MTG Triome Lands Explained
Three-colour Commander decks have a mana problem.
Running three colours means juggling three different mana requirements from turn one. Too many lands that enter tapped slow you down. Too many that enter untapped cost life or require conditions. Finding the right balance between consistency, speed, and affordability has always been the central challenge of Commander mana base construction.
Triome lands solve a significant part of that problem — and they do it in a way no previous land cycle managed to combine: three colour production, fetchability, and a cycling ability that means they are never truly a dead card in hand.
This guide covers everything you need to know about Triome lands — what they are, how they work, which ones belong in your deck, and how they fit into a complete Commander mana base.
What Are Triome Lands in MTG?
Triome lands are a cycle of ten tri-colour lands first printed in Ikoria: Lair of Behemoths (2020) and later expanded in Streets of New Capenna (2022). Each Triome produces three colours of mana, has three basic land subtypes, enters the battlefield tapped, and can be cycled for three generic mana if you do not need it.
That combination of features makes them uniquely valuable in Commander. No other affordable land cycle offers three colours, fetchability, and a safety valve against flooding — all on the same card.
The Key Rules Text
Every Triome has the same basic structure:
- Enters the battlefield tapped
- Has three basic land subtypes (e.g. Forest, Island, Swamp)
- Taps for any of three colours of mana
- Can be cycled for three generic mana (discard to draw a card)
The enters-tapped drawback is real but manageable in Commander, where the format's slower pace makes tempo less critical than in Legacy or Modern. The cycling ability means that in the late game, when you have all the mana you need, a Triome becomes a cantrip rather than a dead draw.
The Ikoria Triomes — The Original Five
The first Triome cycle was printed in Ikoria and covers the five wedge colour combinations: Abzan, Temur, Jeskai, Mardu, and Sultai. — each three-colour group that shares a central colour.
Indatha Triome — White, Black, Green (Abzan)
Land subtypes: Plains + Swamp + Forest
The Abzan Triome. White-black-green is one of the most popular three-colour combinations in Commander, covering aristocrats, lifegain, tokens, and graveyard strategies. Indatha Triome is fetchable by any Plains, Swamp, or Forest fetchland — giving it exceptional flexibility in a three-colour mana base.
Popular Commanders that benefit from Indatha Triome include Karador, Ghost Chieftain, Ghave, Guru of Spores, and any Commander combining white, black, and green.
Ketria Triome — Green, Blue, Red (Temur)
Land subtypes: Forest + Island + Mountain
The Temur Triome. Green-blue-red is the colour of big spells, ramp, and spellslinging. Ketria Triome is fetchable by Forest, Island, or Mountain fetchlands and slots naturally into any Temur Commander strategy. Particularly strong in decks built around Omnath, Locus of Creation and similar landfall Commanders.
Raugrin Triome — White, Blue, Red (Jeskai)
Land subtypes: Plains + Island + Mountain
The Jeskai Triome. White-blue-red covers control, spellslinging, and artifact strategies. Raugrin Triome is fetchable by Plains, Island, or Mountain fetchlands and is a staple in Jeskai Commander builds. Excellent in decks built around Narset, Enlightened Master and other Jeskai Commanders.
Savai Triome — White, Black, Red (Mardu)
Land subtypes: Plains + Swamp + Mountain
The Mardu Triome. White-black-red is the colour of aggression, removal, and reanimation. Savai Triome anchors Mardu Commander builds and is fetchable by Plains, Swamp, or Mountain fetchlands. Popular in aristocrats strategies and aggressive Commander decks.
Zagoth Triome — Black, Green, Blue (Sultai)
Land subtypes: Swamp + Forest + Island
The Sultai Triome. Black-green-blue is one of the most powerful three-colour combinations in Commander — the colour of value, graveyard recursion, and control. Zagoth Triome is fetchable by Swamp, Forest, or Island fetchlands and is a fixture in Sultai Commander builds. Excellent in decks built around Muldrotha, the Gravetide and similar graveyard Commanders.
The New Capenna Triomes — The Second Cycle
The second Triome cycle was printed in Streets of New Capenna and covers the five shard colour combinations: Esper, Bant, Grixis, Jund, and Naya. — each three-colour group that shares two adjacent colours on the colour wheel.
Although the New Capenna lands do not include “Triome” in their card names, players commonly group them with Triomes because they share the same structure: three colours, three basic land types, enters tapped, and cycling.
