Last updated on February 12, 2026

Dreamroot Cascade - Illustration by Sam Burley

Dreamroot Cascade | Illustration by Sam Burley

Dual and specialty lands are the bread and butter of competitive Magic. In no color pair is this truer than in Simic (). Green ramps for lands with spells like Three Visits, both colors draw tons of cards, and dual color spells like Growth Spiral do a bit of both.

In EDH, great Simic commanders like Tatyova, Benthic Druid throw a bit of gasoline on that fire all the way up to cEDH levels. So youโ€™ll see Simic lands a bit more than the dual lands in other colors, which means you want to know which ones are the best. And you also have a higher โ€œshould I replace this with a basicโ€ test than most other colors because of how often you run spells that fetch basic lands or basic land types.

Today itโ€™s time to rank the best blue green dual lands in Magic!

What Are Simic Lands in Magic?

Rejuvenating Springs - Illustration by Alayna Danner

Rejuvenating Springs | Illustration by Alayna Danner

A Simic land has an exactly blue and green color identity and the land card type. It can tap for and , or use those symbols elsewhere on the card. Either way, it's a land that can go in a UG+ Commander deck.

#36. Winged Temple of Orazca

Winged Temple of Orazca is an absolute beating, and a highly underappreciated card, but the land is locked behind Hadana's Climb on the front face, so this is only a Simic land by technicality, and therefore coming in last place.

#35. Thornwood Falls

Thornwood Falls

How about adding a bit of lifegain with Thornwood Falls? This is strictly better than Woodland Stream, but while lands of this cycle in other colors might be useful for lifegain strategies, I canโ€™t think of a reasonable Simic lifegain commander or strategy for EDH.

But of all the common tap lands in Simic this seems the most likely to show up in Pauper builds like Simic Delver. Given how Delver of Secrets decks want to go, thatโ€™s something.

#34. Lush Oasis

Lush Oasis

I take issue with the idea of an oasis that deals damage, but that's the flavor of the UG pinging desert, I guess. Lush Oasis is just the inverse of Thornwood Falls, and arguably just as forgettable in this color pair. It's a fine first step in upgrading a budget manabase.

#33. Simic Guildgate

Simic Guildgate

The gates deck with payoffs life Gatebreaker Ram and Maze's End still shows up in formats like Pioneer, so a card like Simic Guildgate is valuable for its gate type line. Power creep has put that deck a bit behind on power level, but itโ€™s fun to play and can take players by surprise.

#32. Meditation Pools

Meditation Pools

The sacrifice ability on Meditation Pools can unlock late game discoveries, whether you need it in the graveyard, know you'll get it back because of earthbending, or play lands from the graveyard.

#31. Balamb Garden, SeeD Academy / Balamb Garden, Airborne

Balamb Garden, SeeD AcademyBalamb Garden, Airborne

Balamb Garden, SeeD Academy / Balamb Garden, Airborne all but requires you to run at least Guadosalam, Farplane Gateway. The Academy is the centerpiece of the towns deck which is hard to pull off in Commander. However, I can't ignore the upside of a land that can become a decent sized flying vehicle and draw you a card each turn.

#30. Tangled Islet

Tangled Islet

It's much more likely that land types matter for your deck than the gate subtype, making Tangled Islet a great fetchable land. Again, a great inclusion in a cheap manabase that can be upgraded over time if you don't quite have your hands on a Breeding Pool or Hedge Maze yet.

#29. Drowned Jungle

Drowner of Truth isn't enough of an upside on this MDFC to be too excited about Drowned Jungle, especially if you can't produce colorless mana all that easily. It'll obviously slot into Eldrazi decks very well, and big mana commanders don't mind converting a late-game land into a big creature, but large bodies like this are mostly inconsequential in Commander.

#28. Tanglepool Bridge

Tanglepool Bridge

Artifact tap lands are good. Enabling affinity and speeding delirium are all useful. But Simic is kind of the wrong colors. Affinity decks in Pauper, Pioneer, and Modern tend to have little use for green, which leaves Tanglepool Bridge behind.

#27. Rimewood Falls

Rimewood Falls

Snow decks really need snow lands. There are decks in Modern that add a snow package with Ice-Fang Coatl to a Stoneblade shell that uses Stoneforge Mystic and a few nice swords like Batterskull to tutor up.

UG doesn't have a second snow dual like some color pairs have, making this one especially important. And the fact that Rimewood Falls has both basic land types makes it fetchable and tutorable in a way that none of these other tap lands are, which is a key value in decks that are more than two colors.

#26. Kitchen

Kitchen

Yup, this card's just called Kitchen. Same as Tanglepool Bridge, it's not in an ideal color combo for artifact synergies, though there are UG decks that care about investigating, and commanders like the Lonis legends that can cook a little something up in this Kitchen.

