Everyone likes arguing over tier lists right? For the next week or so I'm going to periodically post my take on a different category of cards in commander and place them in a tier list of my own making. If you think that something is misplaced on the list, or I've forgotten something that should be ranked, or you think there should be more/less tiers, comment on it below.
With that
out of the way, I'm going to start with lands. All decks need lands and the more colours you have, the more you have to worry about colour fixing. Do you agree with this ranking?
A TierLands that enter untapped, give any colour of mana, and have few conditions.
Command Tower,
Exotic Orchard,
Forbidden Orchard,
Mana Confluence.
B TierLands that give 2 colours, with light/no conditions.
OG duals, fetch lands,
shock lands, bond lands, pain lands.
C TierLands that give 2 colours, with moderate conditions.
Check lands, filter lands, horizon lands, slow lands.
D TierLands that give 2 colours, with strict conditions.
Pathways, fast lands, reveal lands, tango lands.
E TierLands that unconditionally enter tapped.
Gain lands, guildgates, tri-colour taplands, bounce lands, temples.
Other lands and their positionsAncient Tomb: A
Gaea's Cradle: A
Boseiju, Who Endures: B
Cabal Coffers: B
Gemstone Caverns: B
Grove of the Burnwillows: B
Nykthos, Shrine to Nyx: B
Reflecting Pool: B
Spire of Industry: B
Gemstone Mine: C
Hall of the Bandit Lord: C
Nimbus Maze: C
Path of Ancestry: C
Prismatic Vista: C
Tainted Lands: C
Fabled Passage: D
Triomes: D
Evolving Wilds: E
Myriad Landscape: E
Reliquary Tower: E
River of Tears: E
Temple of the False God: F
Rupture Spire: F
Next tier list: mana ramp