Last updated on July 6, 2026

Boseiju, Who Endures - Illustration by Chris Ostrowski

Boseiju, Who Endures | Illustration by Chris Ostrowski

Lands tend to be the bland side of Magic, a way to get to the fun part of slamming down creatures and raining instants and sorceries upon our enemies.

And thatโ€™s when things are going well; lands arenโ€™t bland when youโ€™re mana-screwedโ€ฆ but thatโ€™s not too entirely pleasant an experience, either.

But then we have utility lands: lands that do something else, which can go from making more mana (admittedly still bland), to pretty much everything else that you can print on a card!

Letโ€™s check the best of them, and find out how they can make themselves useful.

Table of Contents show

What Are Utility Lands in MTG?

Minamo, School at Water's Edge - Illustration by Jeremy Jarvis

Minamo, School at Water's Edge | Illustration by Jeremy Jarvis

In Magic, utility lands are lands that provide some other function besides tapping for mana.

By definition, theyโ€™re quite a varied lot. As weโ€™ll see in todayโ€™s ranking, they go from enchantment recursion, to burning your foes down, to destroying other lands, to creating tokens, to generating lots of mana under the proper condition, and the list goes on.

On the other hand, that leaves out such MTG staples as Ancient Tomb, Cabal Coffers, Nykthos, Shrine to Nyx, or Gaea's Cradle. Although theyโ€™re excellent lands overall and they would top any โ€œBest Xโ€ list, be it best lands in Commander or other Magic formats where they are legal, theyโ€™re a bit โ€œboringโ€ in the sense of just producing a ton of mana when tapped and doing nothing more โ€“ which of course sells them very short (theyโ€™re an excellent addition to any deck that needs a ton of mana!). On the other hand, it means they donโ€™t have that โ€œdoing other things besides tapping for manaโ€ that sets utility lands apart.

Honorable Mentions: Tolarian Academy + Library of Alexandria

Tolarian AcademyLibrary of Alexandria

Thereโ€™s one fairly objective metric for finding out which are the most powerful cards in Magic: the banned list. The more formats a card is banned from, the more things that card broke.

If we go by that metric, Tolarian Academy and Library of Alexandria are off the charts: Theyโ€™re banned in every format except Vintage, and even in that format theyโ€™re two of the only three lands that are restricted to a single copy.

That also means they should be #1 in every land ranking, but that would make things boringโ€ฆ so honorable mention it is!

Evendo, Waking HavenUthros, Titanic Godcore

Not banned, but every bit about primarily producing mana are the planet counterparts: Evendo, Waking Haven, and Uthros, Titanic Godcore.

Honorable Mention: The Fetch Lands

Fetch lands arenโ€™t usually included among utility lands, even though they do a lot of things. Iโ€™ll respect the wisdom of the crowds here (and everybody knows fetch lands are awesome, anyway), but Iโ€™ll point out a corner-case use that fetch lands have and that sometimes goes unnoticed: shuffling.

If your deck has any way to see or manipulate whatโ€™s at the top of your library (like with Sensei's Divining Top or Bolas's Citadel), the fetch landsโ€™ shuffling-on-demand has quite a bit of utility. Any time you donโ€™t like what you see, you can shuffle it away and hopefully find something better.

Honorable Mention: The Creature Lands

โ€œCreature lands,โ€ sometimes nicknamed โ€œmanlands,โ€ is MTG lingo for โ€œlands that can turn themselves into a creature, usually until end of turn.โ€ There are quite a few of them, and if sets like Wilds of Eldraine and The Lost Caverns of Ixalan are any indication, weโ€™ll keep seeing more: Each of those MTG sets added about half a dozen, and some of them are quite impactful. For example, Restless Anchorage has become a staple in Raffine Esper decks, one of the strongest in Standard.

Creature lands deserve their own detailed ranking, so for today letโ€™s just say that creature lands are often an excellent mana sink. Since they often turn back into lands during your opponentโ€™s turn, they tend to avoid sorcery-speed creature removal.

#52. Mazeโ€™s End

Maze's End

Most utility lands provide some bonus feature that helps you win the game.

Maze's End wins games it all by itself!

