Commander themes · Landfall

Best Landfall commanders

Every deck plays lands. A Landfall deck plays two or three a turn, and each one makes a token, draws a card or deals damage. Here are ten commanders that turn land drops into a game plan, from four-color damage engines to cheap Elemental makers.

The 10 best Landfall commanders

We started from commanders that players build often for this theme on EDHREC. The order is our own: how well the commander fits the theme, how consistently the deck does its thing, how hard it is to stop, and how it holds up at a four-player table. It is not a popularity ranking, and no win rates are involved.

  • Beginner-friendly A clear plan with few decisions per turn
  • Budget-friendly The commander is inexpensive and the deck works without pricey staples
  • High power Among the strongest versions of the theme
Omnath, Locus of Creation — Magic: The Gathering card
1

Omnath, Locus of Creation

Complexity: MediumHigh power

Omnath draws a card when it enters, and its landfall changes with each land in a turn: the first gains you 4 life, the second adds {R}{G}{W}{U}, and the third deals 4 damage to each opponent and their planeswalkers. A fetch land counts twice, so three landfalls a turn is realistic, and every turn after that deals 4 to the whole table. Four colors give the best extra-land effects and the removal to protect the plan.

Strengths

  • Damage to every opponent from land drops
  • Mana in the middle of the turn
  • Draws a card when it enters

Watch out for

  • Four-color mana base
  • Needs three land drops a turn for the damage

Best for: Players who want the strongest Landfall deck.

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Aesi, Tyrant of Gyre Strait — Magic: The Gathering card
2

Aesi, Tyrant of Gyre Strait

Complexity: LowHigh powerBeginner-friendly

Aesi lets you play an additional land each turn, and whenever a land enters under your control you may draw a card. That is ramp and card draw in one body: two land drops a turn mean two cards a turn, and fetch lands draw twice. The deck never runs out of lands to play or cards to play them with. Simic colors add counterspells and the best land-ramp cards.

Strengths

  • Ramp and card draw in one commander
  • Simple and very consistent
  • Simic counterspells protect the engine

Watch out for

  • Six mana
  • No win condition of its own

Best for: Players who like a steady engine and big hands.

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The Necrobloom — Magic: The Gathering card
3

The Necrobloom

Complexity: HighBudget-friendly

Every land you play makes a 0/1 Plant — or a 2/2 Zombie once you control seven or more lands with different names. Land cards in your graveyard have dredge 2, so you can return a land to your hand instead of drawing, milling two cards along the way. Fetch lands and land sacrifice turn into a cycle: play, sacrifice, dredge back, play again. A 2/7 for four that defends well while the tokens add up. Abzan colors.

Strengths

  • A token from every land drop
  • Dredge turns lands into an endless supply
  • A 2/7 that holds the ground

Watch out for

  • Plants are only 0/1 until you have seven different lands
  • Dredge and graveyards take practice

Best for: Experienced players who like graveyard engines.

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Hearthhull, the Worldseed — Magic: The Gathering card
4

Hearthhull, the Worldseed

Complexity: HighBudget-friendly

Hearthhull is a Spacecraft: you tap other creatures to put charge counters on it. With two counters it can tap, pay {1} and sacrifice a land to draw two cards and play an additional land that turn — a land in the graveyard, a new one on the battlefield, another landfall. At eight counters it becomes a 6/7 flying, hasty creature, and every land you sacrifice makes each opponent lose 2 life. Jund colors.

Strengths

  • Two cards and an extra land drop each turn
  • Drains the table at eight counters
  • Fetch lands add sacrifices of their own

Watch out for

  • Not a creature until eight counters
  • Needs other creatures to charge it

Best for: Players who like building an engine over several turns.

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Omnath, Locus of Rage — Magic: The Gathering card
5

Omnath, Locus of Rage

Complexity: LowBeginner-friendlyBudget-friendly

Every land you play makes a 5/5 Elemental with Omnath on the battlefield, and whenever Omnath or another Elemental you control dies, it deals 3 damage to any target. A fetch land is two 5/5s. The board grows fast, removal on your Elementals only deals more damage, and a sacrifice outlet turns each one into a burn spell. Gruul colors and a very simple plan.

Strengths

  • A 5/5 from every land
  • Dying Elementals deal damage
  • Gruul: simple and cheap

Watch out for

  • Seven mana
  • Slow until Omnath is on the battlefield

Best for: Newcomers and budget builders.

