Bounce lands enter tapped and require you to return a land to your hand. In exchange, they tap for two mana of different colors. This effectively gives you an extra mana long-term but costs significant tempo in the early game. The returned land can be replayed, which creates synergy with landfall triggers.

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All 10 Bounce Lands

CardColors
Azorius ChanceryWhite/Blue (Azorius)
Orzhov BasilicaWhite/Black (Orzhov)
Boros GarrisonWhite/Red (Boros)
Selesnya SanctuaryWhite/Green (Selesnya)
Dimir AqueductBlue/Black (Dimir)
Izzet BoilerworksBlue/Red (Izzet)
Simic Growth ChamberBlue/Green (Simic)
Rakdos CarnariumBlack/Red (Rakdos)
Golgari Rot FarmBlack/Green (Golgari)
Gruul TurfRed/Green (Gruul)

Key Details

Format Legality

StandardPioneerModernLegacyCommander

Strategy

Bounce lands are strong in Commander landfall decks where returning a land triggers additional landfall. They are weak in competitive 60-card formats because the tempo loss is devastating. In budget Commander builds, they provide two-color fixing and virtual ramp in a single land slot.

Related Cycles

Build Your Mana Base

Use our Mana Base Calculator to find the right mix of Bounce 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 bounce lands good in Commander?

In casual Commander, yes. They provide two colors of mana and virtual ramp. In higher-power Commander, the tempo loss of entering tapped and bouncing a land is too much. They have strong synergy with landfall triggers since the bounced land can be replayed.