Or, well, with a whole deck designed around it, but still: If winning ainโ€™t useful, I donโ€™t know what is.

Youโ€™ll notice that many utility lands share the downside of entering the field tapped and producing only colorless mana.

#51. Plaza of Heroes

Plaza of Heroes

Brought to us by Dominaria United, Plaza of Heroes has become a staple both in Commander and in Standard, where it shines in Esper decks. Turns out that amazing mana fixing plus insurance for your win condition via hexproof can go a long way to make a card great!

#50. Alchemistโ€™s Refuge

Alchemist's Refuge

Now this is the kind of utility that can change games a lot: For , Alchemist's Refuge lets you play all your spells during your opponentsโ€™ turns, including dropping your creatures at flash speed and turning all your sorceries into instants.

The color identity limits it to Simic+ decks, which is definitely a negative from the point of view of flexibility, but Alchemist's Refuge offers a game-changing effect that lands donโ€™t usually have.

#49. Mosswort Bridge

Mosswort Bridge

For decks that love tossing big bodies on the board (read: every green deck ever), Mosswort Bridge is just superb: You get card filtering, card draw, and often a large discount all in a single card.

This land also generates colored mana โ€“ something many lands in this ranking do not.

#48. Gavony Township

Gavony Township

Having a dual-colored cost for its activated ability is a strike against this land since it imposes a very specific deckbuilding requirementโ€ฆ but on the other hand its specificity is quintessentially Selesnya, and just loves counters showered on top of its creatures.

As one of the best +1/+1 counter cards, Gavony Township is often seen buttressing go-wide armies under Tayam, Luminous Enigmaโ€˜s command.

#47. Seat of the Synod + Great Furnace + Ancient Den

Seat of the Synod, Ancient Den, and Great Furnace from Mirrodin are an interesting oddity: artifact lands. And very good ones: Seat of the Synod is arguably one of the best blue artifacts, Great Furnace is one of the best red lands, and theyโ€™ve all earned a ban in Modern.

If you find it a bit puzzling why these lilโ€™ artifacts are so strong, keep in mind that theyโ€™re lands, meaning that you play them (rather than cast them) from your hand, so they dodge counterspells. Since their ability is a mana ability, itโ€™s nigh-impossible to stop them from tapping.

Seat of the Synod and Great Furnace come up from time to time in Commander, but theyโ€™re staples in Pauper and playable in Legacy.

#46. Sokenzan, Crucible of Defiance

Sokenzan, Crucible of Defiance

Back in 2005, the original Kamigawa block introduced the channel ability. Nearly 20 years later (or more than a millennium, if you go by Kamigawaโ€™s timeline), Kamigawa: Neon Dynasty brought the ability back and slapped it on five legendary landsโ€ฆ known as the Kamigawa Channel Lands all of which make the cut today.

Sokenzan, Crucible of Defiance is perhaps the tamest of the bunch, but itโ€™s good enough to be a staple in Rakdos and Red Deck Win decks in Pioneer and Standard, and not bad in any Commander deck in need of a couple of small hasty bodies in a pinch.

Notice that channel works at instant speed, and itโ€™s not casting (itโ€™s an activated ability) โ€“ it canโ€™t be denied by traditional counterspells.

#45. Castle Locthwain

Castle Locthwain

Throne of Eldraineโ€˜s Castles cycle make up one of the best land cycles in Magic, and Castle Locthwain is the best of the bunch: a multi-format staple that sees play in Modern, Pioneer, and Commander.

#44. Cephalid Coliseum

Cephalid Coliseum

Threshold is a bit of an obscure ability word from Judgment, but fairly straightforward: As long as you have seven cards in your graveyard, youโ€™ll be able to activate the cardโ€™s threshold ability (in that sense itโ€™s a bit like Descend 8 from The Lost Caverns of Ixalan).

The ability to dig further into your deck for just makes Cephalid Coliseum one of the best lands in blue, and itโ€™s also useful for milling your foes.

#43. Accursed Duneyard

Accursed Duneyard

Accursed Duneyard is fun and simple one from Aetherdrift Commander, even if regeneration is not simple. Repeatable regeneration with no colored costs, and from your land is incredible. It blanks some removal, and can really hamper some decks in a huge way. The creature types represented here are common enough that plenty of decks want this effect.