#25. Temple of Mystery

Temple of Mystery

Scry 1 is more useful than gaining 1 life, especially in Simic colors. So Temple of Mystery finds its way into Emergent Ultimatum and other slower decks that look to go over the top with the exact right cards.

Itโ€™s not a terrible topdeck on turn 10 in Commander, but dropping tap lands early isnโ€™t the greatest way to get to turn 10.

#24. Quandrix Campus

Quandrix Campus

If you absolutely positively need to run a Simic tap land at common, especially in Commander, Quandrix Campus is the one Iโ€™d choose. The scry ability of these Strixhaven lands isnโ€™t nearly as good as multi-format workhorse Castle Vantress, but this is a potentially quite useful mana sink on stalled games.

#23. Vineglimmer Snarl

Vineglimmer Snarl

These โ€œshow lands,โ€ or Snarls, or whatever you want to call them look for a land in hand, and are probably better than we all think. But the design seems almost perfectly calibrated to stoke disappointment.

Vineglimmer Snarl comes into play untapped just enough to make it feel terrible when it does what it usually does (come in tapped), especially after about turn 4. It usually just feels bad. Especially in Commander.

Still, thereโ€™s a chance, soโ€ฆ.

#22. Overflowing Basin

Overflowing Basin

Sure, this cycle of filter lands is perfectly acceptable in 2-color decks, and pretty much nowhere else. It's great fixing beyond turn 1, and should unlock all but your most color-intensive gold cards.

#21. Littjara Mirrorlake

Littjara Mirrorlake

A blue tap land that you can spend Simic mana on for a late game piece of utility, Littjara Mirrorlake gets better the more ETB triggers you have worth copying. Would you fancy another Eternal Witness or a Titan of Industry?

Iโ€™m still not sure this is worth it and itโ€™s hardly ever in 60-card formats, but in certain Commander builds? Okay, maybe. Sure.

#20. Simic Growth Chamber

Simic Growth Chamber

Bounce lands are a complicated beast. They put you off curve for a turn but then theyโ€™re neutral. If that turn is turn 2, thatโ€™s a problem.

Simic Growth Chamber shines in two cases. First, green has a lot of cards that untap lands. Thatโ€™s quite good if a land taps for 2. Second, this land allows you to drop a Zendikar Rising MDFC like Sea Gate, Reborn early for the mana and then pick it up to cast the spell side. Thatโ€™s also good with the channel lands from Neon Dynasty like Boseiju, Who Endures.

#19. Rain-Slicked Copse

Rain-Slicked Copse

Rain-Slicked Copse is a useful dual land with a passable cycling cost. Green is the best color for returning lands from the graveyard, so the easy method to get it there adds a lot of utility to this simple card.

#18. Lumbering Falls

Lumbering Falls

Manlands like Lumbering Falls always have their uses. In Simic where youโ€™re often playing instants or cards with flash on opponentsโ€™ turns, this gives a story about how and why youโ€™re holding up mana (to make a quick blocker), which is the kind of thing that always makes those decks work better.

This is a pretty bad mana sink for those strategies overall because you donโ€™t really care about the creature if no one attacks. Still, this is a decent restart if youโ€™re desperate after a board wipe.

#17. Restless Vinestalk

Restless Vinestalk

The trampling plant might not surprise everyone but the power-to-mana ratio is pretty good with Restless Vinestalk. Be sure you can play a longer game and keep in mind, there may be attacks in which you want to target your opponent's beefy blocker. Simic celebrates creativity, and you'll celebrate if you can put down +1/+1 counters before animating Vinestalk.

#16. Novijen, Heart of Progress

Novijen, Heart of Progress

Tapping for colorless isnโ€™t awesome, but Novijen, Heart of Progressโ€™s ability is pretty nice for Simic counters decks in EDH.

#15. Alchemistโ€™s Refuge

Alchemist's Refuge

Alchemist's Refuge has an even better activated ability. Just having this on the table in a Simic deck makes it a lot harder for your opponents to figure out how to play around you. That helps you win, sure, but isnโ€™t your goal at the table to warp everything around your ramp-draw-flash game if youโ€™re playing Simic?

So this card counts as you having fun, whether it actually helps or not. At least thatโ€™s my headspace playing Simic decks.

#14. Barkchannel Pathway / Tidechannel Pathway

The Pathway cycle is great. Coming down for color untapped is super good, and you can see Barkchannel Pathway across 60-card formats as well as Commander.

Youโ€™ll eventually wish it tapped for two colors because sometimes your topdecks tell you that your choice of sides for this card two turns ago should have been different. You could always flip this land with Simic Growth Chamber if you need to.

#13. Botanical Sanctum

Botanical Sanctum

This cycle of cards is tough. How many of them do you want in 60-card formats? At least two of them will be late game tap lands, which is why these tend to be 1- or 2-ofs.

