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The Hobbit · Land guide

Guide to the lands of The Hobbit

Meet the five common tribal duals, Elven Passage, The Lonely Mountain, and the Food-friendly reprints. Examples for Aesi, Magda, and Bilbo show why the details matter.

Published

Paper release 2026-08-14

Prices checked 2026-10-01

The Hobbit’s common duals trade speed for a late tribal ability. That makes them reasonable budget options when the creature type matches your deck, but they are not a new cycle of fast duals.

The strongest individual upgrades are more specific: an Elf can switch on Elven Passage, Equipment helps The Lonely Mountain, and Bilbo turns an old Food-producing land into a mana engine. HOB is the main set; HOC includes the Eternal cards and reprints discussed here.

Five common duals with a tribal finish

Every member enters tapped and produces one of two colors. Each has a four-mana, tap-and-sacrifice ability that puts two +1/+1 counters on a matching creature, at sorcery speed. Activating it spends a land permanently.

Blue-white and blue-green

Lake-town supports Humans; Elvenking’s Halls supports Elves. A deck with the right type can turn a surplus land into counters, but the activation is expensive. You need four mana from other sources because the land also taps as part of the cost.

Red-white, black-red, and black-green

Iron Hills targets a Dwarf; Goblin-town targets a Goblin or Orc; Mirkwood targets a Bear, Spider, or Wolf. These give the correct tribal deck an option that an ordinary tapland lacks. Losing a land for two counters is rarely the right early-game play.

The flexible fetch slot

These lands find basics rather than producing multiple colors themselves. Fetching a land replaces the sacrificed land: it is fixing, not an extra permanent mana source.

An Elf can make the fetched basic immediately usable

Pay 1 life and sacrifice Passage to find a tapped basic; beholding an Elf then untaps that land. An Elf in your hand is enough if you reveal it. This is especially useful in green decks that naturally keep Elves around, and it can find any basic land type you need.

A Halfling tutor tucked into a land slot

Its normal mode behaves like a basic fetch that leaves the new land tapped. Alternatively, pay four and discard it to find a Halfling. That is flexibility for a Halfling deck, not free acceleration and not a tutor you can use after playing Hole as a land.

Equipment and combat utility

These lands do something a basic cannot, but ask for a developed board or an activation investment.

The Mountain for a Dwarf workshop

It has the Mountain type, enters untapped if you control Equipment, and makes Dwarf tokens at sorcery speed. Equipment reduces the generic part of its token-making cost. With two Equipment, the activation costs three mana plus tapping the land; newly made Dwarves normally need to wait before attacking.

A Treasure opportunity, not a free mana engine

This HOC land normally makes colorless mana. Spending one mana and tapping it gives a creature a combat-damage Treasure trigger for the turn. You need the creature to connect, and the activation consumes resources before the Treasure exists.

Returning legendary lands are still worth reading

The Shire, Rivendell, and Minas Tirith return in HOC. Their legendary-creature condition often fits Commander, but they are reprints rather than new designs.

Food, selection, or cards

The Shire makes Food by tapping itself and another creature and paying two mana. Rivendell offers scrying; Minas Tirith offers a card after an attack with at least two creatures. A commander in play can help them enter untapped. Check older printings before paying for a collectible version.

Specific cards. Specific reasons.

Commander upgrades, before and after

These are suggested swaps for the stated deck and board state. The examples isolate what changes; they do not claim every list should make the same swap.

Aesi, Tyrant of Gyre Strait
Illustration: Viktor Titov · Scryfall

01 / Aesi, Tyrant of Gyre Strait

Keep the fetched basic available for interaction

Remove one

Evolving Wilds
Illustration: Steven Belledin · Scryfall
Evolving Wilds

$0.09

Add one

Elven Passage
Illustration: Shahab Alizadeh · Scryfall
Elven Passage

$0.46

The setup: Aesi is in play and you control Llanowar Elves, or have an Elf card you can reveal. You play and sacrifice the fetch land.

What changes in this example
BeforeAfter
Evolving Wilds finds a basic tapped. Playing Wilds and the fetched basic gives two Aesi landfall triggers.Elven Passage finds the same basic, then untaps it after you behold an Elf. It gives the same two Aesi triggers.

The improvement is one available mana this turn, not an additional card or an extra land permanently. Aesi lists with Elves can use that mana for protection or another spell after fixing their colors.

The tradeoff: Passage costs 1 life and needs the Elf. Tatyova, Benthic Druid is a Merfolk Druid, so she does not satisfy the Elf condition.

This swap costs $0.37 more at this snapshot.

Both complete 37-land examples · $4.62 → $4.99

An illustrative starting list with one deliberate swap, not a saved player deck or a solver optimum. Prices use the linked nonfoil printings; basic lands count toward the total.

