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Best Temur Lands for Commander (U/R/G)

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Temur gur in Magic: The Gathering is where enormous spells and Creatures agree to share the same mana base in order to smash face Green gives you ramp and Creatures, Blue brings card draw and spell-based strategies, while Red adds direct damage, Haste, and a touch of chaos.

As a result, Temur Commander decks fall somewhere between casting huge Creatures with Commanders like Animar, Soul of Elements and Maelstrom Wanderer or slinging spells with Commanders like Kalamax, the Stormsire and Magus Lucea Kane.

Sometimes, they do both because you've found yourself with 16 mana burning a hole in your Planeswalker pocket.

Before any of that happens, though, you need a mana base capable of reliably producing Green, Blue, and Red. So, if you're building a Temur Commander deck, here are some of the best Lands to consider for your 99.

Top Color-Fixing Lands for Temur

Let's start with making sure you can actually produce all three colors before worrying about what else your Lands can do.

Tricolor Lands & Command Tower

Ketria Triome
Command Tower
Vivid Grove

As with most three-color Commander decks, the essential Lands to add are the ones capable of producing all three of your colors.

Command Tower will always be the starting point. It enters untapped and produces Green, Blue, or Red with no additional cost or condition. Starting Town, Mana Confluence, and City of Brass provide even more ways to access whichever color you're currently missing.

Frontier Bivouac is Temur's original dedicated Triland. It enters tapped but can produce any of your three colors afterward, making it an inexpensive option for more budget-conscious mana bases. Most Temur decks establish their base in Green so an overlooked budget option is Vivid Grove.

From Ikoria: Lair of Behemoths (IKO) comes Ketria Triome. It also enters tapped and produces Green, Blue, or Red, but the important difference is that Ketria Triome is simultaneously a Forest, Island, and Mountain.

That makes it searchable with Fetch Lands and many of Green's Land-search effects like Farseek, Three Visits, or Nature's Lore while also enabling other Lands that care about Basic Land types.

It also has Cycling for three mana, giving you something to do with it if you draw it after your mana is already established.

Summary of the Lands You Need

  • Command Tower
  • Starting Town, Mana Confluence, and City of Brass
  • Frontier Bivouac, Vivid Grove
  • Ketria Triome

Bountiful Landscape

Bountiful Landscape

If you're building Temur Commander on a budget, Bountiful Landscape deserves a special mention. This Land is part of the Landscape Cycle of ten Lands from Modern Horizons 3 (MH3) that seriously needs more consideration in most three-color decks.

The Land itself only taps for colorless mana, but you can sacrifice it to search your library for a Basic Forest, Island, or Mountain and put it onto the battlefield tapped.

That gives you access to whichever Basic Land you're missing and can also Cycle for a single Green, Blue, or Red mana. If you draw it late and don't need another Land, you can simply Cycle it and look for something more exciting.

It's slower than a traditional Fetch Land because the Basic enters tapped, but for the price, Bountiful Landscape does an impressive amount of work.

Check Lands

Hinterland Harbor
Rootbound Crag
Sulfur Falls

Temur has three Check Lands that can enter untapped if you control a Land with one of the appropriate Basic Land types.

You don't specifically need to control a Basic Forest, Island, or Mountain. Breeding Pool counts as both a Forest and Island, while Ketria Triome conveniently has all three relevant Basic Land types.

Shock Lands

Stomping Ground
Steam Vents
Breeding Pool

Temur's three Shock Lands are:

Each can enter tapped or enter untapped if pay 2 life.

Stomping Ground is a Mountain and Forest, Steam Vents is an Island and Mountain, and Breeding Pool is a Forest and Island. That means they can be searched for with Fetch Lands while simultaneously helping enable Check Lands, Verge Lands, and other cards that care about Land types.

Two life might sound painful, but when paying it means casting your ramp spell on time instead of staring sadly at it for another turn, it's usually worth the price.

Pain Lands

Karplusan Forest
Shivan Reef
Yavimaya Coast

Temur's Pain Lands are another excellent option if you prioritize having your Lands enter untapped. And you should have a good mix of untapped color-fixing Lands because being late in a Commander game can be back-breaking.

Each can tap for colorless mana for free or produce one of its two colors at the cost of 1 life.

The major advantage is consistency. There are no other Lands you need to control and no requirement involving how many opponents are still in the game. They simply enter untapped and start producing mana.

Fetch Lands

Misty Rainforest
Scalding Tarn
Wooded Foothills

Fetch Lands are the most useful when your mana base is complete with Ketria Triome, Shock Lands, and Surveil Lands.

Temur's three on-color Fetch Lands are:

However, Fetch Lands care about Basic Land types rather than color identity, which gives them plenty of targets in a properly constructed Temur mana base.

Misty Rainforest can find a Forest or Island, meaning it can grab Breeding Pool, Stomping Ground, Steam Vents, Ketria Triome, Hedge Maze, Thundering Falls, or the appropriate Basics, depending on what you need.

Bond Lands

Rejuvenating Springs
Spire Garden
Training Center

The multiplayer-focused Battlebond Lands are another no-brainer inclusion in Temur Commander.

Each enters untapped, as long as you have two or more opponents.

In a normal four-player Commander game, that condition is almost automatically satisfied for the majority of the game.

Surveil Lands & Scry Lands

Hedge Maze
Thundering Falls
Commercial District

Temur's three Surveil Lands are:

All three enter tapped and let you Surveil 1 when they enter the battlefield. That already gives you some useful card selection, but the real advantage is that all three have Basic Land types.

Hedge Maze is a Forest and Island, Thundering Falls is an Island and Mountain, and Commercial District is a Mountain and Forest. This makes them searchable with Fetch Lands and Green Land-search effects while helping support the rest of your mana base.

