Are you playing a 5 color deck and trying to figure out the best of the MTG 5 color lands? A 5 color deck can be a lot of fun, but finding your colors when you need them can be quite challenging. This is where having a nice assortment of 5 color land cards comes into play. Having lands that can tap for any color makes color fixing so much easier.
You must have a variety of MTG 5 color land cards in order to successfully pilot a 5 color deck. Without proper color fixing, your hopes of being able to play your spells when you draw them diminishes. Having some 5 color lands will greatly assist you in finding your colors when you need them. Follow along as this is a complete guide on MTG 5 Color Lands to help you build the perfect mana base.
Table of Contents
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Why Play a 5 Color Deck?
Not only is playing a 5 color deck in MTG incredibly fun, but you literally have access to every single card available to you. Need the quickest and best ramp? You have access to green. Need no nonsense card draw? You have access to blue. Need cheap and effective creature removal? You have access to black.
So on and so forth. Your deck is only limited by what you can come up with. Popular 5 color decks in Commander are Slivers Tribal, Planeswalker Tribal, Enchantment Shrines, among many, many others.
Really, the only downside to playing a 5 color deck is ensuring you are able to get the colors you need exactly when you need those colors. This is where having a nice collection of 5 color land cards will help your deck run smoothly. By playing a plentiful amount of 5 color lands, your chances to play your differently colored spells increases exponentially.
If your opening hand has a Command Tower, for example, you already have access to you 5 colors starting on turn 1. By playing a good amount of 5 color land cards, you increase your chances of drawing one of your 5 color lands in your opening hand, or during the early game.
How Many 5 Color Lands Should I Play?
When playing Magic the Gathering, lands are one of, if not the most important aspects to deck building. After all, if you don’t have enough lands, or lands that can produce the colors you need, you won’t be able to cast your spells. If you are building out a 5 color deck, in my opinion, you want a healthy amount of 5 color lands.
For example, I have a 5 color Planeswalker deck that relies heavily on green (so I can cast a bunch of green ramp spells) and even that deck has 8 lands that can produce 5 colors. Because I lean heavily into green, I have a lot of basics, triomes and dual lands that have types.
This is so I can fetch them with my ramp spells. If that deck weren’t leaning into green and ramp so heavily, I would have included a whole lot more 5 color land cards in addition to the 8 it already has.
All of the MTG 5 Color Land Cards
The following sections are 5 color lands that can be grouped together by how they play. Each section will detail what the lands do and then provide a list of the 5 color land cards that fall into that category. Any notable differences for the 5 color land cards will also be mentioned along with a brief summary of each one.
Examples for the grouped types are tapped 5 color lands, which enter the battlefield tapped, obviously. Then there are pain 5 color land cards which will deal you damage when using them to add any color to your mana pool. Also included are single use 5 color lands that can give you a color of your choice, but only once.
Another example are limited use 5 color land cards which can give you the color you want, but only a limited number of times due to counters being removed, for example. And the list goes on. The 5 color land cards will be in alphabetical order, unless they’re part of a cycle in which they will be in WUBRG order.
Commander 5 Color Lands
This collection of 5 color land cards are what I consider the ‘Commander’ lands as they are included in almost every precon that is more than a single color. These are very budget friendly cards as they have been reprinted sooo many times. But don’t let that fool you as some of these are also really good 5 color lands in general.
- Command Tower
- Tap to add 1 mana of any color in your commander’s color identity
- Exotic Orchard
- Tap to add 1 mana of any color that a land an opponent controls could produce.