#42. Talon Gates of Madara

Talon Gates of Madara

Talon Gates of Madara has a unique ability to play itself from your hand like an extra land per turn. The phasing lasts until the controllerโ€™s untap step, which can sometimes feel like an eternity. Itโ€™s especially effective on enchanted or equipped creatures since the attached permanent goes with it. This special answer gets around lots of effects and can be used offensively and defensively. Add on that this is mana filtering and you get one of the best lands out of Modern Horizons 3 Commander.

#41. Adagia, Windswept Bastion

Adagia, Windswept Bastion

Sometimes the power to station a creature is utility enough to include a land like Adagia, Windswept Bastion. But if youโ€™ve got at least one artifact or enchantment worth copying, this is the way to go. For artifacts I like Angel of the Ruins or The Circle of Loyalty, and for enchantments, give me a second Cathars' Crusade or Sigil of the Empty Throne and Iโ€™ll be a happy camper.

#40. War Room

War Room

War Room is a neat design: 4- or 5-color decks have no use for a card like this (since theyโ€™ll be able to find better options among the cards in their colors), while mono- or dual-color decks are a perfect fit whenever the MTG color pie doesnโ€™t give them good card-draw effects.

This land is only useful in Commander, of course, but itโ€™s one of the most flexible lands with โ€œcommanderโ€ in its text.

#39. Dryad Arbor

Dryad Arbor

I listed creature lands in my honorable mentions, but Dryad Arbor is something different: a land creature.

Which may seem like Iโ€™m just shuffling words around, but word order matters here: This dryad doesnโ€™t turn into a creature (like creature lands do) but rather is a creature, and therefore enjoys the benefits of both card types.

For example, Dryad Arbor canโ€™t be countered: Since itโ€™s a land, you play rather than cast it. Tutors for any of its types work: Since itโ€™s a forest, you can fetch it (at flash speed!); but since itโ€™s also a creature, itโ€™s relevant with cards like Green Sun's Zenith or Natural Order. 

#38. Ba Sing Se

Ba Sing Se

Ba Sing Se can win the grindy matches, and being able to produce a 2/2 every turn or buff a land by two is really good. Good enough to hold off Iroh, Dragon of the West.

#37. Emeria, the Sky Ruin

Emeria, the Sky Ruin

Reanimating never gets old!

You have to jump a handful of hoops to get there; this isnโ€™t a land that you just toss into a deck and call it a day. But if you have a clear game plan to support it, Emeria, the Sky Ruin is pretty damn awesome at its gravedigginโ€™ job.

#36. Homeward Path

Homeward Path

Homeward Pathโ€˜s utility is extremely narrow, but the best of the best if you plan on gifting creatures to your foes and then yanking them back.

The kind of trick that, say, Jon Irenicus, Shattered One or Zedruu the Greathearted would like.

#35. Hall of Heliodโ€™s Generosity

Hall of Heliod's Generosity

Hall of Heliod's Generosity is another example of a very narrow use case, but extremely useful for any deck thatโ€™s in the market for some heavy-duty enchantment recursion.

#34. Shizo, Deathโ€™s Storehouse

Shizo, Death's Storehouse

The Commander format loves legendary lands since the legend rule is no big deal if you canโ€™t run more than one copy of the card anyway, and Shizo, Death's Storehouse is yet another member of that legendary club.

Fear is a fairly rare keyword, and one of the best forms of evasion: Only black creatures or artifacts can block an attacker with fear. Unsurprisingly, Shizo, Death's Storehouse shows up a lot in Yuriko, the Tiger's Shadow decks, as well as any black-based deck with a penchant for ninjas and saboteurs.

#33. Secret Tunnel

Secret Tunnel

Given the popularity of the song, itโ€™s too bad Magicโ€™s R&D couldnโ€™t squeeze in a bard payoff. This cave starts off with the โ€œcanโ€™t be blockedโ€ sentence which sounds weird out of the context of earthbending, but itโ€™s worth it to find other ways to animate this land too. The real reason Secret Tunnel makes it to this list is occasionally being better than Rogue's Passage, and you donโ€™t need to be a dedicated typal deck to randomly have two creatures of share a subtype.

