are relevant โ€“ this Azorius land can use its own tokens to explore.

#18. Nantuko Monastery

Nantuko Monastery

Nantuko Monastery doesnโ€™t have any flashy abilities. Requiring threshold makes this one of the trickier creature lands to animate. But turning into a 4/4 insect monk for 2 mana is one of the best power-to-cost ratios, so it has some potential.

#17. Treetop Village

Treetop Village

Treetop Village is simply respectable. Itโ€™s an aggressive attacker that scores a few good hits with trample.

#16. Faceless Haven

Faceless Haven

Faceless Haven has so much potential. Getting every creature type gives the animated land a staggering number of possible synergies, but costing 3 snow mana throws a wrench in the plans. It practically requires contorting your mana base around this one card, which gets harder the more colors you add. But this hits hard and synergizes well so you could do worse.

#15. Cactus Preserve

Cactus Preserve

Iโ€™m a big fan of cards that scale with the legend in your command zone. Cactus Preserve offers a unique effect and even kind of fixes your mana. For once, size does matter because you donโ€™t want a cheap commander with this. Iโ€™d want my commander to have a mana value of at least 5 to play this and I wouldnโ€™t be really happy until it costs 6 or more.

#14. Dryad Arbor

Dryad Arbor

Dryad Arbor is a creature land by definition. It's a creature. And it's a land. You get it. Being a forest (and a useful land type) specifically makes it fetchable, while being a creature means it's a prime target for Green Sun's Zenith and other creature tutors. It can be rough exposing your land drop to anything that kills a 1/1 creature, but the trick is to use Dryad Arborโ€˜s versatility to your advantage and find clever ways to get it into play, and ways to use the body once it's there.

#13. Den of the Bugbear

Den of the Bugbear

Red decks want to attack and Den of the Bugbear enables that quite well. Creating tokens on attack provides lasting value even if this red land gets eaten by a surprise blocker or removal spell.

#12. Restless Cottage

Restless Cottage

Restless Cottage offers a lot. Its size-power ratio isnโ€™t all that impressive but that attack trigger is! Getting a Food works with artifact, token, and lifegain synergies and we get some incidental graveyard hate.

#11. Crawling Barrens

Crawling Barrens

Crawling Barrens uniquely scales with the game. You donโ€™t need to worry about this creature land falling off since you can add more counters with another activation. It also synergizes with +1/+1 counter commanders, and cards like Vorinclex, Monstrous Raider and Kami of Whispered Hopes that help spread counters.

#10. Creeping Tar Pit

Creeping Tar Pit

Creeping Tar Pit does its best work when pressuring opposing planeswalkers. This Dimir landโ€˜s utility has seen a bump with battles as well, not to mention synergy with ninjutsu cards and saboteur effects like Bident of Thassa that trigger whenever a creature deals combat damage to a playerโ€ฆ you can get a lot out of an unblockable creature.

#9. Hall of Storm Giants

Hall of Storm Giants

Hall of Storm Giants boasts the highest activation cost and the greatest stat line. And we shouldnโ€™t turn our noses up at ward as a hefty protective ability. Animating this blue land will always take up your entire turn but youโ€™ll get a powerful attacker.

#8. Mobilized District

Mobilized District

A Commander hot take of mine is that cards that care about legendary permanents always grow in power since WotCโ€™s focus on Commander leads to tons of legendary permanents coming out with each MTG set. Thatโ€™s part of the reason Iโ€™m so high on Mobilized District. Itโ€™s a free 3/3 in the right deck, which can be especially useful when protecting planeswalkers.

#7. Raging Ravine

Raging Ravine

Raging Ravine has the best art on this list and a pretty stout ability to go with it. Once this Gruul land gets rolling, itโ€™s hard to stop itโ€”especially if you can double up on those counters or the attack trigger with cards like Ozolith, the Shattered Spire, and Wulfgar of Icewind Dale.

#6. Mishraโ€™s Factory

Mishra's Factory

Aggressive Cube decks run Mishra's Factory for its incredibly cheap stats: 1 mana to make it into a 2/2. 2/2s arenโ€™t all that impressive in Commander but a land that becomes an artifact has plenty of potential.

#5. Hissing Quagmire

Hissing Quagmire

Most creature lands encourage attacking, but deathtouch makes Hissing Quagmire uniquely suited to blocking. This makes it worth examining in more defensive decks, especially with cards like The Gitrog Monster and Titania, Protector of Argoth that donโ€™t mind trading lands.

#4. Restless Reef

Restless Reef

You should never mill your opponents with Restless Reef. If you're building a mill deck, you can do better. But this Dimir land looks like an incredible enabler for all manner of self-mill commanders like Muldrotha, the Gravetide.

#3. Celestial Colonnade

Celestial Colonnade

Celestial Colonnade has served as a wincon for many a control deck because it packs such a punch. Chipping away for 4 combat damage at a time grinds life totals away and handles planeswalkers neatly. Having vigilance boosts this Azorius landโ€™s potential since you donโ€™t lose a mana for attacking.