- Opal Palace
- Tap to add 1 color
- Tap and pay 1 generic to add 1 mana of any color. If you use that ability to cast you commander, it enters the battlefield with an additional number of +1/+1 counters on it for each time it has been cast from the Command Zone
- Path of Ancestry
- Enters tapped
- Tap to add 1 mana of any color in your commander’s color identity. If you cast a creature that shares a creature type with your commander, scry 1
- Rupture Spire
- Enters tapped and you have to pay 1 generic or else sacrifice it
- Taps to add 1 mana of any color
- Spire of Industry
- Tap to add 1 colorless
- Tap and pay 1 life to add 1 mana of any color – can only activate if you control an artifact
- Unclaimed Territory
- When it enters the battlefield, choose a creature type
- Tap to add 1 colorless or tap to add 1 mana of any color – can only be used on creatures of the chosen type
MTG 5 Color Land Cards That Deal You Damage
These 5 color lands will be able to produce 1 color of any mana, at the cost of paying life or dealing you damage. Most of them only end up dealing/costing 1 damage per use, but Tarnished Citadel, for example, will deal 3 damage to you. Some of these are, in my opinion, the best 5 color land cards you can play, but beware, most of them are not budget friendly.
- City of Brass
- Whenever it becomes tapped, it deals 1 damage to you
- Tap to add 1 mana of any color
- Interesting note, even if City of Brass becomes a forest or swamp due to Yavimay, Cradle of Growth or Urborg, Tomb of Yawgmoth, it will still deal you 1 damage because it will be tapped
- Grand Coliseum
- Enters tapped
- Tap to add 1 colorless
- Tap to add 1 mana of any color – it deals 1 damage to you
- Horizon of Progress
- Tap and pay 1 life to add one mana of any type that a land you control could produce
- Tap and pay 3 generic to put a land card from your hand onto the battlefield tapped
- Tap, pay 1 generic and sacrifice it to draw a card
- Mana Confluence
- Tap it and pay 1 life to add 1 mana of any color
- Tarnished Citadel
- Tap to add 1 colorless
- Tap to add 1 mana of any color – it deals 3 damage to you
Choose a Color Land Cards
While technically these lands are not true 5 color lands, you do have the ability to name any color once these lands enter the battlefield to assist with your color fixing. Thus, once they enter the battlefield, they are actually single or dual lands. But the ability to chose the color is why these are being included in the MTG 5 Color Land Cards guide. Additionally, all of these are very budget friendly options, minus Meteor Crater.
- Edgewall Inn
- Enters tapped
- Upon entering, choose a color
- Tap to add 1 mana of the chosen color
- Tap, pay 3 generic and sacrifice it to return target card that has an Adventure from your graveyard to your hand
- Mirage Mesa
- Enters tapped
- Upon entering, choose a color
- Tap to add 1 mana of the chosen color
- It is a Desert land.
- Shimmerdrift Vale
- Enters tapped
- Upon entering, choose a color
- Tap to add 1 mana of the chosen color
- It is a snow land.
- Sunken Citadel
- Enters tapped
- Upon entering, choose a color
- Tap to add 1 mana of the chosen color
- Tap to add two mana of the chosen color – spend this mana only to activate abilities of land sources
- Uncharted Haven
- Uncharted Haven is the exact same as Shimmerdrift Vale, minus the land typing
- It is not a snow land.
- Valgavoth’s Lair
- Enters tapped
- Upon entering, choose a color
- Hexproof
- Tap to add 1 mana of the chosen color
The Thriving lands enter the battlefield tapped when they enter you choose a color other than the color they can already produce. You can then tap the the chosen color or the color it naturally produces.
- Thriving Heath – White
- Thriving Isle – Blue
- Thriving Moor – Black
- Thriving Bluff – Red
- Thriving Grove – Green
Meteor Crater is a bit different, but still falls under the ‘Choose a Color’ category. Each time you tap this land, you chose a permanent you control and add 1 color within that permanent’s color identity and add that chosen color to your mana pool. A special caveat worth noting, you cannot choose ‘colorless’ as your color.
- Meteor Crater
- Tap and choose a color of a permanent you control to add 1 mana of that color
Limited Use 5 Color Lands
Limited use MTG 5 color land cards are ones that are able to produce any color mana, but only a limited number of times. Examples of these types of 5 color lands are lands that enter the battlefield with charge counters on them and you can tap and remove a charge counter to create any 1 color of mana. If you do not have any way of adding more counters on these types of cards, they will stop being able to add any 1 color of mana after the last counter is removed. These lands are excellent choices for decks with Proliferate and counter distribution.