#32. Tarkir Clan Gathering Places

The places where clans gather on Tarkir offer a lot to their 3-color decks. Dalkovan Encampment is my favorite because it can generate two creature tokens at a reasonable rate, so what if you need to sacrifice them at the end step, there are lots of ways to put those attackers to work. The utility on Cori Mountain Monastery, Great Arashin City, Kishla Village, and Mistrise Village is so good you almost forget you need one of the adjacent land types to use the ability right away.

#31. MH3 Mono-Color Rare Lands

The whole cycle of rare monocolor lands from Modern Horizons 3 is solid. Spymaster's Vault jumps out as one that is consistently useful thanks to connive if youโ€™re killing things like black decks do. Archway of Innovation, Monumental Henge, and Shifting Woodland are great values both in cost and in the land slot. Arena of Glory also stands out at over $10, because oftentimes, if you go up one mana and add haste, itโ€™s like you get ahead a whole turn.

#30. Uginโ€™s Labyrinth

Ugin's Labyrinth

Admittedly, the big reason for ranking this high, and reflected in the cost of Ugin's Labyrinth is its status as a sol land, or one that provides two mana. No every deck wants to hideaway a 7+ mana value colorless card, but it certainly checks the box as โ€œrampโ€ and โ€œcard drawโ€ in eldrazi decks.

#29. Fountainport

Fountainport

Fountainport is a useful bit of Trading Post and not quite the combo-potential of Staff of Domination. It turns any token you have into a clue, and while I donโ€™t like the rate on the other abilities, all of my decks want access to extra creatures and extra mana.

#28. Wasteland

Wasteland

Most utility cards are about doing something more, besides generating mana.

Wasteland believes in a โ€œLess Is Moreโ€ approach. Also in an โ€œIโ€™m taking you down with me!โ€ approach!

It may not be the best at the job, but if your deck needs a bit of land destruction to get the job done, you canโ€™t go wrong with Wasteland.

#27. Eiganjo, Seat of the Empire

Eiganjo, Seat of the Empire

The second of the NEO channel lands, Eiganjo, Seat of the Empire would be fairly bad as just a removal spell.

But thatโ€™s Magicโ€™s magic: Mix some unimpressive, plain-vanilla mana-generation capacity with mediocre removal, and you get one heck of a multi-format all-star that shows up in pretty much every format where itโ€™s playable. Itโ€™s particularly potent in Pioneer.

#26. Academy Ruins

Academy Ruins

Hall of Heliod's Generosity, but for artifacts. That makes Academy Ruins fit a whole lot more decks, given how prevalent artifacts are!

#25. Command Beacon

Command Beacon

If MTG lands had real-life jobs, Command Beacon would be an accountant.

The type of cunningly shrewd accountant that would smirk and say: โ€œAbout death, yeahโ€ฆ nothing we can do there. Canโ€™t avoid that. But, taxes? Those arenโ€™t entirely unavoidableโ€ฆ You see, you only pay the commander tax from the command zone. Your hand is a tax-free zone in that regard. Whatโ€™s more: Casting your commander from hand wonโ€™t add to the commander tax should you later be forced to cast it from the commander zone. Weโ€™re doing everything by the book here, my friend!โ€

#24. Inventorsโ€™ Fair

Inventors' Fair

There are tons of cards that put artifacts in play, like treasure or food token generators, making Inventors' Fairโ€˜s condition easy to meet.

Its life-gaining ability is nice, but weโ€™re here for the tutoring effect. This is a truly colorless land, so it fits any deck that needs a specific artifact to close out the game or thwart its foeโ€™s plans.

#23. Abandoned Air Temple

Abandoned Air Temple

Abandoned Air Temple is Gavony Township but better. The Air Temple provides colored mana, and isnโ€™t locked into the identity. Both Selesnya and its individual colors care about spreading +1/+1 counters widely, so this land reaches more decks and is easier to activate. It remains every bit effective in both controlling and aggressive decks.

#22. Kessig Wolf Runย ย ย ย ย 

Kessig Wolf Run

Kessig Wolf Run adds that spicy โ€œGruul Smash!!โ€ tang that decks like so much: Huge power is yummy, and trample makes it all the tastier.