Before

12 Forest
10 Island
1 Command Tower
1 Simic Growth Chamber
1 Thornwood Falls
1 Yavimaya Coast
1 Hinterland Harbor
1 Temple of Mystery
1 Tangled Islet
1 Woodland Stream
1 Evolving Wilds
1 Terramorphic Expanse
1 Myriad Landscape
1 Blighted Woodland
1 Memorial to Genius
1 Ash Barrens
1 Simic Guildgate

After

12 Forest
10 Island
1 Command Tower
1 Simic Growth Chamber
1 Thornwood Falls
1 Yavimaya Coast
1 Hinterland Harbor
1 Temple of Mystery
1 Tangled Islet
1 Woodland Stream
1 Elven Passage
1 Terramorphic Expanse
1 Myriad Landscape
1 Blighted Woodland
1 Memorial to Genius
1 Ash Barrens
1 Simic Guildgate
Build for Aesi, Tyrant of Gyre Strait →
Magda, Brazen Outlaw
Illustration: Slawomir Maniak · Scryfall

02 / Magda, Brazen Outlaw

Put a repeatable Dwarf maker into the mana base

Remove one

Forgotten Cave
Illustration: Tony Szczudlo · Scryfall
Forgotten Cave

$0.13

Add one

The Lonely Mountain
Illustration: Leon Tukker · Scryfall
The Lonely Mountain

$0.98

The setup: You control Equipment before playing the land. On a later main phase, you have two Equipment and three other mana available.

What changes in this example
BeforeAfter
Forgotten Cave enters tapped; after being played, it only produces red mana.The Lonely Mountain enters untapped. Later, three mana plus tapping it makes a 2/2 Dwarf.

Magda rewards Dwarves becoming tapped. The token adds another body that can later attack or crew a Vehicle to generate a Treasure. The land also retains the Mountain type, so it supports effects that care about Mountains.

The tradeoff: You give up cycling. Without Equipment it enters tapped, and the token ability is sorcery speed. Making a Dwarf does not itself make a Magda Treasure; the Dwarf must become tapped.

This swap costs $0.85 more at this snapshot.

Both complete 37-land examples · $9.94 → $10.79

An illustrative starting list with one deliberate swap, not a saved player deck or a solver optimum. Prices use the linked nonfoil printings; basic lands count toward the total.

Before

31 Mountain
1 Forgotten Cave
1 Dwarven Mine
1 Myriad Landscape
1 Buried Ruin
1 Spinerock Knoll
1 War Room

After

31 Mountain
1 The Lonely Mountain
1 Dwarven Mine
1 Myriad Landscape
1 Buried Ruin
1 Spinerock Knoll
1 War Room
Build for Magda, Brazen Outlaw →
Bilbo, Fellow Conspirator
Illustration: Dmitry Burmak · Scryfall

03 / Bilbo, Fellow Conspirator

Make a Food activation also bank a Treasure

Remove one

Tranquil Thicket
Illustration: Heather Hudson · Scryfall
Tranquil Thicket

$0.11

Add one

The Shire
Illustration: Danny Schwartz · Scryfall
The Shire

$4.64

The setup: Bilbo is your commander on the battlefield. The Shire and another creature are untapped, and you can pay one generic plus one green mana.

What changes in this example
BeforeAfter
Tranquil Thicket supplies green mana but cannot create Food or Treasures.The Shire’s Food activation produces one Food and one Treasure because of Bilbo’s replacement effect.

The slot now feeds both halves of a Food deck: Food remains available for other synergies, while the Treasure can be saved for a later turn or used for a sacrifice payoff. Bilbo also supplies the legendary creature that lets the Shire enter untapped.

The tradeoff: This is a returning card, not a new Hobbit design. The activation spends two mana and taps a land and a creature, so making one Treasure is not immediate net-positive ramp. You also lose Thicket’s cycling.

This swap costs $4.53 more at this snapshot.

Both complete 37-land examples · $3.76 → $8.29

An illustrative starting list with one deliberate swap, not a saved player deck or a solver optimum. Prices use the linked nonfoil printings; basic lands count toward the total.

Before

32 Forest
1 Command Tower
1 Myriad Landscape
1 Blighted Woodland
1 Tranquil Thicket
1 Mosswort Bridge

After

32 Forest
1 Command Tower
1 Myriad Landscape
1 Blighted Woodland
1 The Shire
1 Mosswort Bridge
Build for Bilbo, Fellow Conspirator →

What to change first

Choose a common dual for an actual tribal payoff, not just matching colors. Elf decks should compare Elven Passage with their slow basic fetches. Equipment-heavy Magda decks should inspect The Lonely Mountain. For Food decks, the interaction between Bilbo and The Shire matters more than buying a new frame.

Continue with Guide to the ramp of The Hobbit →

Sources and price method

Rules and printing prices were checked against Scryfall on 2026-10-01; official Wizards references are below. Card images and rules are provided by Scryfall; illustrations belong to their credited artists and Wizards of the Coast. Card links open the exact printings used. Prices are a nonfoil USD snapshot, excluding shipping and tax, and are not historical release prices. Land and ramp costs are kept separate. Commander recommendations and turn examples are our analysis of those rules, not playtest results.

All card references used in this guide