In the world of Magic: The Gathering, lands play a foundational role in casting spells, summoning creatures, and controlling the flow of the game. While basic lands like Plains, Island, Swamp, Mountain, and Forest are well-known to every player, the realm of nonbasic land types offers significantly more depth and strategy. Understanding all nonbasic land types can give a competitive edge and unlock greater synergy in deck building. These lands often come with unique abilities, diverse mana production, or flavorful mechanics tied to specific sets or themes.
What Are Nonbasic Land Types?
Nonbasic lands are any land cards that are not one of the five basic land types: Plains, Island, Swamp, Mountain, or Forest. While basic lands can be included in unlimited quantities in a deck, nonbasic lands typically have restrictions and specific utilities that make them powerful tools in both casual and competitive formats.
Functional Differences
Nonbasic lands often:
- Provide multiple colors of mana
- Have activated abilities beyond just tapping for mana
- Enter the battlefield with conditions or effects
- Interact with specific deck archetypes or tribal themes
Land Subtypes vs. Land Names
It’s important to distinguish between land subtypes and card names. A land likeTemple Gardenmay not have ‘Plains’ or ‘Forest’ in its name, but it has those subtypes, which makes it fetchable by cards that reference those types. In contrast, a card namedCity of Brasshas no land subtypes and is considered a nonbasic land without any specific subtype.
All Recognized Nonbasic Land Types
While nonbasic lands do not fall into the five basic categories, many have their own subtypes that are relevant in gameplay, particularly for fetch lands, domain mechanics, or land-type-specific spells. Below are all the recognized nonbasic land types that have appeared in official Magic: The Gathering sets.
1. Desert
Desertlands often deal damage to creatures or players, reflecting the harsh, unforgiving nature of their environment. Some deserts tap for colorless mana, while others offer utility such as sacrificing for damage or triggering effects in synergy with other Desert cards.
2. Gate
Gateswere introduced in the Ravnica block and have become key components in budget multicolor decks. Cards likeGolgari GuildgateorAzorius Guildgateenter tapped and provide two colors of mana. Some cards, such asGatebreaker RamandGates Ablaze, reward players for controlling multiple Gates.
3. Lair
Lairsare tri-color lands that first appeared in the Planeshift set. These lands enter the battlefield tapped unless you return a non-Lair land you control to your hand. Examples includeCrosis’s CatacombsandDarigaaz’s Caldera.
4. Locus
Locusis a unique land type mainly associated with the cardCloudpost, which becomes more powerful with each Locus on the battlefield. The synergy of Locus lands is central to certain combo and ramp strategies in formats like Pauper and Legacy.
5. Urza’s
TheUrza’sland type refers to a trio of lands:Urza’s Tower,Urza’s Mine, andUrza’s Power Plant. Collectively known as Tron lands, they generate huge amounts of colorless mana when assembled, enabling high-cost artifacts and spells to be played early in the game. The Tron archetype is a cornerstone in Modern format strategy.
6. Mine / Tower / Power-Plant (Urza’s Lands)
Each of the Tron lands has its own subtype:
- Tower Refers toUrza’s Tower
- Mine Refers toUrza’s Mine
- Power-Plant Refers toUrza’s Power Plant
Though mostly referred to under the umbrella of Urza’s, these specific subtypes are recognized individually for rule interactions and naming conventions.
7. Cave
Caveis a newer land subtype that has appeared in recent sets like The Lost Caverns of Ixalan. Caves often enter tapped and provide conditional effects or enable synergy with descend mechanics or explore-based decks.
8. Sphere
Sphereis an emerging land type featured in Phyrexian-themed expansions. These lands tend to interact with oil counters or proliferate mechanics. Examples includeThe Autonomous FurnaceandThe Dross Pits.
9. Cave / Sphere / Other New Types
Wizards of the Coast frequently introduces new land types that interact with set-specific mechanics. While some may remain limited to a single block or plane, others become recurring mechanics that influence deck archetypes and card synergies.
Important Nonbasic Lands Without Subtypes
Some of the most iconic and powerful nonbasic lands don’t have any subtype but are crucial in multiple formats:
- Wasteland Destroys nonbasic lands, often used to disrupt opponents’ strategies
- Ancient Tomb Adds two colorless mana at the cost of life, popular in Legacy and Commander
- Command Tower Provides any color of mana in Commander decks
- Field of the Dead Creates Zombie tokens when multiple land names are in play
- Strip Mine Destroys a land; highly disruptive and banned in several formats
Though they lack specific subtypes, these lands define metagames and influence deck construction significantly.
Deck Construction and Format Considerations
Understanding which nonbasic land types are legal or optimal in various formats is crucial:
- Standard Usually features newer nonbasic lands tied to the most recent set mechanics
- Modern Supports a wide array of dual lands, Tron lands, and utility lands
- Commander Nonbasic lands that fix mana across colors or offer repeatable effects are highly valued
- Legacy/Vintage Powerful nonbasic lands likeMishra’s WorkshoporLibrary of Alexandriaoften define archetypes
Mana Fixing and Synergy
Many nonbasic lands serve to fix mana in multicolor decks. Dual lands, shock lands, and tri-lands often carry basic land types in addition to their unique names, allowing them to be searched by fetch lands or affected by land-type-specific spells. Understanding which lands have which types improves deck consistency and synergy.
Exploring all nonbasic land types in Magic: The Gathering opens up vast possibilities for creative and competitive deck building. From the iconic Urza’s lands to newer subtypes like Sphere and Cave, nonbasic lands offer strategic depth far beyond mana production. By learning how each land type functions and interacts with other cards, players can optimize their decks, enhance consistency, and gain a deeper appreciation for the intricate design of the game. Whether you’re brewing for Commander, grinding Modern, or diving into Limited formats, knowledge of nonbasic lands is a powerful tool every Magic player should master.