- Aether Hub
- When it enters, you get an energy counter
- Tap to add 1 colorless
- Tap and pay 1 energy to add 1 mana of any color
- Gemstone Mine
- Enters with 3 mining counters on it
- Tap and remove a mining counter to add 1 mana of any color – if there are no more mining counters on it, you must sacrifice it
- Mirrodin’s Core
- Tap to add 1 colorless
- Tap to add a charge counter on it
- Tap and remove a charge counter to add 1 mana of any color
- Tendo Ice Bridge
- Enters the battlefield with a charge counter on it
- Tap to add 1 colorless
- Tap and remove a charge counter to add 1 mana of any color
The Vivid cycle of lands enter the battlefield tapped and with 2 charge counters on them. You can tap for the color it naturally produces, you can tap it and remove a charge counter on it to add 1 mana of any color.
- Vivid Meadow – White
- Vivid Creek – Blue
- Vivid Marsh – Black
- Vivid Crag – Red
- Vivid Grove – Green
Single Use 5 Color Land Cards
These MTG 5 Color lands can give you 1 mana of any color, but only once. The land may give you 1 mana of any color upon entering the battlefield or by sacrificing the land to get the color of your choice. If you’re on a budget or only need the 5 colors once, these lands are ideal for your deck. They are very budget friendly 5 color land cards, minus Mirrex.
- Archaeological Dig
- Tap to add 1 colorless mana
- Tap and sacrifice it to add any 1 color of mana
- Crumbling Vestige
- Enters tapped
- When it enters the battlefield, you add 1 mana of any color to your mana pool
- Taps for colorless
- Mirrex
- Tap to add colorless
- Tap to add 1 mana of any color – only if it entered the battlefield this turn
- Tap and pay 3 generic to create a 1/1 Phyrexian Mite with Toxic 1
This cycle of lands from Odyssey enters tapped and has each one has tap to add 1 of the color it naturally produces, or tap and sacrifice it to add any 1 color of mana.
- Abandoned Outpost – White
- Seafloor Debris – Blue
- Bog Wreckage – Black
- Ravaged Highlands – Red
- Timberland Ruins – Green
Tribal & Type Specific 5 Color Lands
The following 5 color land cards are ones that can produce any color but are limited to a specific tribe or card type. These may be specific creatures types or card types such as Planeswalker, Artifact, Vehicle, etc. There are even a few that only add any color for certain abilities, such as kicker or devoid, for instance. Depending on the deck and the deck’s theme you are playing, some of these lands are near auto-includes if you have them.
Card Type Specific MTG 5 Color Lands
- Creature
- Ancient Ziggurat
- Tap to add 1 mana of any color – only can be used on creature spells
- Cavern of Souls
- When it enters, choose a creature type
- Tap to add 1 generic
- Tap to add 1 mana of any color – use only on spells of the chosen creature type – that spell can’t be countered
- Secluded Courtyard
- When it enters, choose a creature type
- Tap to add 1 generic
- Tap to add 1 mana of any color – use only on spells or abilities of the chosen creature type
- Three Tree City
- When it enters, choose a creature type
- Tap to add 1 generic
- Tap and pay 2 generic to choose a color and add an amount of mana of that color equal to the number of creatures you control of the chosen type
- Ancient Ziggurat
- Legendary
- Plaza of Heroes
- Tap to add 1 colorless
- Tap to add 1 mana of any color – use this mana only to cast a legendary spell
- Tap to add 1 mana of any color among legendary permanents you control
- Tap, pay 3 generic and exile it so target legendary creature gains hexproof and indestructible until end of turn
- Great Hall of the Citadel
- Tap to add 1 colorless
- Tap and pay 1 generic to add two mana in any combination of colors – spend this mana only to cast legendary spells
- Plaza of Heroes
- Planeswalker
- Interplanar Beacon
- When you cast a Planeswalker spell, you gain 1 life
- Tap to add 1 generic
- Tap and pay 1 generic to add 2 different colors of mana – use only to cast Planeswalker spells
- Interplanar Beacon
- Artifact
- Power Depot
- Enters tapped
- Tap to add 1 colorless
- Tap to add 1 mana of any color – use this mana only to cast artifact spells or activate abilities of artifacts
- Modular 1
- Power Depot
- Graveyard
- The Grey Havens
- When it enters the battlefield, scry 1
- Tap to add 1 colorless
- Tap to add 1 mana of any color among legendary creature cards in your graveyard.