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Tifa Lockhart — Magic: The Gathering card
6

Tifa Lockhart

Complexity: MediumBudget-friendly

In a Landfall deck, Tifa is the payoff that ends games: each land that enters doubles her power until end of turn. Exploration and Azusa give extra land drops, fetch lands count twice, and ramp spells that put lands onto the battlefield count too. Four landfalls take a pumped Tifa to lethal commander damage. Mono-green keeps the mana simple and the deck inexpensive.

Strengths

  • Every land drop is damage
  • Two mana: out on turn two
  • Mono-green and cheap

Watch out for

  • Base power 1 — the deck has to make her big
  • Removal in response ends the turn

Best for: Players who like combo-like turns.

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Toph, the First Metalbender — Magic: The Gathering card
7

Toph, the First Metalbender

Complexity: HighBudget-friendly

Toph makes your nontoken artifacts lands as well, so every mana rock and Equipment you play triggers landfall. At each of your end steps she earthbends 2: a land you control becomes a hasty creature with two +1/+1 counters, and it returns to the battlefield tapped when it dies or is exiled. The deck mixes artifacts and landfall payoffs, with an army of lands that keep coming back. Naya colors.

Strengths

  • Artifacts trigger landfall
  • A new land creature every turn
  • Earthbent lands come back when they die

Watch out for

  • Needs artifacts and landfall cards at once
  • Land creatures die to creature removal

Best for: Players who like unusual synergies.

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Zimone, Mystery Unraveler — Magic: The Gathering card
8

Zimone, Mystery Unraveler

Complexity: HighBudget-friendly

The first landfall each turn manifests dread: look at the top two cards, put one onto the battlefield face down as a 2/2 and the other into your graveyard. Each later landfall lets you turn a permanent you control face up — no mana cost needed, so a face-down creature becomes the real thing for free. Two land drops a turn mean a new body and a free flip. Simic colors.

Strengths

  • A new 2/2 every turn
  • Turns face-down creatures up for free
  • Fills the graveyard along the way

Watch out for

  • Needs two landfalls a turn for the flip
  • Face-down cards are a puzzle for new players

Best for: Players who enjoy hidden information and surprises.

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Flubs, the Fool — Magic: The Gathering card
9

Flubs, the Fool

Complexity: HighBudget-friendly

Flubs lets you play an additional land each turn, and whenever you play a land or cast a spell, you draw a card if your hand is empty — otherwise you discard one. The deck dumps its hand fast, then draws a card for every land and spell. Discarded lands come back with Crucible of Worlds or Ramunap Excavator, and madness cards turn discards into free spells. Temur colors.

Strengths

  • An extra land drop each turn
  • Card draw while your hand is empty
  • Discard can be a resource

Watch out for

  • A full hand means discarding
  • A 0/5: no damage of its own

Best for: Players who like unusual card-flow puzzles.

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Choco, Seeker of Paradise — Magic: The Gathering card
10

Choco, Seeker of Paradise

Complexity: MediumBudget-friendly

Whenever one or more Birds you control attack, Choco looks at that many cards from the top of your library: you take one, put any lands among them onto the battlefield tapped, and the rest go to the graveyard. Each attack is card selection, ramp and several landfall triggers at once, and Choco grows by +1/+0 with each land. A Bird typal deck with a Landfall core in Bant colors.

Strengths

  • Ramp and card selection from attacks
  • Lands from attacks trigger landfall
  • Birds fly over most blockers

Watch out for

  • Needs Birds to attack
  • The landfall pump on Choco is small

Best for: Players who want an aggressive flying deck with Landfall.

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Landfall commanders compared

All ten at a glance. Complexity and budget are our judgement; see each commander above for the reasons.

#CommanderColorsPlanComplexityBudget-friendlyBuild
1Omnath, Locus of CreationThree landfalls: life, mana, damageMedium—Build
2Aesi, Tyrant of Gyre StraitAn extra land drop and a card per landLow—Build
3The NecrobloomPlants and Zombies from every landHighYesBuild
4Hearthhull, the WorldseedSacrifice lands for cards and drainHighYesBuild
5Omnath, Locus of RageA 5/5 for every landLowYesBuild
6Tifa LockhartExtra land drops double her powerMediumYesBuild
7Toph, the First MetalbenderArtifacts are lands, lands are creaturesHighYesBuild
8Zimone, Mystery UnravelerFace-down creatures from land dropsHighYesBuild
9Flubs, the FoolExtra lands and an empty handHighYesBuild
10Choco, Seeker of ParadiseBird attacks that put lands into playMediumYesBuild

How does Landfall work in Commander?

