Last updated on February 4, 2026

Mana Confluence | Illustration by Matteo Bassini
Pots of gold, a bridge to the realms of the gods, the place to find an all-knowing salmonโฆ Folks from across all lands have wondered what lies at the end of the rainbow.
What we find when we search for the source of all hues in Magic: The Gathering is 5-color lands: lands that, upon certain conditions, can generate the full palette of mana needed to cast spells in MTG.
Let's take a trip across the best of those rainbow lands, and see if we find the gold that your multicolor deck may be looking for!
What Are 5-Color Lands in MTG?

Multiversal Passage | Illustration by Pablo Mendoza
In Magic: The Gathering, 5-color lands are capable of producing all five colors of mana, often with some sort of restriction attached. Needless to say, one type of deck that 5-color lands fit in is 5-color decks, but there are two important caveats:
- Any deck that runs more than one color could welcome some of these rainbow lands. Even if your deck includes only red, green, and blue spells, a land that can generate any type of mana could come in handy at any point in your curve by providing lots of flexibility.
- On the other hand, such flexibility comes with costs and trade-offs when compared to lands that tap for fewer colors, or else every deck would just run 5-color lands! So even 5-color decks will often need other multicolor lands like fetch lands, shock lands, and triomes to round up their land base.
Specifically for Commander, some cards say something along the lines of โAdd one mana of any color in your commanderโs color identity.โ Since Commander decks can only include cards within your commanderโs color identity, these lands serve a very similar role.
To sort cards for this ranking, we'll look at:
- Popularity in Commander: Commander decks tend to be mana-hungry while needing more lands than 60-card formats (roughly between 38 to 42 lands per deck) and are only able to run a single copy of non-basic lands, so theyโre usually the decks that need the most options.
- Speed: Lands that enter the battlefield tapped are worse than similar cards that enter untapped.
- Trade-offs: 5-color lands always have some restriction or trade-off associated with them.
- Bonuses: A few of the lands on this list provide a positive for playing them, or using their mana.
- Cost: Lands may cost no mana, but they still cost $$ to buy.
- Formats: For similar effects, we'll give a nudge to cards that are legal in more formats.
Honorable Mentions: Mana Rocks, Fetch Lands, and Copycats
Let's start by noting that it would be very inefficient to only run 5-color lands as your mana base, even in a 5-color deck. As noted, they all have drawbacks and trade-offs. Rainbow lands are very useful for complementing your land base, but the bulk of your lands should be efficient dual color lands. Depending on your deck's format, look for options such as shock lands (like Godless Shrine) or bond lands (like Bountiful Promenade).
Fetch lands like Marsh Flats are another excellent choice. They don't produce any mana themselves, but theyโre crucial for any deck that wants different colors of mana, or for 5-color mana bases with fetchable duals.
If you're playing a multicolor deck and want to ramp, you may need more than just lands to get your mana in time. Mana rocks are probably a must if you play an expensive commander.
Lastly, โcopycatโ lands such as Vesuva or Thespian's Stage are as good as the best land in play, which in Commander means that they can be a very good land. Despite requiring a bit of setup, they can double down on whatever rainbow lands you have.
Honorable Mention: City of Ass
If we were to just look at its effect and lack of drawbacks aside from coming into play tapped, then City of Ass would be one heck of a good land, above all in formats where you can play more than one copy.
But alas, it's part of Unhinged, one of Magic: The Gatheringโs Un-sets, and therefore illegal in all other formats. Guess we can't have nice things, but that's for another article!
If by invoking Rule 0 your friends allow City of Ass in your decks, this is one nice bit of a mana spike.
#38. Tapped Payment Lands
Lands like Public Thoroughfare, Transguild Promenade or Gateway Plaza are the very minimum of what we're looking for: They are very slow, enter tapped, require you already have a mana source in play, and they burn a mana when played, but they get us the effect we need. They're also dirt-cheap to buy (costing just a few cents) and playable in most formats.
Command Bridge is the latest iteration, and despite being bad in its own Limited format, it's at least more flexible than previous versions.
#37. Aether Hub
Dirt-cheap, legal in most non-Standard formats, enters the battlefield untappedโฆ.
โฆBut Aether Hub can only serve as rainbow land once unless our deck can generate energy counters. There are a couple of similar one-shot lands such as Tendo Ice Bridge that can work in a pinch, but they are far from the best options we have.
#36. Grand Coliseum
Grand Coliseum is a more flexible City of Brass but with the drawback of coming into play tapped. Nevertheless, if you're playing a Commander deck that can take its time and handle the life loss (or actively wants it), then Grand Coliseum is a very solid option as a multicolor mana source.
