Building a reliable mana base is fundamental to any Magic deck. Your land choices directly impact how consistently your deck performs, whether you're running mono-colour basics or a five-colour strategy with fetch lands and shock lands.
Vault of Cards stocks over 2,200 individual MTG land cards in our UK warehouse, from £0.10 basics up to original Reserved List dual lands, with weekly restocks and same-day dispatch on orders before 2pm. Use the filters on the left to narrow by colour, format, set, or rarity.
Basic Lands
The five basic lands — Plains, Island, Swamp, Mountain and Forest — are the cheapest and most flexible mana sources in the game. Every Commander deck needs them, every fetch land searches for them, and the wrong basic count is the most common deck-building mistake. We stock standard basics from every recent set, plus Wastes (the colourless basic), snow-covered basics for snow synergies, and a wide range of full-art and alternate-art basics from sets like Unstable, Battlebond, Unfinity and the Secret Lair drops.
Dual Lands by Guild
Two-colour lands are organised here by guild — Azorius (W/U), Dimir (U/B), Rakdos (B/R), Gruul (R/G), Selesnya (G/W), Orzhov (W/B), Izzet (U/R), Golgari (B/G), Boros (R/W) and Simic (G/U). Filter by colour identity to pull every dual land cycle for your colour combination in one view.
The Major Dual Land Cycles
True duals — the original ten Alpha/Beta/Unlimited dual lands (Tundra, Underground Sea, Badlands, Taiga, Savannah, Scrubland, Volcanic Island, Bayou, Plateau, Tropical Island). Reserved List, only legal in Legacy, Vintage and Commander, and priced accordingly.
Shock lands — the Ravnica cycle (Hallowed Fountain, Watery Grave, etc.). Enter tapped unless you pay 2 life. The workhorse dual cycle for Modern and Pioneer manabases.
Fetch lands — Onslaught (Polluted Delta, Flooded Strand…) and Zendikar (Misty Rainforest, Verdant Catacombs…). Pay 1 life, sacrifice, and search a basic or dual. The single most important non-basic land cycle in competitive Magic.
Pain lands — Ice Age and Apocalypse cycles (Underground River, Shivan Reef…). Enter untapped, tap for either colour or pay 1 life for coloured mana. Budget-friendly Modern/Pioneer staple.
Fast lands — Scars of Mirrodin and Kaladesh (Seachrome Coast, Blackcleave Cliffs…). Enter untapped if you have two or fewer other lands. Aggressive deck favourites.
Filter lands — Shadowmoor and Eventide (Mystic Gate, Sunken Ruins…). Pay one mana to filter into two of your guild's colours.
Check lands — Innistrad and Ixalan (Glacial Fortress, Drowned Catacomb…). Enter untapped if you control the right basic land type.
Surveil lands, verge lands, scry lands, bounce lands, gain lands, tap lands and the rest of the budget cycles — all stocked, all filterable.
Three-Colour Lands
For Commander and three-colour Standard or Pioneer decks, the most-played options are the Triomes (Streets of New Capenna and the Ikoria/Strixhaven cycles), the original tri-lands, and the Onslaught/Khans cycle of fetchable tri-lands. Filter by colour identity using the shard and wedge names — Esper, Bant, Grixis, Jund, Naya, Jeskai, Mardu, Abzan, Sultai, Temur — to find every option for your wedge.
Utility Lands
Lands that do more than make mana. Creature lands (manlands like Mishra's Factory and Celestial Colonnade), cycling lands, desert lands with on-demand effects, legendary lands (Strip Mine, Wasteland, Maze of Ith), and the storage and bounce land cycles that fuel ramp strategies.
Lands by Format
- Standard — current basics plus the latest dual cycles.
- Pioneer — adds shock lands, fast lands, pain lands and Pioneer-legal fetch substitutes.
- Modern — opens up Zendikar fetch lands, all the major dual cycles, manlands, and most utility lands.
- Legacy / Vintage — original duals legal, Wasteland legal, Strip Mine legal.
- Commander / EDH — almost everything is on the table.
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