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The Best Jund Lands for Commander (B/R/G)

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Back in 2008, Shards of Alara introduced Magic players to the five three-color combo Shards of Bant gwu, Esper wub, Grixis ubr, Jund brg, and Naya rgw.

These Shards have become a popular way for players to define their playstyles and preferences in Magic. Each has their own quirks and selling points, but whether by sheer force of personality or tactical memes, the Black, Red, and Green Shards of Jund stand out.

If you are drawn to sheer aggressiveness, persistence, and attrition-based gameplay, Jund is the three-color combo for you.

Top 8 Lands for Jund

One of the struggles of playing a three-color deck is making sure you have the right mana to cast all your spells. It becomes an even greater challenge in the Commander format where you can only play a single copy of each card, aside from Basic Lands.

Luckily, Jund has access to Green, which grants it the best mana ramp and color-fixing in the game. However, the best way to ensure you can cast all your spells is to play the perfect Lands for the job.

So, how do you go about building the perfect Land base for your Jund Commander deck? Your first priority should be to find Lands that give you the access you need to Black, Red, and Green mana.

From there, you have some room to explore options that provide some additional utility beyond fixing your mana. The best Jund Lands will usually fit one or more of the following:

  • Can the Land produce Black, Red, and Green mana?
  • Does the Land meaningfully contribute to the consistency of the deck?
  • Can the Land contribute to one or more mechanical themes of Jund decks, such as Lands/Landfall, Sacrifice/Aristocrats, or Reanimator?

There are plenty of options to explore, but these are the top Lands for Jund Commander decks:

  1. Command Tower
  2. Surveil Lands
  3. Cycling Lands
  4. Tango Lands
  5. Shock Lands
  6. Original Dual Lands
  7. Fetch Lands
  8. Ziatora's Proving Ground

8. Command Tower

Command Tower

Lands that tap for any color in your Commander's Color Identity are near automatic inclusions for decks of three or more colors. Command Tower is the quintessential Land for any multicolor Commander deck because it will always tap for any color you need and comes into play untapped.

Some versions of this effect have added utility at the cost of entering the battlefield tapped, which is a real downside. Path of Ancestry gives you a Scry whenever you use it to cast a Creature that shares a Creature type with your Commander, which is great incidental value in Kindred decks.

Path of Ancestry
Hidden Hideout
Opal Palace

Hidden Hideout can give a Creature you control with any kind of counter on it Lifelink until the end of the turn. When you use Opal Palace to cast your Commander, it grants +1/+1 Counters based on the number of times it's been cast from the Command Zone.

Command Tower comes down and does its job right away without a fuss. The only reason it is so low on the list is because it only fixes your mana colors, though it does so extremely well. It doesn't have any added utility and it isn't easily searchable outside of tutors for any Land. But it's a solid role-player you'll never cut from your Jund deck.

7. Surveil Lands

Underground Mortuary
Commercial District
Raucous Theater

From here on out, you'll start to notice a bit of a theme. Underground Mortuary, Commercial District, and Raucous Theater may only tap for two of your three colors, and they enter tapped, but they make up for it with added utility and convenience.

The Surveil Lands are appropriately named since they allow you to Surveil 1 when they enter, looking at the top card of your deck and choosing to leave it there or pitch it to the graveyard.

Many Jund archetypes love playing with the graveyard. Surveil isn't the most efficient way to fill your graveyard, but it's hard to turn down when it comes tacked onto a Land for free.

The biggest selling point for the Surveil Lands is that they have Basic Land types. This means that anything that can search for a Basic Forest, Mountain, or Swamp can tutor up these Lands or put them directly into play.

This will be a common recurring theme among the best Jund Lands. Being able to easily search for a Land that gives you two or more of your colors is huge for both color fixing and consistency. The Surveil Lands hit on all three of the major criteria for a good Land in Commander, but there are even better options ahead.

6. Cycling Lands

Sheltered Thicket
Canyon Slough
Festering Thicket

Much like the Surveil Lands, the Cycling Lands have two Basic Land types, enter tapped, and only tap for two colors. They have their own added utility in the form of Cycling. At its simplest, Cycling lets you pay the cost to discard the card and draw a card. Jund already likes putting things in the graveyard, and this lets you draw an extra card.

Sheltered Thicket, Canyon Slough, and Festering Thicket are going to be your go-to Lands for a Jund deck, but there are Mono-Color Cycling Lands as well.

How many you'll want to include will depend on how deeply your deck cares about putting Lands in your Graveyard. Are you playing Lord Windgrace or Soul of Windgrace? Then you'll probably want more Cycling Lands.

Barren Moor
Forgotten Cave
Tranquil Thicket

The two-color Cycling Lands are great options for any Jund deck for the same reasons the Surveil Lands are. They help with color fixing, they improve your deck's consistency, and they provide added utility. Also, they aren't dead draws later in the game when you're flush on Lands but not on cards.

5. Tango Lands

Cinder Glade
Smoldering Marsh
Vernal Fen

The Tango Lands trade the extra utility of the Surveil and Cycling Lands for the ability to enter the battlefield untapped most of the time.

Cinder Glade, Smoldering Marsh, and Vernal Fen also have two Basic Land types and tap for two colors of mana. The primary difference is that they enter untapped if you control two or more Basic Lands.