#35. โChooseโ Lands
Very straightforward lands, ideal for Limited formats and very budget 5-color EDH decks, these lands always enter tapped, and they lock you into a single color. Night Market is the best of these because it has cycling when you donโt need an extra land or color fixing.
#34. Grottos and Filter Lands
MTG has several lands that can spend mana to generate mana of another color โ these are called filter lands. Spending mana to make mana makes these slow if you need to ramp fast, but can otherwise supply any color you need, and they come with a backup plan (producing colorless mana) that costs nothing. The โvanillaโ version of these lands is Shimmering Grotto, with several others like Hidden Grotto, Rumble Arena, Capital City, and so on. These are easy ways to seed more mana fixing into Limited sets without making multi-color fixing too easy.
#33. Scene of the Crime
The Scene of the Crime is slow but versatile. You rope a creature into becoming a mana dork for the turn and can later crack this land for a card since it's also a clue. I like this land when I care about controlling an artifact and sacrificing artifacts.
#32. Lotus Vale and Lotus Field
Lotus Field and Lotus Vale are fairly similar, with Vale entering untapped. Sacrificing two lands is no small price to pay, but these become amazing if you have ways to untap lands.
Lotus Field is legal in most non-Standard formats and is such a workhorse in Pioneer that it defines a whole deck (named, wait for itโฆ Lotus Field) and crucial to another (UW Control).
Lotus Vale is only legal in tabletop Eternal formats, and you'll need to spend a pretty penny to buy it.
#31. Glimmervoid
We'll find a couple of lands in this ranking that require your deck to have artifacts. Glimmervoid has the strictest requirement, which makes it both risky and a bit slow to set up, though it has seen play in several formats and shows up in the occasional artifact Commander deck.
#30. Gemstone Mine
Certainly not the mana source your deck wants if you want to play the long game, but Gemstone Mine sure gets the quick jobs done. Unlike several other options in this ranking, it comes into play untapped, and other than its short shelf life it has no drawbacks, conditions, or trade-offs.
#29. Planar Nexus
Planar Nexus is a Shimmering Grotto that gives you instant Tron, if youโre into that. It also enables micro-synergies with more niche land types like desert and cave. This land enters untapped, so there isnโt a big downside to playing it. You should include this card in your deck if you care about the specific land synergies.
#28. Lazotep Quarry
Lazotep Quarry requires us to jump through a few hoops to get mana, but if we are on the sacrifice/aristocrats gameplan already, itโs excellent as a Phyrexian Tower (sort-of). A land thatโs also a free sacrifice outlet and fixes mana is excellent, and this card has additional benefits if youโre playing deserts.
#27. Mirrex
Mirrex is flexible enough to see play in several decks across different formats, all the way up to Indomitable Creativity decks in Pioneer. Although if we're just considering its uses as a mana fixer, then its opportunity window as a 5-mana land is fairly slim.
#26. Survivors' Encampment and Holdout Settlement
As long as you have enough creatures to tap, Survivors' Encampment is a solid rainbow land. Holdout Settlement has the same card text with the desert subtype. These are great includes for cards that want to be tapped but may not be great in combat, like Emmara, Soul of the Accord or King Macar, the Gold-Cursed.
#25. Power Depot
Printed in Modern Horizons 2 and very cheap, Power Depot was the first non-creature card with modular. But even if your deck isnโt interested in this keyword, Power Depot just needs an artifact-focused deck to be worth it.
It works very well with Spire of Industry, another artifact-matters land that weโll see in a bit.
#24. Forgotten Monument
Forgotten Monument needs another cave to be memorable. Find that other cave and you basically made yourself another Mana Confluence.
#23. Talon Gates of Madara
Talon Gates of Madara reads like a simple Shimmering Grotto variant, but itโs far from it. Just having the option of paying mana to put it into play, like Urban Retreat, already makes this card an interesting draw. Plus, when it enters, you can phase out a creature, so you can have a nice protection or disruption spell in your hand. And trigger landfall at instant speed. Most opponents wonโt expect you to have this trick available, so the surprise factor is very high, and it's even seen play in Vintage Cube as a mini-combo with Crop Rotation.
#22. The Vivid Lands
This is a cycle of five lands with similar text: They tap and remove a charge counter to generate mana of any color. They include:
Not a long-term solution for your multicolor mana needs, but good enough to buy you time until you find other options. They all also generate mana of a specific color rather than colorless as a fall-back plan, and you can get them for fairly cheap.