- The Grey Havens
Tribal MTG 5 Color Lands
- Ally
- Ally Encampment
- Tap to add 1 colorless
- Tap to add 1 mana of any color – use Ally spells only
- Tap, pay 1 generic and sacrifice it to return target Ally you control to its owner’s hand
- Ally Encampment
- Assassin or Freerunning Spell
- Brotherhood Headquarters
- Tap to add 1 colorless
- Tap to add 1 mana of any color – use that mana only to cast an Assassin spell, or a spell that has freerunning, or to activate an ability of an Assassin source
- Brotherhood Headquarters
- Party Members (Cleric, Rouge, Warrior and Wizard)
- Base Camp
- Enters tapped
- Tap to add 1 colorless
- Tap to add 1 mana of any color – use that many only to cast Cleric, Rogue, Warrior, or Wizard spells or to activate an abilities of Clerics, Rogues, Warriors, or Wizards
- Base Camp
- Dragon
- Crucible of the Spirit Dragon
- Tap to add 1 colorless
- Tap and pay 1 life to put a storage counter on it
- Tap and remove X storage counters from it to add X mana in any combination of colors – use only to cast Dragon spells or activate abilities of Dragons
- Haven of the Spirit Dragon
- Tap to add 1 colorless
- Tap to add 1 mana of any color – use only to cast Dragon spells
- Tap, pay 2 generic and sacrifice it to return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand
- Crucible of the Spirit Dragon
- Elemental
- Primal Beyond
- Enters tapped unless you reveal an Elemental card from your hand
- Tap to add 1 colorless
- Tap to add 1 mana of any color – use this mana only to cast an Elemental spell or activate an ability of an Elemental
- Primal Beyond
- Mount
- Bucolic Ranch
- Tap to add 1 colorless
- Tap and add 1 mana of any color – use only to cast Mount spells
- Tap and pay 3 generic to look at the top card of your library. You may reveal it if it is a Mount card and put it into your hand. If you don’t put it in your hand, you may put it on the bottom of your library
- Bucolic Ranch
- Pilot/Vehicle
- Mech Hangar
- Tap to add 1 generic
- Tap and add 1 mana of any color – use only to cast Pilot or Vehicle spells
- Tap and pay 3 generic for target Vehicle to become an artifact creature until end of turn
- Mech Hangar
- Sliver
- Sliver Hive
- Tap to add 1 colorless
- Tap to add 1 mana of any color – use only to cast Sliver creatures
- Tap and pay 5 generic to create a 1/1 Sliver Token – can only activate if you control a Sliver
- Sliver Hive
- Time Lord/Alien
- Gallifrey Council Chamber
- When it enters the battlefield, surveil 1
- Tap to add 1 colorless
- Tap to add 1 mana of any color – use this mana only to cast a Time Lord or Alien spell or activate an ability of a Time Lord or Alien
- Gallifrey Council Chamber
- Phyrexian
- The Seedcore
- Tap to add 1 colorless
- Tap to add 1 mana of any color – use only to cast Phyrexian creatures
- Target 1/1 creature gets +2/+1 until end of turn – can only activate if an opponent has three or more poison counters
- The Seedcore
- Vampire
- Voldaren Estate
- Tap to add 1 colorless
- Tap and pay 1 life to add 1 mana of any color – use only to cast Vampire creatures
- Tap and 5 generic to create a Blood Token – this ability costs 1 generic less to activate for each Vampire you control
- Voldaren Estate
Ability-Only MTG 5 color Lands
- Devoid
- Corrupted Crossroads
- Tap to add 1 colorless
- Tap and pay 1 life to add 1 color of any mana – only can be used on spells with Devoid
- Corrupted Crossroads
- Kicker
- Throne of Maikindi
- Tap to add 1 colorless
- Tap and pay 1 generic to put a charge counter on it
- Tap and remove a charge counter from it to add 2 mana of any one color – use only to cast kicked spells
- Throne of Maikindi
Filter 5 Color Land Cards
Filter lands allow you put mana into them to get specific mana out of them. These lands will allow you to pay, typically, 1 generic mana and get, typically, 1 mana of any color back. There are a few lands where you pay more but get more back, though. The downside is that it is an overall net-negative, but it certainly helps with color fixing. Most of these are very budget but pretty slow since you end up losing 1 mana in the process.