The number of Basic Lands you run in your deck will help determine how often these enter untapped, but the benefit of having Basic Land types cannot be overstated. These are solid, foundational Lands for any three-color deck thanks to their ability to be searched for and enter untapped.

4. Shock Lands

Stomping Ground
Overgrown Tomb
Blood Crypt

No, you're not seeing double. Shock Lands look pretty close to Tango Lands on the surface, but there is a world of difference between them. Stomping Ground, Overgrown Tomb, and Blood Crypt normally enter tapped, but they give you the option of having them enter untapped for the low price of two life.

In Commander, two life is basically nothing, so these effectively enter untapped unless you're in dire straits.

Shock Lands are Commander mainstays. They're insanely popular and are in constant demand, and for good reason. They're searchable and come into play untapped more easily than the Tango Lands. Other than the cards listed below, these are the best, most consistent mana fixing for your Black, Red, and Green Commander deck.

3. Original Dual Lands

Bayou
Taiga
Badlands

Okay, so take everything that makes Shock Lands so good and then remove the drawback of having to pay life for them to enter untapped. The original Dual Lands from Alpha are the best Dual Lands in Magic: the Gathering, and it's not even close.

The only thing keeping Bayou, Taiga, and Badlands down is a lack of availability since they're on the Reserved List, which means they can never be traditionally reprinted.

Aside from their limited availability, you can hardly do better when it comes to color fixing for your deck than the original Dual Lands.

2. Fetch Lands

Bloodstained Mire
Wooded Foothills
Verdant Catacombs

It might seem like a mistake to put these above the original Dual Lands, but rest assured this is no accident. The Fetch Lands pull this entire list together and explain why having a Basic Land type is one of the best qualities a Land can have.

Fetches like Bloodstained Mire, Wooded Foothills, and Verdant Catacombs make mana bases much more consistent. They serve as extra copies for any Land with the relevant Basic Land type in your deck. Using a Fetch Land fixes your mana by searching for the colors you need and provides added utility in multiple Jund archetypes.

They provide multiple Land drops in a turn for Landfall decks. They can be recurred easily with Crucible of Worlds to thin out your deck or get multiple sacrifice triggers in a turn.

For the low cost of one life, Fetch Lands tie your deck together in a way no other kind of Land can. There's a reason they continue to command high demand to this day.

1. Ziatora's Proving Ground

Ziatora's Proving Ground

Fetch Lands are the glue that holds your mana base together and make sure it works every time. However, one Land stands above the rest as the best for Jund decks specifically.

Ziatora's Proving Ground is a hodge-podge of the best qualities from the rest of the list. It has not two, but three Basic Lands types. It taps for all three colors of Jund's color identity. It has Cycling for added late game utility and synergy with common Jund strategies, making it an ideal Land.

If you have a copy of Ziatora's Proving Ground, you should be putting it into your Jund Commander deck. It's a no-brainer.

Honorable Mentions

No list is complete without some honorable mentions that didn't quite make the cut. These options aren't as flashy or consistent as the Lands that made the list, but they do pull their weight under the right circumstances and should be considered for filling out your mana base.

Basic Land Fetchers

Evolving Wilds
Fabled Passage
Prismatic Vista

While not as flexible as the proper Fetch Lands, Lands that can fetch any of Jund's three Basic Lands, are useful for some of the same reasons.

Evolving Wilds, Fabled Passage, and Prismatic Vista can fix your mana when you're lacking a specific color. Cracking a fetch and tutoring up a Land helps thin your deck to improve future draws. They give you sacrifice triggers, Landfall triggers, and fill your graveyard.

The proper Fetch Lands are almost always going to be better for you, but if you're looking for even more Land fetching or cheaper options, these Basic Land Fetchers have your back.

Ramp Lands

Myriad Landscape
Blighted Woodland

Myriad Landscape and Blighted Woodland are like the Basic Land Fetchers, but with the additional benefit of helping you get ahead on mana. They're a little slower, but having a Ramp spell on a Land is definitely something Jund decks are in the market for.

Bond Lands

Undergrowth Stadium
Spire Garden
Luxury Suite

In a game of Commander, the Bond Lands are usually coming into play untapped when they need to. By the time you have less than two opponents and these come into play tapped, it'll hardly matter.

Undergrowth Stadium, Spire Garden, and Luxury Suite lack Basic Land types, which is a strike against them since Jund loves to search for Lands. But much like Command Tower, the Bond Lands are likely worth including in your deck anyway since they fix two of your colors and pretty much always enter untapped when you draw them.

Enter the Proving Ground

Building the perfect mana base for your Commander deck can be a difficult task. It's important to consider how many colors your Lands give you access to, but it's equally important to consider the drawbacks.

You could easily stuff your deck full of Lands that tap for all five colors of mana, but those usually do so at a cost, and those costs can add up. It's also an inelegant solution to crafting the perfect mana base, like killing a Squirrel token with a Wrath of God.

The best choices for your decks are going to be Lands that help fix your mana, do so efficiently and at minimal cost, and provide additional utility for your strategy.

Jund is fortunate in that it often mechanically cares about Lands being in play, coming into play, going to the graveyard, and being in the graveyard. It benefits more from many kinds of Lands than any other color combo.

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