#2. Inkmoth Nexus

Inkmoth Nexus

Whoโ€™d have thought an infect creature would be good? Inkmoth Nexus does its best work in decks that pump it to a lethal attacker in one turn. This might be via equipment with a commander like Ardenn, Intrepid Archaeologist, or by stacking counters with the likes of Ezuri, Claw of Progress.

#1. Mutavault

Mutavault

Mutavault does so much. is so little mana for a creature thatโ€™s every creature type. It can even pay its own animation cost. What can you do with this ability? Some players combine this Morningtide land with The Book of Exalted Deeds but it also represents another trigger off Hakbal of the Surging Soul, more life from Wellwisher, or another card from Graveborn Muse. It lacks the lethality of Inkmoth Nexus but has incredible potential.

Best Creature Land Payoffs

Jolrael, Voice of ZhalfirTatyova, Steward of Tides

Creature lands have a handful of payoffs unique to the archetype, like Jolrael, Voice of Zhalfir and Tatyova, Steward of Tides, but the archetype is a little narrow and you can do more with them.

Many creature lands encourage attacking, so they synergize with cards like Wulfgar of Icewind Dale or Isshin, Two Heavens as One that double ability triggers. Cards that reward attacking like Anim Pakal, Thousandth Moon and Toski, Bearer of Secrets work here as well.

Turning creatures into lands can make them more vulnerable to interaction, but some commanders can use that. The Gitrog Monster and Titania, Protector of Argoth love that animating creature lands makes it easier to send them to the graveyard. Ramunap Excavator takes a slightly different path and straight up plays your lands from the graveyard to turn your creature lands into Gravecrawlers.

Judith, the Scourge Diva

Outside these specific strategies, broader archetypes that care about creatures can utilize these lands. Judith, the Scourge Diva doesnโ€™t specifically care about creature lands but a way to sacrifice your land can help scrape out a win.

Why Are Creature Lands Good?

Creature lands are great because they offer flexibility and options, both of which Magic players love. Who among us hasnโ€™t faced the horror of mana flood when we get so many lands we would give anything for a spell? Well, creature lands give us an outlet for that! Usually at the cost of a tapped land, we have a card to sink mana into on turns we donโ€™t have anything else to play. You gain a small edge each time you add a land that does more than tap for mana because youโ€™ll have more options for mana usage than your opponents.

Do Land Creatures Have Summoning Sickness?

Yes. If you animate a creature land on the same turn it entered the battlefield, it will have summoning sickness. Summoning sickness applies to any creature that came under your control that turn, even if they entered the battlefield as another card type.

What Types of Removal Work Against Manlands?

Instant speed removal works best against creature lands. Sorcery speed removal only does the trick if your opponent animates the creature land on your turn, perhaps as a blocker. You can also use land destruction like Stone Rain, Strip Mine, and Demolition Field to destroy them whether theyโ€™re animated or not. Bramblecrush could work, but only if the land is not a creature and can't be animated in response.

What Happens When You Put Counters on a Creature Land?

Any counters added to a creature land while itโ€™s a creature will stay on it even when it returns to being just a land at the end of the turn. Theyโ€™ll remain on the land until it changes zones. The same is not true for auras and equipment that enchant or equip creatures; those fall off at the end of the turn. 

Wrap Up

Celestial Colonnade - Illustration by Piotr Dura

Celestial Colonnade | Illustration by Piotr Dura

Creature lands offer a slight but notable advantage. Nobody wants to get mana flooded and creature lands help combat by giving your lands more utility than just mana production and a way to spend that mana. These utility lands offer unique pockets of synergy you canโ€™t find with cards like Field of Ruin and Geier Reach Sanitarium since they add to the board, albeit temporarily.

Whatโ€™s your favorite creature land? How many utility lands do you run in your Commander decks? Let me know in the comments below or on the Draftsim Discord!

Stay safe and keep animating the ground!

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6 Comments

  • Chris Campbell June 12, 2022 1:35 pm

    Thought on Crawling Barrens?

    • Jake Henderson
      Jake Henderson June 12, 2022 6:21 pm

      Hi, Chris,
      Thanks for reading!

      I think the barrens is an excellent mainland, especially in the current standard format given the ban of Faceless Haven.

      I placed it at number four in its section for ranking, which I think is fair in the overall when you consider what beat it.

  • VC July 13, 2022 10:03 am

    Frostwalk Bastion and Faceless Haven sure do tap for a “Snowflake” mana, however the way MtG writes mana costs and mana produced isn’t the same. Just like Temple Garden doesn’t tap for a “Selesnya” mana, it taps for either green or white, even though a card’s mana value can use hybrid mana. MaRo or another rules lawyer has written an excellent article explaining the intricacies. So, that colourless mana produced by a Frostwalk Bastion or Faceless Haven is a “Snow Mana” since it is produced from a Snow Permanent.

    • Dan Troha July 13, 2022 11:10 am

      Good catch, this has been fixed!

  • JJ May 5, 2025 8:24 pm

    Hi!
    No mention of dryad arbor? I use it in my toski

    • Timothy Zaccagnino
      Timothy Zaccagnino May 5, 2025 9:07 pm

      Hmm, looks like writer might’ve missed the literal creature land! I’ve slotted it in, thanks~

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