Landfall abilities trigger whenever a land enters under your control. A normal deck plays one land a turn; a Landfall deck plays two or three, puts extra lands onto the battlefield with spells, and plays lands that sacrifice themselves to fetch another. Every one of those lands triggers the payoffs.

How a Landfall deck wins

  • Tokens. Avenger of Zendikar, Omnath, Locus of Rage and Scute Swarm turn land drops into armies.
  • Direct damage. Omnath, Locus of Creation and Hearthhull damage the whole table from land drops.
  • Big ramp. So much mana that the deck casts everything it draws.

The card types a Landfall deck needs

  • Extra land drops: Exploration, Azusa, Oracle of Mul Daya.
  • Lands that bring more lands: fetch lands, Evolving Wilds, Harrow, Cultivate.
  • Land recursion: Crucible of Worlds, Ramunap Excavator and Life from the Loam replay the lands you sacrificed.
  • Payoffs: Lotus Cobra, Tireless Provisioner, Tatyova and the token makers.
  • More lands than usual: 38 to 42, because the deck wants to play one every turn.

Strengths and weaknesses

Landfall decks are consistent — they always have something to do with their land drops — and they ramp far ahead of the table. They are vulnerable to land destruction, to effects that stop extra lands, and to board wipes that clear the tokens they made.

Common mistakes

  • Payoffs without extra land drops. One landfall a turn is too slow; the engine needs two.
  • Too few lands. A Landfall deck with 34 lands runs out of fuel by turn six.
  • No plan after the ramp. Make sure the mana turns into a win, not just a big hand.

Who enjoys Landfall?

Players who like ramping, steady engines and long turns full of triggers. It rewards careful sequencing: which land to play first, and when to crack a fetch land.

Key cards and synergies for Landfall

Cards that show up in many Landfall decks, by the job they do. Which ones fit depends on your commander’s colors.

Extra land drops

The engine: more lands per turn.

Lands that bring lands

Each counts as two landfalls.

  • Evolving Wilds — Sacrifices itself for a basic land.
  • Harrow — Sacrifice a land, get two basics untapped.
  • Cultivate — One basic onto the battlefield, one into your hand.

Land recursion

Play your sacrificed lands again.

Payoffs

What each land drop gives you.

Best budget Landfall commanders

Landfall is cheaper than it looks: fetch lands help, but Evolving Wilds and land-ramp spells do the same job for little money. These three commanders work without expensive lands.

Omnath, Locus of Rage

Omnath, Locus of Rage

Two colors, and a 5/5 from every basic land — no expensive lands needed.

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The Necrobloom

The Necrobloom

Dredge lets cheap sacrifice lands come back again and again.

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Zimone, Mystery Unraveler

Zimone, Mystery Unraveler

Two colors and cheap Simic ramp; the face-down creatures cost nothing extra.

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Prices change daily, so this page names none. Commandarium shows today’s price for every card in a deck, and counts what you already own.

Questions about Landfall commanders

What is Landfall?

A keyword for abilities that trigger whenever a land enters under your control. Playing a land, putting one onto the battlefield with a spell, or fetching one with a fetch land all count.

Who is the best Landfall commander?

Omnath, Locus of Creation for raw power, because its third landfall each turn damages every opponent. Aesi is the most consistent engine, and Omnath, Locus of Rage the simplest and cheapest.

How many lands should a Landfall deck run?

More than usual — 38 to 42 — plus ramp that puts lands onto the battlefield. Commandarium shows the land count and ramp next to the targets for your deck’s strategy.

Do fetch lands trigger Landfall twice?

Yes. The fetch land entering is one landfall, and the land it finds is a second. That makes fetch lands and cards like Evolving Wilds and Harrow valuable in these decks.

Can you build a budget Landfall deck?

Yes. Evolving Wilds, Harrow and Cultivate cost little, and commanders like Omnath, Locus of Rage need no expensive lands. Commandarium builds from the lands and cards you already own.