[Top 25] MTG Arena Best Land Cards

MTG Arena Best Land Cards
Lands are the backbones of any MTG deck. Without them, all your threats will not materialize.


Lands are the backbone of any MTG deck. Aside from it determining what colors you can add to your deck, it also determines what spells you can play. You may draw great cards from your deck but without the right lands, you will not be able to cast these spells. Lands are also very versatile as they not only give mana, but they also have a bunch of other activated abilities that can further extend your advantage. These are the best land cards in the Arena in both Standard and Historic formats. 

25. Maze’s End

What’s great about this card?

  • Maze’s End is a win condition that cannot be countered
    • Once you completed the lands you need, you can already claim victory as the activated ability of Maze’s End can only be countered by a few cards
  • Barring land destruction interactions by your opponent, you just need to survive long enough to sacrifice Maze’s End and win the game

24. Cabal Stronghold

What’s great about this card?

  • If you are playing mono-black, this card can be a great way to gain a mana advantage on your opponent
  • The more Swamps there are in play, the more mana you can get with Cabal Stronghold
  • Since you will get a lot of extra mana, you can have more dynamic turns with more spells to cast and more abilities to activate

23. Tyrite Sanctum

What’s great about this card?

  • In the right deck, Tyrite Sanctum can be the game-changer that you are looking for
    • In decks that run Gods and other legendary creatures, you will get the most bang for this card’s buck
    • It can make your legendary creatures stronger with the additional +1/+1 it can give and it can also give indestructibility to your God

22. Bojuka Bog

What’s great about this card?

  • This land drop can help take out your opponent’s important pieces by exiling their whole graveyard
    • Having one copy of this when playing control or mill will help you secure the wins easily as it takes out possible threats coming from the opponent’s graveyard
    • This can also come in handy when you are up against cards that have the Escape mechanic like Kroxa

21. Ramunap Ruins 

What’s great about this card?

  • There’s a reason why this card was banned from Standard before
    • You can dish out damage from out of nowhere, allowing you to secure the last ticks of damage you need to win the game
    • Having a playset of this means that you can deal 12 damage with the lands alone

20. Inventors’ Fair

What’s great about this card?

  • Inventors’ Fair is a really good card when you plan on playing Artifacts
  • It gives you the incentive to keep multiple artifacts on the board with its life gain 
  • You can also use this to look for specific parts of your combo to guarantee your win early

19. Field of Ruin

What’s great about this card?

  • Field of Ruin can deal with the problem of facing lands with powerful activated abilities
  • As long as your opponent’s land is no indestructible, hexproof, or a basic land, then you can take them out with Field of Ruin
  • This is also a good deck thinner as it functions basically like Fabled Passage but you get to destroy an opponent’s land in the process

18. Port of Karfell

What’s great about this card?

  • Any way to get in a creature from your graveyard is a huge advantage especially since it cannot be countered by the opponent
  • Port of Karfell allows you to bring back any creature you have on your graveyard. This means that you can use your big creatures more aggressively since you can simply bring them back by sacrificing this land

17. Castle Garenbrig

What’s great about this card?

  • Castle Garenbrig is a staple in all mono-green ramp decks
    • With its activated ability, you can get multiple creatures, or one very strong creature, on the board in a single turn
    • This is a great card as it really accelerates your mana advantage to allow for bigger turns

16. Castle Ardenvale

What’s great about this card?

  • A great card to have as it provides you with possible chump blockers or attackers
    • Having Castle Ardenvale when you are facing against an army of Goblins can be a good thing because you can simply bring in a token to block the most powerful creature on the board
    • Pairing this with token-centric cards, then you can easily assemble a huge army to overwhelm the opponent’s board

15. Cascading Cataracts

What’s great about this card?

  • An indestructible land that allows you to cast almost any card
    • Tapping this for mana will only give you one colorless mana. However, if you throw in five additional mana, you can get five mana in return but you get to decide on the color combination
    • This is a good card to have for those hard-to-cast cards (for example {G}{G}{G} in a non-mono green deck)

14. Arch of Orazca

What’s great about this card?

  • Good mana sink that gives the needed card advantage in the later parts of the game
  • Having a draw engine especially in the closing stages of the game is very important as you need all the help you can get to secure the win
    • Arch of Orazca gives you a decent card draw to help you in those crucial moments

13. Lotus Field

What’s great about this card?