If you don't need those Basic Land types or simply want budget options, Temur also has three Scry Lands:

Verge Lands

Willowrush Verge
Riverpyre Verge
Thornspire Verge

Verge Lands are particularly interesting in Temur because Green makes their requirements relatively easy to satisfy.

The three options are:

Each can produce one color immediately but needs you to control a particular Basic Land type before it can produce its second color.

Top Utility Lands for Temur

Once you've established reliable access to Green, Blue, and Red, your Lands can start doing more than producing mana.

Temur decks broadly tend to move in one of two directions. Some want huge amounts of mana for Creatures and expensive spells, while others lean into Instants, Sorceries, Copying spells, and other Spellslinger strategies.

Either way, there are several Utility Lands that can contribute directly to your strategy without taking up a traditional spell slot.

Boseiju, Who Endures & Otawara, Soaring City

Boseiju, Who Endures
Otawara, Soaring City

Boseiju, Who Endures and Otawara, Soaring City are Utility Lands with one enormous advantage: when you don't need their abilities, they're simply Lands.

Boseiju normally taps for Green, but its Channel ability lets you discard it to destroy an opponent's Artifact, Enchantment, or nonbasic Land. That gives you interaction without dedicating another spell slot to removal.

Otawara does something similar for Blue. Its Channel ability can return an Artifact, Creature, Enchantment, or Planeswalker to its owner's hand. Neither ability counts as casting a spell, so they can push through a lot of counterspells.

Mistrise Village

Mistrise Village

Mistrise Village is an especially useful option for Temur decks that need one important spell to resolve.

It enters tapped unless you control a Mountain or Forest. Afterward, you can tap it alongside a Blue mana to make the next spell you cast that turn unable to be countered.

That's useful for Spellslinger strategies built around expensive x-spells and other major payoffs.

Mystic Sanctuary

Mystic Sanctuary

Mystic Sanctuary asks a bit more from your mana base as it enters tapped unless you control three or more other Islands. However, if it enters untapped, you can put an Instant or Sorcery from your graveyard on top of your library.

The three-Island requirement means you need to build around it. Fortunately, Steam Vents, Breeding Pool, Ketria Triome, Hedge Maze, and Thundering Falls all count as Islands.

Kalamax, the Stormsire, or Storm, Force of Nature and other spell-heavy Temur decks are particularly well equipped to make Mystic Sanctuary worth the additional deckbuilding consideration.

Kessig Wolf Run

Kessig Wolf Run

Sometimes you've ramped all game, have ten or fifteen mana available, and need something to push damage through.

Kessig Wolf Run taps for colorless mana normally, but you can pay x plus Red and Green to give a Creature +X/+0 and Trample until end of turn.

Temur decks can make enormous Creatures, but a 15/15 isn't particularly impressive when someone's 1/1 token can stand in front of it and absorb the attack.

Kessig Wolf Run fixes that problem while also providing a mana sink for decks capable of producing absurd amounts of mana.

Mosswort Bridge

Mosswort Bridge

Speaking of having enormous Creatures, Mosswort Bridge is almost tailor-made for Creature-heavy Temur decks.

It comes in tapped with Hideaway 4, allowing you to look at your top four cards and Exile one underneath it.

You can then pay a single Green mana and tap Mosswort Bridge to play the hidden card without paying its mana cost as long as Creatures you control have total power 10 or greater.

Ten power sounds like a meaningful hurdle until you remember what color combination we're talking about.

Animar, Soul of Elements decks can flood the battlefield with Creatures, while Commanders like Maelstrom Wanderer encourage you to play expensive threats that can satisfy Mosswort Bridge almost by themselves.

Alchemist's Refuge

Alchemist's Refuge

Alchemist's Refuge gives Temur something both Creature decks and Spellslinger decks can appreciate: better timing.

For Green and Blue plus tapping the Refuge, you can cast spells that turn as though they had Flash.

That lets Creature-heavy decks hold their threats until an opponent's end step rather than tapping out during their own turn. Spellslinger decks get even more freedom to decide when their important non-Instant cards hit the stack.

Mikokoro, Center of the Sea

Mikokoro, Center of the Sea

Mikokoro, Center of the Sea is more specialized than most of the other Utility Lands on this list.

It taps for colorless mana or lets you pay two mana and tap it to have each player draw a card. Giving three opponents cards isn't normally something you want to do without a good reason. However, certain Commanders turn that symmetrical draw into an advantage.

Xyris, the Writhing Storm is the obvious example because it rewards you whenever an opponent draws a card outside of their first draw each turn. Activating Mikokoro feeds directly into Xyris's token engine.

Building Your Temur Mana Base

Island
Mountain
Forest

Temur has the luxury of combining excellent three-color fixing with Green's ability to find the Lands you need, making Basic Land types especially valuable. Ketria Triome, Shock Lands, and Surveil Lands work alongside Fetch Lands, Check Lands, Verge Lands, Mystic Sanctuary, and plenty of Green ramp effects to create a mana base where the individual pieces support each other.

Once your colors are reliable, your Utility Lands should follow whatever your deck actually wants to accomplish.

Big-mana Creature decks have excellent reasons to consider Kessig Wolf Run and Mosswort Bridge. Spellslinger builds can get considerably more from Mystic Sanctuary and Mistrise Village. Meanwhile, Lands like Boseiju, Otawara, and Alchemist's Refuge are flexible enough to earn consideration across a much wider range of strategies.

Once you've got your Blue, Red, and Green mana base set, you can worry about generating fifteen mana, casting something enormous, Copying it, giving it Trample, and doing whatever other completely reasonable thing your Temur deck has planned for turn six.

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