You can also use it defensively by threatening to turn a chump-blocker into a huge body. But, yeah, the best defense is a good offense!

#21. Midgar, City of Mako

Midgar, City of Mako

The long game loves a draw two like Midgar, City of Mako. Your deck wouldnโ€™t be the first black one that wants an artifact or a creature in the graveyard, why not get two cards out of it. Plus you still get a land later and can feed that shade of yours.

#20. Karnโ€™s Bastion

Karn's Bastion

One of the best proliferate cards and available to any deck, Karn's Bastion shines in superfriends EDH decks but can round up everything from poison strategies to lists that go heavy on +1/+1 counters.

#19. Buried Ruin

Buried Ruin

We all have a plan, until opponents kill our win con. Thatโ€™s why good plans need some redundancy: Buried Ruin is a great example of a card that never shines just by itself, and many times itโ€™s just a source of colorless mana. But when push comes to shove, it has your back and reanimates the exact artifact you need to win.

Of course, sometimes tutoring your artifact straight from your graveyard was the plan all along!

#18. Valakut, the Molten Pinnacle

Valakut, the Molten Pinnacle

Valakut, the Molten Pinnacle does the most mountain-y thing that (Magic) mountains do, namely burn everything in sight.

By the way: If you put several mountains in play at the same time, Valakut, the Molten Pinnacle triggers once for each of them (provided you have at least five others). Which is what makes Valakut terrifying when paired with Scapeshift.

#17. Field of the Dead

Field of the Dead

Field of the Dead provides a somewhat similar effect to Valakut, giving you an advantage with every extra land you play if you meet its other conditions.

The lands need to be different in this case โ€“ not too much of a hassle in Commander, and being colorless means that Field of the Dead fits any deck that may need a zombie horde or two. And Field of the Deadโ€˜s ETB counts itself for the trigger.

#16. Phyrexian Tower

Phyrexian Tower

Phyrexian Tower has โ€œsacrifices must be madeโ€ written all over it. Which is to swamps what raining fire is to mountains, making this legendary land one of the best black lands and a good fit for any aristocratic black deck that knows what it takes to win.

Notice that this is a mana ability, so it doesnโ€™t use the stack and canโ€™t be Stifleโ€˜d โ€“ in other words, if you have a death trigger you need to make sure goes through, Phyrexian Tower has you covered.

#15. Ishgard, the Holy See

Ishgard, the Holy See

Ishgard, the Holy See is one card, however, you get two cards back with the adventure and still get a land out of it. See how the card advantage adds up for the color that struggles the most with card draw?

#14. Takenuma, Abandoned Mire

Takenuma, Abandoned Mire

Top 3 among the NEO channel lands and yet another great black land, Takenuma, Abandoned Mire provides self-mill and return-to-hand services in one neat package. It sees quite a bit of play in Commander, but it truly shines in 60-card formats as part of top-tier decks in Modern, Pioneer, and Standard.

#13. Myriad Landscape

Myriad Landscape

Myriad Landscape is a bit clunky (it enters tapped and costs 2 mana to activate), but you get twice the ramp than you would with a fetch land, can opt to use it as a mana source until you decide to sacrifice it, and best of all, can fit it in any deck. The latter is its main strength, buttressing mono- or dual-color decks that may not have good access to card draw and making it one of the best search-land effects.

By the way: You can always choose to fetch just a single land, above all if youโ€™ve run out of pairs.

#12. Strip Mine

Strip Mine

Three lands are so off the charts that theyโ€™re restricted in Vintage: Tolarian Academy, Library of Alexandria, and Strip Mine. A tad less terrifying than the other two and therefore not banned in Commander, Strip Mine is still scary enough to be barred from everywhere else.

This badland is the gold standard for land destruction, and strictly better than Wasteland. Not every deck wants or needs such an effect, but this is the best land you can find for those that do.

#11. Mystic Sanctuary

Mystic Sanctuary

Mystic Sanctuary is a member of another card cycle from Throne of Eldraine. Nobody remembers the other four cards, but this mischievous sanctuary has broken a few things with its recursion capabilities and proudly carries its bans in Modern and Pauper.