  • A hexproof land that gives three mana in a single tap
  • Lotus Field is a good land card to have especially in mono-colored decks
  • If you pair this with Blood Moon or counter its ETB effect with Tale’s End, then you will have a huge mana advantage that will be difficult to closeout

12. Fabled Passage

What’s great about this card?

  • A pretty good card to smooth out your land drops
    • Getting the right color of mana in multi-colored decks can be easily addressed with Fabled Passage
    • It is a good way to thin your deck and give you additional land drops especially if you are playing Landfall decks

11. Castle Embereth

What’s great about this card?

  • Castle Embereth can be a win condition as it can pump your creatures for +1/+0
    • This may be a small pump but since you are running a red deck, chances are you have a huge army of creatures to attack with. So, the +1/+0 effect is greatly amplified, allowing you to deal excessive damage to the opponent

10. Blast Zone

What’s great about this card?

  • A really decent control card that can wipe the board whenever you please
  • If you are dealing with decks like Lurrus decks, having Blast Zone can deal with the creatures in one swoop
  • It can also function as a good mana sink as you can place counters on it to prepare for bigger threats that the opponent may play

9. Karn’s Bastion

What’s great about this card?

  • Getting counters on your permanents has been made easier with Karn’s Bastion
    • You can activate planeswalkers’ ultimate abilities faster and regain the lost loyalty points easily with Karn’s Bastion
    • Aside from that, you can also multiply the number of counters on your creatures to give you a really strong attacking presence

8. Faceless Haven

What’s great about this card?

  • A land that can turn into a creature is always a good treat to have
    • Faceless Haven is the newest land that can attack or defend depending on the situation
  • It is a great card to have in Snow decks as the ability can only be activated with Snow mana

7. Mobilized District

What’s great about this card?

  • Just like Faceless Haven, Mobilized District can also attack and defend at will
    • Mobilized District can be turned into a creature until the end of turn for practically free if you have planeswalkers and legendary creatures on the board
    • This is useful if you need to deal the final extra amount of damage or if you need to have a blocker in emergencies

6. Castle Locthwain

What’s great about this card?

  • Castle Locthwain is a good card advantage engine as it gives you another card draw
    • This is crucial in the late stages if you need to look for specific pieces to finish the game
    • Since you are running this in black decks, the damage it will deal to you can be easily gained back with lifegain so it won’t be a huge problem

5. Castle Vantress

What’s great about this card?

  • Similar to Castle Locthwain, Castle Vantress also gives you the ability to look for your threats, or a lifeline, in the crucial stages of the game
  • Being able to Scry 2 is a really huge advantage as you will be able to smooth out your future card draws by putting the other cards at the bottom of the library

4. Crawling Barrens

What’s great about this card?

  • Crawling Barrens is another land that can be turned into a creature that can attack or defend
    • However, this is a more powerful card as it does not have a fixed power and toughness. You can add multiple counters to Crawling Barrens before you turn it into a creature
    • This is a great emergency creature that can prevent or deal a lot of damage depending on whether you are going to use this for defending or attacking

3. Triomes

What’s great about this card?

  • Triomes are game-changers in terms of lands for multi-colored decks
    • This helps deal with a lot of mana problems associated with running decks that have three or more colors
    • It also allows you to comfortably splash color sin your dual-colored decks as the mana base will not be drastically affected
    • You can also cycle these cards for additional card draw which makes them really useful in any situation

2. Phyrexian Tower

What’s great about this card?

  • Phyrexian Tower is a great card to have in sacrifice decks as it can give you additional mana by simply sacrificing creatures
  • A single creature can give you two additional mana and can trigger your sacrifice abilities in the process
  • This land can be a vital combo piece that can give you a lot of mana in a single turn

1. The World Tree

What’s great about this card?

  • It may seem harmless at first but as soon as you get enough mana on board, The World Tree can overwhelm the board
    • Not only can it bring in multiple creatures in one activation, but it can also help you cast important pieces easily no matter the color of mana needed since it allows your lands to tap for any color
    • This is a great win condition that can be easily activated in ramp decks

 

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Born and raised in the cold City of Pines, Erik is a master of rhymes. Songs and sagas of games untold, Erik will discover and unfold.
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