Taplands is the nickname for lands that produce multiple colors of mana and generally enter the battlefield tapped during some point in the game and have no additional drawbacks, though mechanics to have these lands enter the battlefield untapped may be present. This is the most common drawback given to lands, thus a multitude of cycles of such lands was created over the course of several years. