41 Commander-legal cards let you play additional lands. The most-played are Explore, Exploration and Dryad of the Ilysian Grove (card data dated November 11, 2026).
An extra land drop lets you play more than one land in a turn. The 41 Commander-legal cards that give you additional land plays, most-played first.
Build a deck around these cards: describe it to Grover, the AI deck assistant, and it drafts a full Commander list with the reasoning behind every pick.
Ranked most-played first, the best extra land drop cards in Commander are Explore; Exploration; Dryad of the Ilysian Grove; Azusa, Lost but Seeking; and Oracle of Mul Daya. Every card on this list is legal in Commander as of the card data dated November 11, 2026.
An extra land drop raises the number of lands you can play in a turn above the usual one. Exploration, Azusa, Lost but Seeking and Dryad of the Ilysian Grove do it every turn, Explore and Urban Evolution for one turn, and Summer Bloom lets you play up to three more. Landfall and ramp decks play them to put more lands onto the battlefield and trigger landfall twice a turn.
They differ in who gets them and from where. Rites of Flourishing and Ghirapur Orrery give every player an additional land each turn, Oracle of Mul Daya and Icetill Explorer add places to play lands from (the top of your library, your graveyard), and Aesi, Tyrant of Gyre Strait lets you draw a card whenever a land you control enters.
Rules note: playing a land is a special action that uses your land plays. Putting a land onto the battlefield with an effect is not playing it, so a ramp spell never uses up a land drop.
41 cards in all, most-played first. Every card links to its page with printings, prices and format legality.
Commander-legal cards whose rules text lets a player play one or more additional lands, this turn or on each of their turns, or any number of lands. Cards that put a land onto the battlefield without playing it, such as Burgeoning or Growth Spiral, ramp but give no land play, and are not listed. One entry per card, most-played first.
Built from the card data dated 2026-11-11.
One, normally. Playing a land is a special action you take in your main phase while the stack is empty (rules 116.2a and 305.1), and a player can normally play one land during their turn; continuous effects may increase this number (rule 305.2). Every card on this list is such an effect.
Yes. Each effect adds its own land plays, so Exploration and Azusa, Lost but Seeking together let you play four lands a turn. To check whether you may play another, compare the lands you can play this turn with the lands you have already played this turn (rule 305.2a).
No. Putting a land onto the battlefield isn't the same as playing a land and doesn't count as a land played during the turn (rule 305.4). If you have no land play left, you can't play a land for any reason (rule 305.2b).