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Utility Lands & Land Synergies

Commander / EDH*

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Manlands (33)

Desert Lands (20)

Passive Lands (10)

Creature +1/+1 Counter Lands (9)

Strip Lands (9)

Scaling Lands (+ Red Psuedo-Equivalent) (8)

Emblems That Modify Lands (6)

Land Hosers & Manipulators (6)

Draw Lands (5)

Life Fetch Land(s) (5)

Ping & Spectacle Enabling Lands (5)

Untapped Colored Legendary Channel Lands (Staple) (5)

Blighted Lands (4)

Tutor Lands (4)

Creature Evasion Lands (3)

ETB Token Lands (3)

Return From Graveyard to Hand Lands (3)

Self-Bounce Lands (+ Landfall Combo) (3)

Flash Enabling Lands (2)

Melding Lands (2)

Prevent Spell-Counter Lands (2)

Sacrifice Copy Spell Lands (2)

"Lands you control" Land(s) (1)

Bury Target Artifact/Creature/Planeswalker Land(s) (1)

Energy Counter Lands (1)

Exile Graveyard Lands (1)

Give Creatures Flash Lands (1)

Monarch-Enabling Lands (1)

Persistent Creature Modification Lands (1)

Redirect Blockers Lands (1)

Restriction Lands (1)

Sacrifice An Artifact Lands (1)

Tuck Lands (1)

Turn Interaction Lands (1)

Venture Into the Dungeon Land(s) (1)

Tribal Lands (33)

Flip Lands (17)

2 Cycle Lands (11)

Commander Interaction Lands (9)

Return From Graveyard to Deck Lands (9)

Sacrifice Token-Generating Lands (8)

ETB Temporary Creature Modification Lands (6)

Game-Ruining Lands (6)

Basic Sacrifice Utility Lands (5)

Group Hug/Hate Lands (5)

M Cycle Lands (5)

Recurring Dual Tapped Scry Lands (5)

Untapped Colored Legendary Utility Lands (Staple) (5)

Notable Mana-Fixing Lands (4)

Two or More Colored Permanents Utility Lands (4)

Non-Traditional Scry Lands (3)

Sacrifice A Creature Lands (3)

Urza Combo Lands (3)

Generic Counter Interaction Lands (2)

Mill Lands (2)

Ramp Lands (2)

Tap Target Land Lands (2)

Blood Token Land(s) (1)

Creature Lands (1)

Exile Creature You Control Land(s) (1)

Fetch Any Land (1)

Hexproof Land(s) (1)

Niche Life-Gain Land(s) (1)

Play Lands from Graveyard (1)

Regain Control Lands (1)

Return From Graveyard to BattleField Lands (1)

Saga Lands (1)

Untap Target Land Lands (1)

Weaken Creature Land(s) (1)

Modal Spell-Lands (30)

Fetch Lands (29)

Tri-Color Lands (Cycling) (10)

Draw Lands (Sacrifice) (9)

Prevent Damage From Target Lands (8)

Temporary Creature Modification Lands (7)

Horizon Lands (6)

Castle Lands (Staple) (5)

Hideaway Lands (5)

Passive (Banding) Lands (5)

Threshold Pain Lands (5)

Utility Snow Land(s) (5)

Recurring Token-Generating Lands (4)

Untapped Colored Legendary Utility Lands (Free) (Staple) (4)

Reanimating Lands (3)

Sacrifice A Creature Lands (No Cost) (3)

Board-Wipe Lands (2)

Copy Lands (2)

Grow Via Equipment (2)

On-Death Lands (2)

Removes Hexproof (+ Shroud) Lands (2)

Utility Artifact Land(s) (2)

ETB Prevent Untap Lands (1)

Exile Draw Lands (1)

Fight-Spell Lands (1)

Modify Target Land Lands (1)

Opponent Discard Lands (1)

Player Hand Size Lands (1)

Regenerate Creature Lands (1)

Sacrifice A Land Lands (1)

Tap Target Artifact Lands (1)


Lands and Land-related Cards.

Some cards fall into multiple categories. There are lots of cycles that introduce lands with varied minute effects. I usually try and categorize them by cycle in these cases. However, some lands end up being so efficient, they deserve to be categorized with other cards of the same synergy. For example: "Two or More Colored Permanent Utility Lands" is missing Mistveil Plains because it's so good at recurring graveyard to deck. Instead it's with: "Return From Graveyard to Deck Lands".


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