- Cascading Cataracts
- Indestructible
- Tap to add 1 colorless
- Tap and pay 5 generic to get 5 mana of any color combination of your choice
- Crystal Quarry
- Tap to add 1 colorless
- Tap and pay 5 generic to get WUBRG
- Henge of Ramos
- Tap to add 1 colorless
- Tap and pay 2 generic to get 1 mana of any color
- School of the Unseen
- Tap to add 1 colorless
- Tap and pay 2 generic to get 1 mana of any color
The following lands are all ones that can tap and pay 1 generic to add 1 mana of any color. Some of them have additional abilities which will be denoted for each card.
- Abstergo Entertainment
- Tap to add 1 colorless
- Tap and pay 1 generic to get 1 mana of any color
- Tap, pay 3 generic and exile it to return up to one target historic card from your graveyard to your hand and then exile all graveyards
- Captivating Cave
- Tap to add 1 colorless
- Tap and pay 1 generic to get 1 mana of any color
- Tap, pay 4 generic and sacrifice it to put two +1/+1 counters on target creature – can only use as a sorcery
- Cave of Temptation
- Tap to add 1 colorless
- Tap and pay 1 generic to get 1 mana of any color
- Tap, pay 4 generic and sacrifice it to put two +1/+1 counters on target creature – can only use as a sorcery
- Conduit Pylons
- When it enters, surveil 1
- Tap to add 1 colorless
- Tap and pay 1 generic to get 1 mana of any color
- Crystal Grotto
- When it enters, scry 1
- Tap to add 1 colorless
- Tap and pay 1 generic to get 1 mana of any color
- Guildmage’s Forum
- Tap to add 1 colorless
- Tap and pay 1 to add 1 mana of any color – if that mana is spent on a multicolored creature spell, that creature enters the battlefield with an additional +1/+1 counter on it
- Hall of Oracles
- Tap to add 1 colorless
- Tap and pay 1 generic to get 1 mana of any color
- Tap to put a +1/+1 counter on target creature – can only use as a sorcery and only if you’ve cast an instant or sorcery spell this turn
- Hall of Tagsin
- Tap to add 1 colorless
- Tap and pay 1 generic to get 1 mana of any color
- Tap and pay 4 generic to create a tapped Powerstone Token
- Hidden Grotto
- When it enters, surveil 1
- Tap to add 1 colorless
- Tap and pay 1 generic to get 1 mana of any color
- Painted Bluffs
- Tap to add 1 colorless
- Tap and pay 1 generic to get 1 mana of any color
- Planar Nexus
- It is every nonbasic land type
- Tap to add 1 colorless
- Tap and pay 1 generic to get 1 mana of any color
- Shimmering Grotto
- Tap to add 1 colorless
- Tap and pay 1 generic to get 1 mana of any color
- Study Hall
- Tap to add 1 colorless
- Tap and pay 1 generic to add 1mana of any color. When you use this mana to cast your commander, scry X where X is the number of times it’s been cast from the Command Zone
- Talon Gates of Madara
- When it enters the battlefield, up to one target creature phases out
- Tap to add 1 colorless
- Tap and pay 1 generic to get 1 mana of any color
- Pay 4 generic to put it from your hand onto the battlefield
- The Mycosynth Gardens
- Tap to add 1 colorless
- Tap and pay 1 generic to get 1 mana of any color
- Tap and pay X generic to have it become a copy of target nontoken artifact you control with mana value X
- Unknown Shores
- Tap to add 1 colorless
- Tap and pay 1 generic to get 1 mana of any color
Gate 5 Color Land Cards
Commander Legends 2: Battle for Baldur’s Gate gave us some new and exciting Gate cards. This section is all about Gates that can produce 5 colors. If you are running a Gate deck, or looking to increase you Gate count to win with Maze’s End, these are great inclusions in you decks.
