Creature lands enter tapped but can pay mana to become creatures until end of turn. They serve double duty as color fixing and win conditions that dodge sorcery-speed removal. Celestial Colonnade becomes a 4/4 flying vigilance creature. Creeping Tar Pit becomes a 3/2 unblockable. These are some of the best win conditions available in control decks because they cannot be countered and dodge sorcery-speed creature removal.

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All 5 Creature Lands

CardColors
Celestial ColonnadeWhite/Blue (Azorius)
Creeping Tar PitBlue/Black (Dimir)
Lavaclaw ReachesBlack/Red (Rakdos)
Raging RavineRed/Green (Gruul)
Stirring WildwoodWhite/Green (Selesnya)

Key Details

  • Tier: Strong (2/3)
  • Entry: Always enters tapped.
  • Fetchable: No
  • Cards in cycle: 5

Format Legality

StandardPioneerModernLegacyCommander

Strategy

Creature lands are premium in control decks. After you stabilize with counterspells and removal, activate your creature land and win over a few attacks while keeping mana open for interaction. The tapped entry is acceptable in control because you rarely need mana on turn 1. In Commander, they are decent utility lands but the activation costs are less impactful at a 4-player table.

Related Cycles

Build Your Mana Base

Use our Mana Base Calculator to find the right mix of Creature Lands and other duals for your deck. Paste a Moxfield or Archidekt link and get Monte Carlo-simulated land counts. See every cycle in our index of all 53 land cycles, or read the MTG Dual Lands Guide for which ones to buy first.

Frequently Asked Questions

Do creature lands survive board wipes?

Yes, if they are not currently animated. A board wipe like Wrath of God destroys all creatures, but a creature land that is not activated is just a land, not a creature. Activate it after the wipe to attack into an empty board.