Raffine's Tower — White, Blue, Black (Esper)
Land subtypes: Plains + Island + Swamp
The Esper Triome. White-blue-black is the colour of control, artifacts, and manipulation. Raffine's Tower is fetchable by Plains, Island, or Swamp fetchlands and is a staple in Esper Commander builds — particularly popular in artifact-based strategies and reanimator decks.
Spara's Headquarters — White, Green, Blue (Bant)
Land subtypes: Plains + Forest + Island
The Bant Triome. White-green-blue is the colour of creatures, value, and protection. Spara's Headquarters is fetchable by Plains, Forest, or Island fetchlands and slots into any Bant Commander strategy. Strong in populate, counters, and goodstuff builds.
Xander's Lounge — Blue, Black, Red (Grixis)
Land subtypes: Island + Swamp + Mountain
The Grixis Triome. Blue-black-red is one of the most beloved three-colour combinations in Commander — the colour of control, reanimation, and spellslinging. Xander's Lounge is fetchable by Island, Swamp, or Mountain fetchlands and is essential in any Grixis Commander build. Pairs naturally with Underground Sea, Volcanic Island, and Badlands in a full dual land mana base.
Ziatora's Proving Ground — Black, Red, Green (Jund)
Land subtypes: Swamp + Mountain + Forest
The Jund Triome. Black-red-green is the colour of aggression, removal, and graveyard value. Ziatora's Proving Ground is fetchable by Swamp, Mountain, or Forest fetchlands and anchors Jund Commander builds. Popular in Dragon tribal, sacrifice, and midrange strategies.
Jetmir's Garden — Red, Green, White (Naya)
Land subtypes: Mountain + Forest + Plains
The Naya Triome. Red-green-white is the colour of big creatures, tokens, and combat. Jetmir's Garden is fetchable by Mountain, Forest, or Plains fetchlands and is a staple in Naya Commander builds. Excellent in creature-based strategies, token generators, and go-wide aggro decks.
Complete Triome Reference Table
| Triome | Colours | Shard / Wedge | Land Subtypes | Set |
|---|---|---|---|---|
| Indatha Triome | W/B/G | Abzan | Plains + Swamp + Forest | Ikoria |
| Ketria Triome | G/U/R | Temur | Forest + Island + Mountain | Ikoria |
| Raugrin Triome | W/U/R | Jeskai | Plains + Island + Mountain | Ikoria |
| Savai Triome | W/B/R | Mardu | Plains + Swamp + Mountain | Ikoria |
| Zagoth Triome | B/G/U | Sultai | Swamp + Forest + Island | Ikoria |
| Raffine's Tower | W/U/B | Esper | Plains + Island + Swamp | New Capenna |
| Spara's Headquarters | W/G/U | Bant | Plains + Forest + Island | New Capenna |
| Xander's Lounge | U/B/R | Grixis | Island + Swamp + Mountain | New Capenna |
| Ziatora's Proving Ground | B/R/G | Jund | Swamp + Mountain + Forest | New Capenna |
| Jetmir's Garden | R/G/W | Naya | Mountain + Forest + Plains | New Capenna |
Why Triomes Are Essential in Commander Mana Bases
Triomes earn their place in Commander mana bases for three reasons that no other affordable land cycle combines.
They Are Fetchable
Because Triomes have three basic land subtypes, any fetchland can find them. Polluted Delta can fetch Zagoth Triome by finding a Swamp or Forest or Island. Scalding Tarn can find Raugrin Triome or Ketria Triome.
This fetchability is what separates Triomes from every other tapped tri-land. When you fetch a Triome on turn one, you guarantee access to all three of your colours from a single land drop — something no other fetchable land offers.
They Are Never Dead Cards
The cycling ability is understated in its importance. In Commander, where games go long and mana floods are common, having lands that can cycle away in the late game is genuinely valuable. In the late game, when you no longer need more lands, a Triome can be cycled for three mana to draw a new card., then replayed later from the graveyard if you have recursion effects.
No other three-colour land offers a built-in safety valve against flooding. Triomes do.
They Enable Consistent Three-Colour Mana on Turn One
Fetching a Triome on turn one — at the cost of entering tapped — sets up access to all three colours immediately. In a Commander game where your Commander costs three or more colours in its mana cost, that consistency from the opening hand is valuable enough to justify the tempo loss.
Triomes vs Other Three-Colour Lands
Triomes are not the only three-colour lands available for Commander. Understanding how they compare helps you decide how many to run and what to pair them with.
Triomes vs Vivid Lands
Vivid lands enter with charge counters and can produce any colour of mana — but only while they have counters. Once the counters are spent, they produce only colourless mana. Triomes produce three specific colours reliably every turn with no counters to track. Triomes are strictly better for consistency.