- Baldur’s Gate
- Tap to add 1 generic
- Tap and pay 2 generic to add X of any 1 color of mana where X is the number of Gates you control
- Gateway Plaza
- Enters tapped
- You must pay 1 generic when it enters or sacrifice it
- Tap to add any 1 color of mana
- Gond Gate
- Gates you control enter the battlefield untapped (!!!)
- Tap to add 1 colorless
- Tap to add any 1 color of mana that a Gate you control could produce
- Heap Gate
- Taps for 1 colorless
- Tap and pay 1 generic to add any 1 color of mana
- Tap, paying 1 generic, and tapping an untapped Gate you control to create a Treasure Token
- Thran Portal – I’ll be honest with you, I don’t really understand this card. How I believe it works is as follows:
- When it enters the battlefield, choose Plains, Island, Swamp, Mountain, or Forest
- It becomes that chosen type, in addition to any other types it has (meaning it can tap for whatever color you chose as the basic land type)
- In order to activate any mana ability, you must pay an additional 1 life
- It enters tapped unless you control 2 or few lands
Also included in this list are Gates that when they enter the battlefield let you choose a color. Each one of the 5 listed can then tap for the color it naturally has or the color you chose when it entered. As stated above, while technically not 5 color lands, they do give you the ability to chose any 1 of the 5 colors.
- Citadel Gate – White
- Sea Gate – Blue
- Black Dragon Gate – Black
- Cliffgate – Red
- Manor Gate – Green
While Plaza of Harmony is not a Gate itself, it relies on other Gates you control. It can produce any color that any Gate you control can produce. This is a must include in any Gate deck.
- Plaza of Harmony
- When it enters the battlefield, if you control 2 or more Gates, you gain 3 life
- Tap to add 1 colorless
- Tap to add 1 mana of any color that a Gate you control can produce
Other 5 Color Lands
Here are the rest of the MTG 5 color lands. These lands don’t really fit into any of the categories above so they are just listed out in alphabetical order. These generally tend to be unique 5 color land cards that have abilities that they only possess. A lot of these 5 color lands are absolute bangers and should not be overlooked.
- Archway Commons
- Enters tapped
- When it enters, you must pay 1 generic or you must sacrifice it
- Tap to add 1 mana of any color
- Cactus Preserve
- Enters tapped
- Tap to add 1 mana of any type that a land you control could produce
- Pay 3 generic – until end of turn, it becomes an X/X Plant creature with reach where X is the greatest mana value among your Commanders
- Forbidden Orchard
- Tap to add 1 mana of any color
- Whenever you tap it for mana, target opponent creates a 1/1 Spirit Token
- Similar to City of Brass, even if it becomes a forest or swamp due to Yavimay, Cradle of Growth or Urborg, Tomb of Yawgmoth, it will still create a 1/1 Spirit Token for an opponent
- Forsaken City
- Doesn’t untap during your untap step
- At the beginning of your upkeep, you may exile a card from your hand. If you do, untap it
- Tap to add 1 mana of any color
- Gemstone Caverns
- If Gemstone Caverns is in your opening hand and you’re not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand
- Tap to add 1 color. If it has a luck counter on it, instead add 1 mana of any color
- Glimmervoid
- At the beginning of the end step, if you control no artifacts, you must sacrifice it
- Tap to add 1 mana of any color
- Holdout Settlement
- Tap to add 1 colorless
- Tap and tap an untapped creature you control to add 1 mana of any color
- Lazotep Quarry
- Tap to 1 add colorless
- Tap and sacrifice a creature to add one mana of any color
- Tap, pay 2 generic & X and sacrifice a Desert to exile target creature card with mana value X from your graveyard. Then, create a token that’s a copy of it, except it’s a 4/4 black Zombie – can only be done as a sorcery
- Lotus Field
- Enters tapped
- Hexproof
- When it enters, sacrifice 2 lands or else you must sacrifice it
- Tap to add 3 mana of any one color
- Lotus Vale
- When it enters, sacrifice 2 untapped lands or else you must sacrifice it
- Tap to add 3 mana of any one color
- Nykthos, Shrine to Nyx
- Tap to add 1 colorless
- Tap and choose a color. Add an amount of mana of that color equal to your devotion to that color
- Pit of Offerings
- Enters tapped
- When it enters, exile up to three target cards from graveyards
- Tap to add one mana of any of the exiled cards’ colors
- Pillar of the Paruns
- Tap to add 1 mana of any color – use this mana only to cast multicolored spells
- Public Thoroughfare
- Enters tapped
- When it enters the battlefield, sacrifice it unless you tap an untapped artifact or land you control
- Tap to add 1 mana of any color
- Rainbow Vale
- Tap to add 1 mana of any color. An opponent gains control of Rainbow Vale at the beginning of the next end step
- Reflecting Pool
- Tap to add 1 mana of any type that a land you control could produce
- Rhystic Cave
- Tap and choose a color. Add 1 mana of that color unless any player pays 1 generic – use only as an instant
- Scene of the Crime
- Enters tapped
- Tap to add 1 colorless
- Tap and tap an untapped creature you control to add one mana of any color
- Pay 2 generic and sacrifice it to draw a card
- Springjack Pasture
- Tap to add 1 colorless
- Tap and pay 4 generic to create a 0/1 Goat Token
- Tap and sacrifice X Goats to add X mana of any one color and also gain X life
- Survivors’ Encampment
- Tap to add 1 colorless
- Tap it and tap an untapped creature you control to add 1 mana of any color
- The World Tree
- Enters tapped
- Tap to add 1 green mana
- As long as you control six or more lands, lands you control can tap to add 1 mana of any color
- Tap, pay 2x WUBRG and Sacrifice it to search your library for any number of God cards, put them onto the battlefield, then shuffle
- Thran Quarry
- At the beginning of the end step, if you control no creatures, sacrifice it
- Tap to add 1 mana of any color
- Transguild Promenade
- Enters tapped
- Must pay 1 generic when it enters otherwise you must sacrifice it
- Tap to add 1 mana of any color
- Undiscovered Paradise
- Tap to add 1 mana of any color. During your next untap step, as you untap your permanents, return Undiscovered Paradise to its owner’s hand
Bonus MTG 5 Color Lands: Ixalan Flip Lands
The flip cards from Ixalan and Rivals of Ixalan can be 5 color lands that I feel like a lot of people may overlook. The way these cards work is the front side is a permanent and the transformed backside is a land. Once you have met the required condition, you will be able to transform the permanent into the land. Although you have to jump through a few hoops to get the transformed land, the lands themselves are pretty powerful. Many of these lands even allow you to add multiple mana per use! Each card is listed with the format of permanent name // land name.
