Which dual lands should a Commander deck use?

Updated

Compare pain, check, shock, fetch and tapped dual lands by early-game speed, synergy and budget.


Bring this calculation to your deck: build a mana base or review the model and data sources.

Pain lands: flexible early fixing

Pain lands can produce colorless without damage or colored mana at a life cost. They enter untapped without asking for another land type, making them useful for early spells. They generally lack basic land types, so type-based ramp cannot find them.

Check lands: count your enablers

Check lands enter untapped when you control one of the specified basic land types. Basics and typed nonbasics can enable them; a hand full of check lands cannot reliably enable itself. Evaluate the whole mana base before treating these as untapped sources.

Shock lands: pay life when tempo matters

Shock lands have two basic land types and can enter untapped if you pay two life. Those types make them useful targets for compatible fetch lands and ramp. Their value comes from this flexibility, rather than from being mandatory in every deck.

Fetch lands: buy the targets too

A fetch land searches for a land matching its stated types. Its color coverage depends on legal targets actually in your deck. Fetches can support landfall and shuffle effects, but adding one without useful targets is rarely your first budget upgrade.

Tapped duals: a deliberate tempo trade

A land that always enters tapped provides fixing at the cost of immediate mana. That can be acceptable for slower decks or tight budgets. Count how many appear in opening hands; replacing a few with untapped options can matter more than changing one basic to a premium land.


Questions & Answers

FAQ

Are shock lands required in Commander?

No. Shock lands offer optional untapped entry and basic land types, but the right choice depends on your early costs, ramp targets, and budget.