1x Forest
1x Island
Badlands, Bayou, Plateau, Scrubland, Taiga, Volcanic Island, Underground Sea. - Dual lands, originally they weren't in the deck. Decks have been condensed and collection has been shrunk so now they're in. They're the Rolls-Royce perfect non-basic lands. Unless you've been playing a while, have a large disposable income or a time machine they're kind of to get ahold of but if you can you're, in all Humility ,in an elite group.
Bloodstained Mire, Flooded Strand, Misty Rainforest , Polluted Delta, Verdant Catacombs (ZEN)- Fetchlands, like the Duals originally they weren't in this deck. Lands which were in there made everything playable. It has been very rare when casting something was a problem. With this land base these it doesn't matter what colour(s) are missing these can find them. The finest colour fixing there is, until something better comes along.
Blood Crypt, Breeding Pool, Godless Shrine, Hallowed Fountain, Overgrown Tomb, Sacred Foundry, Steam Vents, Stomping Ground, Temple Garden & Watery Grave - Shocklands. They're great. Play them.
Cavern of Souls - We're a tribal deck and making sure we keep a steady supply of critters coming out of our hand and staying on the battlefield is crucial to winning. This land fixes our mana perfectly and stops our opponents from countering our slivers, or at least once a turn.
City of Brass & Mana Confluence - Pain lands aren't ideal but they're a concession we need to make. Remember greatness at any cost.
Also, when Urborg, Tomb of Yawgmoth is in play Mana Confluence taps for or without damaging us.
Command Tower - Let's see, are we playing Commander? Check! Are we playing more than one colour? Yes! No reason not to include it.
Gemstone Caverns - Welcome to the game-within-a-game...The Great Gemstone Game.
Contestant number one, check your opening hand. If you have Gemstone Caverns check and make sure you're not going first. If you are we have this lovely parting gift of a draw on your turn.
Contestant number two, draw your opening hand if you don't see Gemstone Caverns you can stay in the audience and play a regular game of Commander.
Contestant number three, you look at your opening hand and you see a Gemstone Caverns and you aren't going first. Congratulations! Your on the stage and ready to play for the fast start.
Okay, enough of the game show metaphor. This is a Chrome Mox we only have one opportunity in the game to play. When evaluating a hand to best use Gemstone Caverns we want to look for turn zero plays, which are going to be Enlightened Tutor which we'll use to get Mystic Remora or a Top. A Worldly Tutor which will be used to find a two mana turn one play. Usually, a Gemhide Sliver, card:Manaweft Sliver(m14) or Heart Sliver. Lastly, a Vampiric Tutor to find any of the above or some other two mana play depending on what our opponents play. If a turn zero play isn't there make sure you have another land and something to on turn one, like a Gemhide Sliver. At a stetch a turn two Rhystic Study.
Next, we need to have a card to exile, bearing on mind we don't have Riftsweeper or one of those over-designed Battle for Zendikar Eldrazi to get it back. Whatever we choose is gone. Like many other Commander decks there's a certain amount of redundancy built into ours but there are some pieces which are irreplaceable. Know your deck when you choose.
The hardest situation with Gemstone Caverns is having it in the opener and the hand does nothing. That's the way things go sometimes and you'll have to mulligan it away and sometimes it'll be the card you bottom. It's cliche but there's always next time.
Secluded Courtyard & Unclaimed Territory - Five colour tribal fixing. Great!
It also taps for for all other spells and abilities. Getting two of these is our openers is a bit clunky with our combo pieces. If another similar card comes along two is probably all the deck can handle.
Sliver Hive - Five colour tribal fixing and can make tokens. Perfect!
Tarnished Citadel - So...um...yeah...greatness at any cost and all that. A little better than City of Brass in that it can tap for without taking damage. Not really reccommended with Ancient Tomb. At least The World Tree and Urborg, Tomb of Yawgmoth can turn the pain down.
Volrath's Stronghold - It's nice to be able recycle our slivers. Getting to draw a key sliver either at the beginning of our turn or off of a Mystic Remora or Rhystic Study. It can also set up the top of our library for some The First Sliver antics. This is one of the few lands that can't access any coloured so be careful if it's in our opening hand, this is a card we want later into the game to help us grind. In a pinch it can help save us from milling out, for a little bit anyway.
In an ideal situation there are as few guaranteed "Comes into play tapped" and conditional "Comes into play tapped" lands. As it stands, this deck is playing currently playing with fire. Because of this there won't be any: Triomes, Tri-lands or the Amonkhet cycle lands.