#21. Haven of the Spirit Dragon
Dragon decks are the most common 5-color decks in Commander by a huge margin โ with Haven of the Spirit Dragon playing an important role in getting your fire-breathing, bat-winged lizards into play ASAP.
#20. The Mycosynth Gardens
A very flexible card, and often seen in Amulet Titan decks in Modern, The Mycosynth Gardens is a filter land with reasonable upside. It's a great fit for most artifact decks, and it has the sphere card type, which ended up not mattering all that much.
#19. The World Tree
While most 5-mana lands can be useful in dual- or tri-color decks, The World Tree is particularly useful in 5-color decks, becoming a Chromatic Lantern when you reach six lands โ youโre pretty much guaranteed to fulfill all your multicolor mana needs at that point.
It does enter the battlefield tapped and takes a while to activate though, pushing it down in this ranking.
If you're playing Commander, also note that this is one of the few lands on this list with a specific color identity: You can only play it with 5-color commanders. Then again, nearly every 5-color commander will be happy to bark up this tree!
#18. Spire of Industry
The very affordable Spire of Industry turns into City of Brass as long as your deck includes the proper synergies. It plays well with Power Depot, which is both a land and an artifact.
Spire of Industry is very popular in Commander, where the life payment is less of a problem and the two most popular cards, Sol Ring and Arcane Signet, happen to be artifacts (the latter also being a source of 5-color mana).
#17. Multiversal Passage
A one-color shock land is still a shock land, right? Multiversal Passage is very interesting in a 3-color+ deck as a way to fix your mana and sequence out your lands. Aggressive decks and Commander decks usually donโt care about the life loss, and control decks can afford lands entering tapped. Worse than the traditional shock lands in many aspects, it's at least nice that this land customizes its own land type when it enters.
#16. Unclaimed Territory
Unclaimed Territory works well in typal decks, and as such sees a lot of play in multicolor Commander decks.
Cavern of Souls and Secluded Courtyard provide interesting bonuses, while Unclaimed Territory is the vanilla version, so we'll find the former two a bit higher in this ranking. Theyโre all legal in Pioneer, Modern, and Eternal formats.
#15. Secluded Courtyard
A strictly better version of Unclaimed Territory, with the small bonus of allowing the activation of abilities.
Fairly cheap and legal in most formats, Courtyard will pull its weight in any deck that can meet its typal requirements.
#14. Starting Town
Starting Town is a Mana Confluence with a downside if you play it after your third turn. Regardless, for a Standard-level land, itโs still pretty powerful, and fast aggro decks typically need their mana fixed on the first few turns anyway. Itโs the same dynamic as the fast lands, actually. This land is playable in many 60-card formats, and itโs also a nice Mana Confluence #3 in your deck.
#13. Three Tree City
Three Tree City is limited to decks that want more than three of the same type of creature on the battlefield, but the upside is huge with a Gaea's Cradle-like effect.
#12. Ancient Ziggurat + Abundant Courtyard
If your deck is happy to run Secluded Courtyard or Unclaimed Territory, it will also be glad to play Ancient Ziggurat, provided it's not a Standard or Pioneer deck, where Ziggurat is illegal.
Don't be fooled by the expensive activation on Abundant Courtyard. It's just Ziggurat with upside, which really matters for decks that are fans of changelings.
#11. Path of Ancestry
Path of Ancestry is one of the most popular lands in Commander. It's very cheap at just a few cents, provides any color a Commander deck may need, and comes with a nice upside that typal decks will be able to profit from (and your commander happens to share creature types with itself).
On the other hand, it enters the battlefield tapped, it's not really a rainbow land, and it's sort of just a Wastes with extra steps in other formats. Thatโs going to keep it out of reach of our top 10.
#10. Cavern of Souls
One of the most expensive cards on this list despite multiple reprints, Cavern of Souls is a strictly better version of Unclaimed Territory: Blanking counterspells is huge.
#9. Tarnished Citadel
An obscure, meaner, more painful City of Brass, Tarnished Citadel will only work well in decks that need both colorless and multicolor mana, since dealing 3 damage to yourself every turn is too painful even for the 40-life cushion of Commander games. Itโs quite pricey at that, and only legal in Eternal formats.
If that happens to be your deck, then this is a very flexible option to growl โno pain, no gainโ through clenched teeth, and get the colors you need ASAP.
#8. Plaza of Heroes
There's a deckbuilding hoop to jump through here, so not every deck will be able to use Plaza of Heroes, but it will be a welcome addition to any pile of cards with a good proportion of legendary spells (including your commander of course).
