Fast lands enter untapped if you control two or fewer other lands, making them perfect for aggressive and tempo strategies that need mana on turns 1 through 3. After turn three, they enter tapped, which is irrelevant for low-curve decks but painful for midrange and control. The Kaladesh cycle (allied colors) is Pioneer-legal; the Scars of Mirrodin cycle (enemy colors) is Modern-only.

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All 10 Fast Lands

CardColors
Seachrome CoastWhite/Blue (Azorius)
Concealed CourtyardWhite/Black (Orzhov)
Inspiring VantageWhite/Red (Boros)
Razorverge ThicketWhite/Green (Selesnya)
Darkslick ShoresBlue/Black (Dimir)
Spirebluff CanalBlue/Red (Izzet)
Botanical SanctumBlue/Green (Simic)
Blackcleave CliffsBlack/Red (Rakdos)
Blooming MarshBlack/Green (Golgari)
Copperline GorgeRed/Green (Gruul)

Key Details

Format Legality

StandardPioneerModernLegacyCommander

Strategy

Run 4 copies in every aggro and tempo deck. Fast lands are at their best when your curve tops out at 3 mana. In midrange decks, limit to 2 copies because the tapped mode on turn 4+ hurts. In Commander, they are solid but not premium because games go long enough that the tapped mode matters more often.

Related Cycles

Build Your Mana Base

Use our Mana Base Calculator to find the right mix of Fast Lands and other duals for your deck. Paste a Moxfield or Archidekt link and get Monte Carlo-simulated land counts. See all 48 dual land cycles in our complete Dual Land Cycles Guide.

Frequently Asked Questions

Are fast lands good in Commander?

They are acceptable but not premium. In Commander, games regularly go past turn 3, so fast lands will enter tapped more often than in 60-card formats. Prioritize shock lands, check lands, and pain lands over fast lands in Commander.

Which fast lands are Pioneer legal?

The Kaladesh cycle is Pioneer legal: Concealed Courtyard (WB), Spirebluff Canal (UR), Blooming Marsh (BG), Inspiring Vantage (WR), and Botanical Sanctum (UG). The Scars of Mirrodin enemy cycle is Modern-only.