Pain lands always enter untapped. Tap for colorless at no cost; tap for a color and take 1 damage. They are the most underrated dual land cycle in Magic. The damage adds up in long games, but having guaranteed untapped mana on every turn is worth it. Pain lands are legal in Pioneer, Modern, and Commander, and they cost $1 to $5 each.

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All 10 Pain Lands

CardColors
Adarkar WastesWhite/Blue (Azorius)
Caves of KoilosWhite/Black (Orzhov)
Battlefield ForgeWhite/Red (Boros)
BrushlandWhite/Green (Selesnya)
Underground RiverBlue/Black (Dimir)
Shivan ReefBlue/Red (Izzet)
Yavimaya CoastBlue/Green (Simic)
Sulfurous SpringsBlack/Red (Rakdos)
Llanowar WastesBlack/Green (Golgari)
Karplusan ForestRed/Green (Gruul)

Key Details

Format Legality

StandardPioneerModernLegacyCommander

Strategy

Pain lands are the best budget dual lands in the game. In aggressive decks, the 1 damage per colored use is negligible because you plan to win before it matters. In control or Commander, the cumulative damage can add up over 10+ turns, but the tempo advantage of always entering untapped outweighs it. We recommend pain lands as the first dual land cycle for any new player building a collection.

Related Cycles

Build Your Mana Base

Use our Mana Base Calculator to find the right mix of Pain 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 pain lands better than shock lands?

No. Shock lands have basic land types (fetchable) and only cost 2 life once. Pain lands cost 1 life every time you tap for colored mana. However, pain lands are much cheaper to buy ($1-5 vs $8-20) and are a strong budget alternative.

How much damage do pain lands actually deal?

In a typical 60-card game, you tap a pain land for colored mana 3-5 times, dealing 3-5 damage to yourself. In Commander, it can be 5-10 damage over a long game. Compare to shock lands which deal a flat 2 damage once.