Plaza of Heroes also comes with a very nice alternative use: Giving hexproof and indestructible to your wincon is not to be underestimated. Outside Commander, Plaza of Heroes sees play in Pioneer (like Greasefang decks).
#7. Forbidden Orchard
Now this is a spicy one! Forbidden Orchardโs effect is exactly what we're looking for. To give a few examples, you can mitigate the downside if youโre running Toxrill, the Corrosive as your Commander, or welcome it if you plan to be โgenerousโ with a commander like Grismold, the Dreadsower.
#6. Exotic Orchard
A great choice for Commander decks and a staple in cEDH, Exotic Orchard gets better the more opponents you have since it taps for a color that they can generate. Itโs only a few cents and sees frequent reprints with a wide array of different arts.
#5. Reflecting Pool
If you would rather not count on your opponents' lands producing the mana you need, then you can take matters into your own hands: Reflecting Pool is the same effect as Exotic Orchard, but self-centered.
Unlike Orchard's price, which is just a few cents, Reflecting Pool's typically more expensive.
#4. Gemstone Caverns
If you want a high-risk, high-reward option, look no further than Gemstone Caverns. You have to have luck on your side and then pay quite the price to reach its ceiling, but said ceiling is huge: You're effectively one turn ahead from the get-go.
It's quite pricey, but it's playable in Modern and was printed into Arena formats via the Stellar Sights bonus sheet.
#3. Command Tower
If you're playing Commander, then this is the windmill slam-dunk best multicolor land in MTG. Itโs all we're looking for, with zero drawbacks or trade-offs. And it's very cheap to buy, too!
The reason why Command Tower isn't #1 is that it's not really a 5-color land (just a โyour-commander's-identity-manaโ land) and pretty useless in other formats, thus not deserving of the very top spots.
#2. City of Brass
We'll all die in the long run, so drink and be merry, and don't mind the self-pings!
City of Brass, playable in Modern, Legacy, and Commander, provides exactly what a 5-mana land should while requiring you to jump no hoops to play it โ just pay the price to tap it.
And be comfortable with the risk of your foes being able to harm you, should they have a way to tap your lands.
#1. Mana Confluence
Mana Confluence is exactly like City of Brass, minus allowing your opponents to cheese damage to you if they have a way to tap your lands. Well, there is one other difference: You can't activate Confluence if you're at 0 or less life, which matters for some janky combos.
Fairly expensive financially, but playable in all non-Standard formats, this is overall the best MTG land if you need a reliable source of 5-color mana.
Can Lands That Tap for All 5 Colors Be Used in Any Deck?
Yes, they can.
There's not much point in including them in mono-color decks unless they provide some other benefit or synergy. For example, if you play mono-blue you really don't need a City of Brass to generate blue mana; just any plain ol' Island would do. But you can still play it if you want.
On the other hand, for any deck that wants different colors of mana, even if just two or three, lands that can generate any color provide very good mana fixing.
The exception, for Commander, are lands with an identity that doesn't match your commander's. Most of the lands in this ranking have no identity and therefore fit any Commander deck, but cards like The World Tree do, so you can only run them with a 5-color commander.
How Many Lands Do I Need for a 5-Color Deck?
Aim for at least 38 lands. For a 5-color Commander deck, the optimal mana base will probably require 10x fetch lands (like Marsh Flats), 10x shock lands (like Godless Shrine), 10x bond lands (Bountiful Promenade), a handful of the best 5-color lands, and a few Triomes (like Jetmir's Garden).
For 5-color, 60-card decks, the format will dictate which lands you have access to โ but as far as the number of lands to include goes, it doesn't deviate from the usual 24-26.
Wrap Up

City of Brass | Illustration by Kirsten Zirngibl
And that would be it โ the best 5-color lands in Magic!
Most rainbow lands must have drawbacks and trade-offs when compared to other lands. They are the most flexible and therefore must be balanced accordingly. But such flexibility is often worth the cost for decks that run 3+ colors and is sometimes welcomed in dual-color decks. Just remember that even if you run a proper 5-color deck, you optimally won't fit more than a handful of rainbow lands in it โ having every land be a 5-color land would ramp up the associated drawbacks far more than your mana, so choose wisely.
I hope you have enjoyed this voyage across the rainbow lands, and if you have any doubts or questions feel free to comment, ask around in the Draftsim Discord, or give us a ping on Twitter.
May you always find the pot of gold, and good luck out there!
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