Izzet ![]()
decks ask a lot from their mana bases, especially when a single turn can often involve casting multiple spells while still holding up interaction.
The good news is that Red-Blue Lands offer no shortage of ways to keep both colors flowing without sacrificing too much speed or flexibility. With that in mind, let's take a look at the best Izzet Lands for Commander.
Top 10 Izzet Lands
There are plenty of Blue-Red Lands in MTG, but the best options usually combine reliable fixing with speed or added utility.
Untapped mana is especially important in Izzet, where you may want to play a threat like Thermo-Alchemist, cast an Opt on upkeep, and still leave mana open for Counterspell or Lightning Bolt.
Searchability, card advantage, and other utility can help a Land stand out even further. Taking all of that into account, these 10 Lands make the strongest case for a spot in your Izzet mana base:
- Shivan Reef
- Fiery Islet
- Riverpyre Verge
- Storm the Vault // Vault of Catlacan
- Spirebluff Canal
- Thundering Falls
- Training Center
- Steam Vents
- Scalding Tarn
- Volcanic Island
Below, we'll explore what makes each of these Blue-Red Lands an appealing option for an Izzet Commander deck.
10. Shivan Reef
Shivan Reef is about as straightforward as Izzet Dual Lands get. It enters untapped, taps for colorless, or makes
or
while dealing one damage to you. Once your other Lands have your colors covered, Shivan Reef can simply tap for colorless at no cost to you.
With no conditions to meet and no chance of entering tapped, Shivan Reef is one of the most reliable Red-Blue Lands you can run in Izzet. Well, as long as you don't mind taking a point of damage here and there, that is.
9. Fiery Islet
Fiery Islet works much like Shivan Reef: it enters untapped and makes Blue or Red mana at the cost of one life. Once you no longer need the mana, you can simply pay one, tap Fiery Islet, and sacrifice it to draw a card, making it especially useful in decks built around draw payoffs.
Popular Commanders like The Locust God, for example, create a 1/1 Flying Insect with Haste whenever you draw a card. So, cashing in Fiery Islet can replace an unnecessary Land while also adding another Creature to your board for no additional mana beyond Fiery Islet's activation cost.
Meanwhile, Izzet Double Draw cards like Improbable Alliance, Faerie Vandal, and Irencrag Pyromancer specifically reward you for drawing your second card each turn.
Since you can sacrifice Fiery Islet at Instant speed, you can even save the draw for an opponent's turn and pair it with another draw effect to trigger those Double Draw payoffs again. And sure, you give up Shivan Reef's painless colorless option, but turning an unnecessary Land into a fresh card is a pretty nice trade.
8. Riverpyre Verge
Riverpyre Verge enters untapped and can always make
, giving you a reliable colored source right away. Its
takes a little more work, though, since you'll need to control an Island or Mountain first.
However, Riverpyre Verge is much easier to turn on in Standard, where decks tend to run more basics and a reliable Dual Land can go a long way. Meanwhile, Commander mana bases tend to run fewer basics as you move up the brackets, so Riverpyre Verge can require a little more planning there.
Still, once Riverpyre Verge is online, you've essentially got an untapped Dual Land with no life payment or any other real drawback.
7. Storm the Vault // Vault of Catlacan
Storm the Vault may eventually become a Land, but you've got to earn it first.
The front face of Storm the Vault // Vault of Catlacan is a four-mana Enchantment that creates a Treasure token whenever one or more of your Creatures deal combat damage to a player. Then, if you control five or more Artifacts at the beginning of your end step, it transforms into Vault of Catlacan.
Vault of Catlacan can make one mana of any color or tap for
for each Artifact you control. In the right deck, Vault of Catlacan essentially turns into the rightfully banned Tolarian Academy, capable of producing a ridiculous amount of Blue mana.
Getting to five Artifacts isn't especially difficult in the right Izzet deck, either. Storm-Kiln Artist can quickly stockpile Treasures as you cast Instants and Sorceries, while Academy Manufactor turns each one of those Treasures into an assortment of three Artifacts instead: a Treasure, a Clue, and a Food.
It may take considerably more setup than your typical Izzet Dual Land, but few mana sources can match Vault of Catlacan once it gets going.
6. Spirebluff Canal
Spirebluff Canal is the Izzet Fast Land, entering untapped as long as you control two or fewer other Lands. So, whether you're looking to cast an early Sol Ring, dig for Lands with Expressive Iteration, or hold up Into the Flood Maw just in case, Spirebluff Canal gives you both colors right when they matter most.
Spirebluff Canal is especially appealing in cEDH, where games can be decided within the first few turns and early mana efficiency matters more than ever.
An untapped Spirebluff Canal can immediately cast Mystic Remora or Ragavan, Nimble Pilferer, while also letting you hold up interaction like Swan Song or Red Elemental Blast if you suspect an opponent might try to push for an early win.
In short, Spirebluff Canal can essentially function as an untapped Dual Land in these faster games, with its drawback often not becoming relevant at all. Yes, Spirebluff Canal will definitely enter tapped later in the game, but a Land coming in tapped is a lot easier to stomach on turn seven than turn two.
5. Thundering Falls
Thundering Falls enters tapped but makes up for the lost speed by tapping for
or
, counting as both an Island and a Mountain, and letting you Surveil 1 when it enters.