#10. Otawara, Soaring City

Otawara, Soaring City

On to the #2 of the NEO channel lands! Otawara, Soaring City is a multi-format all-star that sees play in more than one top-tier deck.

One of the best blue lands in the game, Otawara, Soaring City can bounce both your and your foesโ€™ creatures, making it either a good tempo tool to delay your opponentโ€™s plan or a bit of insurance to keep your wincon out of harmโ€™s way.

#9. Path of Ancestry

Path of Ancestry

Unlike many cards in todayโ€™s ranking, Path of Ancestry can tap for any color of mana that your EDH deck may need. That by itself would make it super useful, but it wouldnโ€™t meet the โ€œdoing something else on top of tapping for manaโ€ definition for a utility land.

Add scry on top, though, and it both pushes this land to โ€œexcellentโ€ and makes it a bona fide utility land โ€“ notice that your commander shares creature types with itself!

#8. Rogueโ€™s Passage

Rogue's Passage

Rogue's Passage may come off as a bit of a cheap trick, but hey, thatโ€™s what rogues are about. Itโ€™s not a career path you choose if fair fights are what you love!

This land doesnโ€™t see much play outside of Commander, but its massively popular in the multiplayer format. Notice that it isnโ€™t limited to your creatures โ€“ if the tableโ€™s politics and alliances so require it, you can give unblockable to Player Aโ€™s creature and let it past Player Bโ€™s defenses this turn.

#7. Reliquary Tower

Reliquary Tower

Although practically unplayable in 60-card formats, Reliquary Tower is the most popular utility land in Commander at the time of writing, according to EDHREC. You can draw as much as you want without being forced to discard down to seven by the end of the turn, and it hampers any foe that loves wheel effects and forcing everybody to draw too many cards.

#6. Bojuka Bog

Bojuka Bog

While Reliquary Tower is the most popular utility land in Commander when all decks are considered, Bojuka Bog is the most common if one of the deckโ€™s colors is black: Nearly one out of three of your swamp-spewing foes will have it in their deck, so keep that in mind if graveyard hate is the kind of effect that makes you cry.

And itโ€™s not just a multiplayer staple: Bojuka Bog can be found in pretty much every format.

#5. Cavern of Souls

Cavern of Souls

This is what a multi-format staple looks like, with ample showings in decks from Legacy to Standard, where Cavern of Souls, one of the best typal support cards you can play, managed to push Green Domain Ramp as one of the best decks in the format by letting it drop an uncounterable Atraxa, Grand Unifier or Archangel of Wrath.

#4. Minamo, School at Waterโ€™s Edge

Minamo, School at Water's Edge

Kamigawa looks like a plane with a penchant for amazing lands, and Minamo, School at Water's Edge is another example. Itโ€™s one of the best legends-matter payoffs, and itโ€™s a legendary land, too. It sees tons of play across all formats, often paired with The One Ring and anything that enjoys tapping and untapping a lot.

#3. Urborg, Tomb of Yawgmoth

Urborg, Tomb of Yawgmoth

Most lands in this list have activated or triggered abilities. The infamous Urborg, Tomb of Yawgmoth goes for a different approach: It changes every land on the board.

This includes Urborg itself, so itโ€™s a swamp as soon as you play it.

And in case this may be confusing: The wording โ€œis a swamp in addition toโ€ฆโ€ means that every land gains the โ€œswampโ€ type, and they can all tap for , but they still retain all their other types and abilities. If you have a basic land like an island, itโ€™s now a swamp island that can tap for either (its new swamp-y ability) or for (its original island-y ability), and itโ€™s still a basic land despite all the things it can now do.

Nonbasic lands, for their part, still retain all their text, so Strip Mine can still kill other lands, legendary lands are still legendary, etc.

Urborg, Tomb of Yawgmoth is a house (or, well, a tombโ€ฆ but one house of a tomb!) in most formats where itโ€™s legal. Itโ€™s often paired with Cabal Coffers, one of the most iconic cards from Torment (itself nicknamed โ€œthe black setโ€ given the number of cards it has that care about you having swamps).

