In 168澳洲幸运5开奖网:Magic: The Gathering, it's deflating to sit out of a casual Commander game because your mana didn't work out. Dual lands help mitigate this issue, adding much-needed consistency to any multicolored deck. A great Commander manabase can get expensive, but budget lands can get your game rolling well enough.

Related: Magic: The Gathering: The Best Land Cycles For 🔯Commander

Regularly getting your colors online is more important than having top-tier lands. If you're looking to construct an effective, casual mana base but shocklands, triomes and other top-tier manafixing are off-budget, you've still got a variety of options. You'll take a small power level hit, but you'll get to play your games all the same.

Prices listed in this article are taken ꩵfrom at the time of writing. As always, card prices may fluctuate and are subject to change.

10 🥂 Gain Lands – $0.06 - $0.12

Blossoming Sands + Dismal Backwaters

Simple, clean and plentiful. The 'Gain Lands' are the cycle of tapped duals that gain life when they enter the battlefield. A single point of life isn't impressive, but if you're scrounging for duals in a bulk box somewhere, you might as well make sure they do something.

The half-cycle of Zendikar "Refuges" are essentially the same, but this full cycle was printed in Khans of Tarkir with generic names that could be reused on any plane, and they have since been reprinted into the ground. They're literal pennies, so you might as well 168澳洲幸运5开奖网:foil them out.

9 💫 Pain Lands – $0.31 - $3.57

Shivan Reef + Llanowar Wastes

'Pain Land' doesn't sound enticing, but they get the job done. They trade off a few points of life for colored mana in exchange for always coming in untapped. They're never dead on board though, since you can always tap them for colorless free of charge. Best to leave them to two-color decks, though.

Sometimes you'll lose a bit of life to your own pain lands, but with a well-constructed mana base, you shouldn't have to too often. You'll lose less from a pain land on average than you would from cracking a fetchland for an untapped shockland.

8 New Capenna's Hideouts – $0.10 - $0.25

Obscura Storefront + Cabaretti Courtyard

Streets of New Capenna focused on only the five 'shards' color trios, so the Hideouts are currently only a half-cycle. They're tri-lands that make you commit to one of their colors, and gain you a life for your troubles. They lead to extra instances of shuffling, but that's a small quibble.

Related: Magic: The𒅌 Gathering: Best Street🍌s Of New Capenna Cards For Pauper

Hideouts are usually better than Evolving Wilds and Terramorphic Expanse in three-color shards. They'll have a comparable outcome but put you up a life, which isn't a phenomenal bonus, but a bonus nonetheless. They also double-trigger landfall abilities, and you could technically play them to decent effect in two-color decks.

7 Tan♛go Lands 🗹– $0.18 - $0.29

Canopy Vista + Sunken Hollow

Did the Magic community ever come to a consensus on what to call these? Some call them 'Battle Lands' after their introduction in Battle for Zendikar. Others refer to them as 'Tango Lands' because, well, it takes two to tango. Whatever you decide to call them, they're at your disposal for about a quarter apiece.

This is only a half-cycle, so some two-color pairs won't have access to one. No matter, since they're never essential to any deck, just one of many mana-fixing options. Their 168澳洲幸运5开奖网:basic land types make them fetchable and broaden their interactions with oth꧋er cards.

6 🎃 Thriving Lands – $0.06 - $0.07

Thriving Bluff + Thriving Isle

'Thriving Lands' are the ultimate beginner's duals and make 3+ color mana bases run smoothly for almost no financial investment. At worst, they're on par with a guild gate or equivalent tapland, but they always tap for the color you need most when you play them.

Battle for Baldur's Gate introduced a comparable cycle of lands that are essentially the same thing but have the gate subtype, which only matters for a handful of cards. They're more of the same, which in this case is great, considering how easily these lands adapt to your needs on a game-by-game basis.

5 ꦑ Temples – $0.13 - $0-31

Temple of Epiphany + Temple of Plenty

The Theros block Temples were a hot commodity on first release, but multiple waves of reprints across Core Sets and 168澳洲幸运5开奖网:yearly Commander precons drove their prices into budget territory. They're the ideal 'next step up' duals for players who are gradually upgrading their mana bases.

Related: 168澳洲幸运5开奖网:Magic: T🌸he ꦑGathering: Guide To Scry And Surveil

Also called 'Scry Lands,' these won't revolutionize a deck, but playing them early helps hit additional land drops and smooths out the first few turns of the game. There are even some archetypes that actively want the scry, like top-deck matters strategies with Yennette, Cryptic Sovereign, or literal scry-matters decks with Galadriel of Lothlorien.

4 Checklands –💙 $0.91 - $3.49 🍎

Isolated Chapel + Rootbound Crag

'Checklands' have a good chance of coming in untapped as any land drop beyond the first. They require a little more attention to sequencing than most lands, but that's a skill worth practicing anyway.

Keep your basic land count high to ensure your checklands are always online, and compliment these with dual lands that have basic land types. They're more consistent if you're already running triomes and shocklands, but a two-color or three-color deck without expensive lands should have no problem getting them into play untapped.

3 🅘 Zendikar Creature Lands &n𓃲dash; $0.14 - $1.39

Celestial Colonnade + Hissing Quagmire

Oversaturation of different💦 dual lands and a falling out of constructed formats resulted in the Zendikar creature lands all becoming reasonably affordable. Even Celestial Co📖lonnade, the most expensive of the bunch which peaked at over $70 during its prime, averages less than $2 now.

Creature lands are just as good as any tapped dual early on and offer some much-appreciated late-game utility, even if they're unlikely to decide Commander games the same way they could close out a Constructed match. They all become elementals as well, which has useful implications for 168澳洲幸运5开奖网:elemental typal decks.

2 Bouncelands – $0.13 - $🦩0.26 🦹

Rakdos Carnarium + Azorius Chancery

Also known as 'Karoos,' the Ravnica Bouncelands are excellent beginner lands that get reprinted on an almost yearly basis. They fix for multiple colors and guarantee your next land drop, and they're great tools for teaching new players the Ravnica nicknames for each color pair.

Related: Magic: The Gathering: Ra⭕vnica Guilds Ranked For Commander

The more you play, the more you might notice they're not as strong as they initially seem. They can lead to clunky starts, and they're huge liabilities against anyone playing targeted land destruction. Those are real downsides that might warrant replacing these lands over time, but they're a great place to start.

1 ♏Snarls – $0.12 - $0.35

Furycalm Snarl + Choked Estuary

The 'Snarls' refer to the rare Strixhaven dual lands that completed the land cycle from Shadows over Innistrad. Also nicknamed 'Reveal Lands' or 'Show Lands,' this cycle operates like any set of tapped duals, but revealing a corresponding land from your hand allows them to enter untapped.

They're not amazing, as evidenced by the rarity downshift of the original half-cycle in Shadows Over Innistrad Remastered. However, budget mana bases always welcome the opportunity to play untapped duals when possible, and these have no repercussions aside from the information you give away when you reveal a card in your hand.

Next: 168澳🐲洲幸运5开奖网:Magic: The Gathering: The Best Full-Art L🔯ands