- Azor’s Gateway // Sanctum of the Sun
- Azor’s Gateway – Legendary Artifact
- Tap and pay 1 generic to draw a card, then exile a card from your hand. If cards with five or more different mana values are exiled with Azor’s Gateway, you gain 5 life, untap Azor’s Gateway, and transform it
- Sanctum of the Sun – Legendary Land
- Tap to add X mana of any one color, where X is your life total
- Azor’s Gateway – Legendary Artifact
- Dowsing Dagger // Lost Vale
- Dowsing Dagger – Equipment Artifact
- When Dowsing Dagger enters the battlefield, target opponent creates two 0/2 green Plant creature tokens with defender
- Equipped creature gets +2/+1
- Whenever equipped creature deals combat damage to a player, you may transform Dowsing Dagger
- Equip 2 generic
- Lost Vale – Land
- Tap to add three mana of any one color
- Dowsing Dagger – Equipment Artifact
- Golden Guardian // Gold-Forge Garrison
- Golden Guardian – Artifact Creature
- Pay 2 generic for it to fight another target creature you control. When it dies this turn, return it to the battlefield transformed under your control
- Gold-Forge Garrison – Land
- Tap to add two mana of any one color
- Tap and pay 4 generic to create a 4/4 Golem Token
- Golden Guardian – Artifact Creature
- Hadana’s Climb // Winged Temple of Orazca
- Hadana’s Climb – Legendary Enchantment
- At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana’s Climb
- Winged Temple of Orazca – Legendary Land
- Tap to add 1 mana of any color
- Tap and pay 1 green, 1 blue and 1 generic to have target creature you control gain flying and get +X/+X until end of turn, where X is its power
- Hadana’s Climb – Legendary Enchantment
- Journey to Eternity // Atzal, Cave of Eternity
- Journey to Eternity – Legendary Aura Enchantment
- Enchant creature you control
- When enchanted creature dies, return it to the battlefield under your control, then return Journey to Eternity to the battlefield transformed under your control
- Atzal, Cave of Eternity – Legendary land
- Tap to add 1 mana of any color
- Tap and pay 1 black, 1 green and 3 generic to return target creature card from your graveyard to the battlefield
- Journey to Eternity – Legendary Aura Enchantment
- Path of Mettle // Metzali, Tower of Triumph
- Path of Mettle – Legendary Enchantment
- When Path of Mettle enters the battlefield, it deals 1 damage to each creature that doesn’t have first strike, double strike, vigilance, or haste
- Whenever you attack with at least two creatures that have first strike, double strike, vigilance, and/or haste, transform Path of Mettle
- Metzali, Tower of Triumph – Legendary Land
- Tap to add 1 mana of any color
- Tap and pay 1 red and 1 generic for it to deal 2 damage to each opponent
- Tap and pay 1 white and 2 generic to choose a creature at random that attacked this turn and destroy that creature
- Path of Mettle – Legendary Enchantment
- Primal Amulet // Primal Wellspring
- Primal Amulet – Artifact
- Instant and sorcery spells you cast cost 1 generic less to cast
- Whenever you cast an instant or sorcery spell, put a charge counter on Primal Amulet. Then if there are four or more charge counters on it, you may remove those counters and transform it
- Primal Wellspring – Land
- Tap to add 1 mana of any color. When that mana is spent to cast an instant or sorcery spell, copy that spell and you may choose new targets for the copy
- Primal Amulet – Artifact
- Profane Procession // Tomb of the Dusk Rose
- Profane Procession – Legendary Enchantment
- Pay 1 white, 1 black and 3 generic to exile target creature. Then if there are three or more cards exiled with Profane Procession, transform it
- Tomb of the Dusk Rose – Legendary Land
- Tap to add 1 mana of any color
- Tap and pay 1 white, 1 black and 2 generic to put a creature card exiled with this permanent onto the battlefield under your control
- Profane Procession – Legendary Enchantment
- Storm the Vault // Vault of Catlacan
- Storm the Vault – Legendary Enchantment
- Whenever one or more creatures you control deal combat damage to a player, create a Treasure Token
- At the beginning of your end step, if you control five or more artifacts, transform it
- Vault of Catlacan – Legendary Land
- Tap to add 1 mana of any color
- Tap to add a blue mana each artifact you control
- Storm the Vault – Legendary Enchantment
Final Thoughts on All of the 5 Color Lands MTG has Printed
After following this in-depth MTG 5 Color Lands guide, you should be able to make an amazing mana base that will give you your colors and with ease. By running a good deal of 5 color land cards, your decks will be operating like a well oiled machine! What are your favorite MTG 5 color lands that you run in your decks? Let me know in the comments and happy deck building!
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