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MTG land cycles: pain, check, bounce, fast and slow lands, and triomes

Last updated: October 22, 2026

Art: Adarkar Wastes, Piotr Dura

Magic's dual lands come in cycles of ten, one for each two-colour pair, and players call each cycle by a nickname that describes its drawback: "pain lands" hurt, "check lands" check for a basic, "bounce lands" return a land to your hand. Here is what each name means, all ten of each, and how well they fit a Commander deck. For fetch, shock and the original duals, see the fetch lands, shock lands and dual lands guides.

Pain lands

Always untapped. Tap for colourless for free, or for either of two colours at the cost of 1 damage to you. In Commander, at 40 life, that cost barely registers, which makes them some of the best cheap duals in the format. Here are the pain lands we stock.

Check lands

Enter untapped if you already control a land of one of the two matching basic types, otherwise tapped. Very good in decks with plenty of basics or shock lands; slower in a deck full of other nonbasic lands.

Bounce lands (karoos)

Enter tapped and return a land you control to your hand, but tap for two mana, one of each colour. You lose a tempo turn but gain a land drop's worth of mana, and replaying the returned land retriggers landfall. Weak to land destruction, strong in landfall decks.

Fast lands

Enter untapped if you control two or fewer other lands, otherwise tapped. Perfect early, a tapped land late. They were built for fast formats, so in Commander they are fine but no better than the alternatives.

Slow lands

The opposite of fast lands: enter tapped unless you control two or more other lands. Tapped on turn one or two, untapped every turn after, which suits Commander, where the long game matters more. Reality Fracture reprinted two of them.

Triomes

Three colours instead of two. They enter tapped, have three basic land types (so fetch lands can find them) and cycling for 3 when you don't need the land. The best fixing for three-colour decks short of the expensive cycles.

Which cycles for Commander?

For most budget decks: pain lands and slow lands first, then check lands if you run plenty of basics, then triomes for three-colour decks. Bounce lands earn their slot in landfall decks. Fast lands are the least useful in Commander. Whichever you choose, keep enough basics for your land ramp. how many lands a Commander deck needs covers the balance.

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