And the likelihood is that itโ€™ll be a late game tapland in Commander given the odds of Botanical Sanctum being in the opening hand of 99 cards. But this is a fantastic card in your opening hand. The value of this card goes up in an EDH deck where youโ€™ll be doing some aggressive mulliganing to set up early combos.

#12. Flooded Grove

Flooded Grove

You may not want Flooded Grove to be your first land, but youโ€™re not really keeping a hand with only one land anyway. The smoothing value of this land is pretty great, especially if you have a Simic deck with a lot of pip-heavy cards like Frilled Mystic.

It does mean you have to do some more math than you would otherwise to make sure you tap things right. But just take a minute and remember that you probably have a few Quandrix cards in your deck, which means you have to at least pretend to like math sometimes.

#11. Hinterland Harbor

Hinterland Harbor

Hinterland Harbor is part of the reason to not run bad tap lands. A basic would allow this to come into play untapped on turn 2. Itโ€™s also one reason why the dual lands with basic types are so useful.

#10. Yavimaya Coast

Yavimaya Coast

The pain lands have always been useful because the life loss is generally worth it to be able to cast your spells. Yavimaya Coast is just fine. Simic can rarely use the life loss the way black decks can, so itโ€™s collateral damage. And it can add up over time.

If youโ€™ve played Magic long enough then youโ€™ve run into situations where tapping a pain land for an answer to one threat means youโ€™ll lose to another. I certainly have.

#9. Dreamroot Cascade

Dreamroot Cascade

This cycle of lands saw play across Standard, and these come into play untapped if you build your mana with enough basics in most cases. Dreamroot Cascade basically always comes into play untapped in Commander as long as youโ€™re not running the tap lands on the bottom of this list.

#8. Waterlogged Grove

Waterlogged Grove

A pain land that can draw you a card when needed? Sure. That card draw can be really vital in the late game. Waterlogged Grove would be higher on the list if it had land types.

#7. Willowrush Verge

Willowrush Verge

Willowrush Verge has the floor of an Island, and the ceiling of a Tropical Island without the subtypes. That makes this a solid land and a lock for nearly all Simic decks.

#6. Sodden Verdure

Sodden Verdure

Sodden Verdure continues the tango, or slow land cycle started way back in Battle for Zendikar. These are easily searchable and have a decent chance of entering untapped, you just need a couple of basics in play first. Very handy and if you hadn't caught on, that โ€œForestโ€ in the type line means a lot!

#5. Hedge Maze

Hedge Maze

I can't sing the praises of surveil lands enough. They complement the fetch land/shock land package so well, giving you a value land to fetch up when you don't need an untapped source of mana right away. Hedge Maze even gets a boost in decks that care about their graveyards, which UG often does in the form of Sultai value piles.

#4. Breeding Pool

Breeding Pool

The shock lands are terrific. Paying the 2 life one time is better than the rate on pain lands. You can choose to drop them tapped if it fits the plan, which it sometimes does.

But Breeding Pool can be fetched by fetch lands and certain ramp cards that ask for the land type. That makes securing a mana base for multicolor decks much easier.

#3. Rejuvenating Springs

Rejuvenating Springs

Basically a Commander-only product, Rejuvenating Springs acts like a pure dual land all the time in a multiplayer format unless youโ€™re down to a head-to-head battle at the end of an EDH match.

#2. Misty Rainforest

Misty Rainforest

The Simic fetch land is all about speed, sure, but it also serves versatility. Misty Rainforest can grab dual lands with the right types. Not only Breeding Pool, but also partially off-color lands like Hallowed Fountain, or even a tri-land like Ziatora's Proving Ground.

#1. Tropical Island

Tropical Island

The OG dual lands will always be the gold standard. Comes into play untapped. Taps for both colors. Tropical Island is both land types, so it can be fetched. Thereโ€™s a reason these are expensive.

Wrap Up

Simic Guildgate - Illustration by Svetlin Velinov

Simic Guildgate | Illustration by Svetlin Velinov

The toughest part about building a Commander deck with two or more colors is figuring out the mana base if you donโ€™t want to spend the funds to get some of the very expensive lands. Hopefully this list will help you prioritize the lands you can afford for your green blue decks.

The most important takeaway is that itโ€™s almost always better to run a basic land instead of a come-into-play-tapped dual, unless the tap land upside fits your deckโ€™s exact plan. You probably have other utility lands that come into play tapped that you need more, and you can only afford so much tempo loss.

What do you think about these rankings? Any notable lands you think Iโ€™ve left out? Should some have been ranked higher, or lower? Let me know your thoughts in the comments below or over in the Draftsim Discord.

Good mana means a good game. Get brewing!

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