Surveil may not look like much, but sending an unwanted card to the graveyard can help smooth out your next draw while also feeding graveyard synergies. Popular Delve spells like Treasure Cruise and Dig Through Time, for example, are perfectly happy to see another card hit the graveyard.
Thundering Falls' Island and Mountain types are arguably even more important, since they make it searchable with Fetch Lands that can find either type. A Bloodstained Mire can grab Thundering Falls because it counts as a Mountain, letting a Fetch Land that can't search for Islands still find your Blue-Red Dual Lands.
Simply fetch Thundering Falls at the end of an opponent's turn and Surveil 1. This way entering tapped doesn't feel like much of a drawback.
4. Training Center
Training Center feels tailor-made for Commander, tapping for either Izzet colors and usually entering untapped as long as you have at least two opponents around. Even after one player is eliminated, you'll typically still have two opponents left, so Training Center keeps functioning as an untapped Dual Land all the way until the game becomes one-on-one.
With Training Center, there's also no life payment, no specific Land type to control, and no early-game window you need to hit. As a result, you can simply play Training Center in a typical multiplayer pod and almost always expect access to both colors right away.
Admittedly, Training Center lacks the Basic Land types you get with something like Turbulent Springs, but for straightforward Blue-Red fixing in multiplayer Commander, it's hard to ask for much more.
3. Steam Vents
Steam Vents is the classic Izzet Shock Land, tapping for
or
and counting as both an Island and a Mountain, with the option to pay two life if you need it untapped right away. Like Thundering Falls, Steam Vents' Island and Mountain types also make it incredibly easy to find.
Flooded Strand can grab it as an Island, while Fetch Lands like Arid Mesa that search for Mountains can find it from the other direction.
Steam Vents' Land types can even help smooth out other parts of your mana base. Sulfur Falls sees it as an Island or Mountain on the battlefield, while Frostboil Snarl can reveal it from your hand to enter untapped.
So, while paying two life may sound like a drawback, Commander gives you 40 life to work with and the ability to choose between speed and preserving life makes Steam Vents one of the most flexible Blue-Red Dual Lands around.
2. Scalding Tarn
Scalding Tarn doesn't make Blue or Red mana on its own, but by paying one life and sacrificing it, you can search for an Island or Mountain and put it onto the battlefield.
More importantly, Scalding Tarn doesn't specify that the Land must be a Basic Island or Mountain; any Island or Mountain will work.
Depending on what you need, Scalding Tarn can grab a Basic Land, Thundering Falls for Surveil 1, Steam Vents for immediate two-color access, or even Volatile Fjord if you happen to need more Snow permanents for your Skred.
Leaving Scalding Tarn uncracked also gives you a small setup piece you can use whenever the moment calls for it. Sacrificing Scalding Tarn can turn on Revolt for cards like Aether Revolt or add the Land card type to your graveyard for Delirium cards like Dragon's Rage Channeler.
Landfall cards like Valakut Exploration get even more mileage out of it, since playing Scalding Tarn and then Fetching another Land gives you two separate Landfall triggers. Scalding Tarn can even find typed utility Lands like Mystic Sanctuary, potentially putting an important Instant or Sorcery back on top of your Library once you control three other Islands.
When one Land can become so many different things, it's easy to see why Scalding Tarn remains one of Izzet's best mana-fixing tools.
1. Volcanic Island
Volcanic Island keeps things refreshingly simple: it enters untapped, taps for
or
, and counts as both an Island and a Mountain with no strings attached. There's no life to pay, no Land to reveal, and no opponent count to check.
Outside of effects from cards like Root Maze or Archon of Emeria, you simply get reliable access to either color every single time you play it.
And sometimes, the best Land is simply the one that gives you the right mana at the right time without asking for anything extra.
Which Izzet Land is the best?
The best Izzet Land really depends on what your deck needs most.
If speed is the priority, Shivan Reef, Spirebluff Canal, and Training Center all give you reliable access to both colors without regularly slowing you down, while Fiery Islet can eventually cash itself in for a fresh card.
Meanwhile, Thundering Falls and Storm the Vault lean more toward utility. Thundering Falls trades speed for Surveil and useful Land types, while Vault of Catlacan can become a massive mana engine in the right Artifact deck.
For flexibility, Steam Vents and Scalding Tarn are hard to beat. Steam Vents lets you choose when untapped mana is worth two life, while Scalding Tarn can find whichever Island or Mountain best fits the moment.
And then there's Volcanic Island.
Volcanic Island simply enters untapped, makes either color, and asks for nothing in return, making it the cleanest all-around Izzet Land available.
Of course, there's no reason every Izzet deck needs to run each of these Lands. With time, you'll likely find that a strong Izzet mana base is all about balancing speed, fixing, and utility around what your deck is actually trying to do.
Conclusion
Izzet may spend most of its time slinging Instants, copying spells, drawing cards, and generally making everyone keep track of far too many triggers. Still, every one of those plans starts with having the right mana available.
Fortunately, MTG's Red-Blue Lands offer plenty of ways to support that kind of spell-heavy game plan.
Building a better Izzet mana base is usually a gradual process of identifying where your current Lands fall short and upgrading accordingly. Adding a new Dual Land here, swapping out a slower Temple of Epiphany there, or just trading in cards you no longer use to fund another mana-base upgrade can all help your favorite Izzet deck run a little smoother.
After all, only when your mana base runs smoothly does Izzet get to do what it does best: cast 10+ spells in a single turn.

















