Pathway lands are modal double-faced cards. You choose which side to play when you play them, and that choice is locked for the rest of the game. They always enter untapped, but once you pick a side, it only produces one color. They are excellent in two-color decks where you can decide on the fly which color you need more. They do not have basic land types, so fetch lands cannot find them.

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All 10 Pathway Lands

CardColors
Hengegate PathwayWhite/Blue (Azorius)
Brightclimb PathwayWhite/Black (Orzhov)
Needleverge PathwayWhite/Red (Boros)
Branchloft PathwayWhite/Green (Selesnya)
Clearwater PathwayBlue/Black (Dimir)
Riverglide PathwayBlue/Red (Izzet)
Barkchannel PathwayBlue/Green (Simic)
Blightstep PathwayBlack/Red (Rakdos)
Darkbore PathwayBlack/Green (Golgari)
Cragcrown PathwayRed/Green (Gruul)

Key Details

Format Legality

StandardPioneerModernLegacyCommander

Strategy

Pathways are strong in two-color decks and weak in three-color decks (each pathway only fixes one color pair). The key advantage is zero tempo loss: they always enter untapped with no life cost. The disadvantage is that once played, they are mono-color. In Commander, they are acceptable but shock lands and check lands are generally better because they produce both colors simultaneously.

Related Cycles

Build Your Mana Base

Use our Mana Base Calculator to find the right mix of Pathway 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

Can fetch lands find pathway lands?

No. Pathway lands do not have basic land types. They are not Plains, Islands, Swamps, Mountains, or Forests. Fetch lands cannot search for them.

Are pathway lands good in three-color decks?

Generally no. Each pathway only covers one color pair, and once you choose a side, you are locked into one color. In three-color decks, you need lands that produce multiple colors simultaneously, which pathways cannot do.