#2. Boseiju, Who Endures

Boseiju, Who Endures

The #1 among the Kamigawa: Neon Dynasty channel lands, Boseiju, Who Endures provides an excellent way to do one of the greenest things in Magic: nuke pesky enchantments and kill annoying artifacts. And with a side dish of destroying pesky nonbasic lands!

Green has a ton of ways to recur a land from the graveyard, making it easy to return Boseiju to your hand after channeling it. The abilityโ€™s mana cost is also notably cheaper than the other channel lands, making Boseiju, Who Endures all the tastier.

#1. Urzaโ€™s Saga

Urza's Saga

Urza's Saga is the tops among utility lands. This enchantment land is one of the most useful lands in Magic and one of the best sagas in the game, and itโ€™s been making waves since its release in Modern Horizons 2.

Urza's Saga provides a bit of mana. Then it can make a Construct on its second turn, and a second on its third turn: You can activate it while the sacrifice trigger is on the stack. And then it tutors a cheap artifact (like whatever mana rock you need next) that also helps fatten the created Constructs.

Like Dryad Arbor, it canโ€™t be countered when played from hand (you play it, rather than cast it).

Best Utility Lands Payoffs

Basically anything that lets you use the utility again is a payoff for building utility into your mana base. Since utility lands often need to be sacrificed, enter the battlefield, or tap for their utility effect, cards like these become become really good values: Crucible of Worlds that lets you play lands from your graveyard, Simic Growth Chamber that bounces a land to back to your hand, and the land untapper, Stone-Seeder Hierophant.

The Enigma Jewel is a Sol Ring towards all those activated abilities your lands have, then once you craft it into Locus of Enlightenment, you can copy those activated abilities. Or to save on postage, Return the Favor and choose the first option to get extra effects.

Cabal CoffersUrborg, Tomb of Yawgmoth

Thereโ€™s no intrinsic synergy per se between utility lands, and the best among them tend to do very different things (from providing a lot of extra mana to destroying lands and actually reducing your own mana). There are some obvious synergies between some utility lands, like Cabal Coffers and Urborg, Tomb of Yawgmoth, but those are the exceptions rather than the rule.

The same is true for payoffs. There are of course specific payoffs for playing lands (like landfall effects), but those apply to any land, not utility lands specifically.

Itโ€™s more about what job you need done, and whether a utility land is the best tool for that job. If your deck is all about land destruction, its payoffs naturally align with what Strip Mine does.

How Many Utility Lands Should You Play in Commander?

Utility lands are so varied that itโ€™s not about an optimal number, but rather about getting a certain job done.

Some of those jobs are generic enough, and the land in question is good enough even in games when you donโ€™t need the specific job done, that some utility lands can fit pretty much any deck of the appropriate colors. The Kamigawa: Neon Dynasty channel lands are a good example: Thereโ€™s often an artifact or enchantment you need nuked, but when thatโ€™s not the case Boseiju, Who Endures is a perfectly good green source.

In the case of very specialized roles, like recurring an enchantment with Hall of Heliod's Generosity, it depends on how badly (or not at all) your deck needs to get that job done.

In short: Thereโ€™s no fixed or optimal number for utility lands. It all depends on which bases you need covering, how many cards you want to cover each base, and whether a utility land (rather than an instant, sorcery, or another type of permanent) is the best player for that role.

Wrap Up

Alchemist's Refuge - Illustration by Dan Scott

Alchemist's Refuge | Illustration by Dan Scott

And that rounds up our ranking of best utility lands in MTG!

I hope it is a useful list, and do take a look at Scryfall and EDHREC for other options, there are so many I wanted to include but couldnโ€™t cram in. Utility lands are a varied lot by definition, and there may very well be a land or two that are extremely niche and narrow but happen to fit your deckโ€™s game plan like a glove.

If you have any comments, feedback, or further questions about these or budget lands, do drop us a comment or stop by the Draftsim Discord for a chat.

And may you always find the land you need!


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2 Comments

  • Dragonlord December 17, 2021 4:53 am

    stating Kessig wolf run it’s +X/+0 not +X/+X

    • Dan Troha December 17, 2021 9:46 am

      Fixed, thanks!

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