Triomes vs Murmuring Bosk and Similar
Some lands have basic land subtypes but only produce one colour. These are fetchable but inferior to Triomes for three-colour fixing. Triomes produce three colours from a single card — no other fetchable land does that.
Triomes vs Bounce Lands
Bounce lands (Dimir Aqueduct, Simic Growth Chamber) enter tapped and bounce a land to hand, producing two colours. They generate more mana over time but set you back a land drop on entry. Triomes enter tapped once and then produce mana normally forever. For three-colour fixing, Triomes are the better choice.
Triomes and Original Dual Lands Together
The optimal Commander mana base for a three-colour deck combines original dual lands, fetchlands, and Triomes. The dual lands provide untapped mana fixing. The fetchlands find whichever dual or Triome you need. The Triome adds a third colour to any fetchland's reach and provides the cycling safety valve.
Running one Triome in a three-colour deck that also runs Underground Sea, Volcanic Island, and Polluted Delta creates a mana base where every fetchland can find multiple fixing options and you always have access to all three colours by turn two. For a full overview of how to build that kind of mana base, read our complete dual lands guide.
How Many Triomes Should You Run in Commander?
The right number of Triomes depends on your deck's colour requirements and how many fetchlands you are running.
For a three-colour deck, one Triome is typically the right number. It gives every fetchland access to all three colours and provides one cycling land without over-committing to tapped sources.
For a four or five-colour deck, two or three Triomes help ensure colour consistency across a broader range of colour requirements. Five-colour decks sometimes run all ten Triomes as the foundation of their mana base, accepting the tapped entries in exchange for near-perfect colour fixing.
In any Commander deck, Triomes should not exceed one quarter of your land count from tapped sources. Entering tapped costs a turn of tempo, and running too many tapped lands creates slow hands that struggle to develop in the early game.
Proxy Triome Lands for Commander
Triomes are not Reserved List cards — they have been reprinted and are generally more accessible than original dual lands. However, showcase, borderless, and foil versions carry significant price premiums, and for players building multiple Commander decks across different colour combinations, the cost of acquiring multiple copies adds up.
Proxy Triomes are a practical solution for players who want the optimal mana base across several decks without duplicating purchases. You can browse all available Triome proxies in our full catalogue or use our decklist search tool to find the Triomes your specific deck needs in seconds.
Frequently Asked Questions About MTG Triome Lands
Can Triome lands be fetched?
Yes. Because Triomes have three basic land subtypes, any fetchland that searches for any of those subtypes can find them. Polluted Delta (Island or Swamp) can fetch Zagoth Triome by finding its Swamp, Forest, or Island subtype. This fetchability is one of the primary reasons Triomes are so valuable in Commander.
Do Triome lands count as basic lands?
No. Triomes have basic land subtypes (Plains, Island, Swamp, Mountain, Forest) but are not basic lands themselves. This means they can be fetched by fetchlands and affected by cards that reference land subtypes, but they do not count toward basic land counts for effects like Cabal Coffers or basic land synergy cards.
Are Triomes good in two-colour Commander decks?
Generally not. In a two-colour deck, Triomes only produce two of their three colours in relevant combinations, and the enters-tapped penalty is harder to justify when cheaper options like shock lands are available. Triomes shine in three-colour and above, where their three-colour production and fetchability add genuine value that two-colour lands cannot match.
How many Triomes should I run in a five-colour Commander deck?
Five-colour Commander decks can reasonably run all ten Triomes as the core of their mana base. With ten Triomes, every fetchland can find a land that produces the colour you need, and the cycling ability keeps the deck flowing in the late game. Pair them with fetchlands and a few untapped dual lands for an optimal five-colour mana base.
What is the difference between Ikoria Triomes and New Capenna Triomes?
Functionally identical — same rules text, same cycling cost, same basic land subtypes. The difference is the colour combinations covered. Ikoria Triomes cover the five Shards colour groupings (Abzan, Temur, Jeskai, Mardu, Sultai). New Capenna Triomes cover the five Allied groupings (Esper, Bant, Grixis, Jund, Naya). Together they cover all ten three-colour combinations in Magic.
Can I use Triomes in Legacy or Vintage?
Triomes are legal in Legacy and Vintage but rarely played there. The enters-tapped penalty is too costly in formats where the first two turns are critical. In Legacy, the original dual lands and fetchlands provide the same three-colour access without the tempo loss. Triomes are a Commander and Limited card in practice.
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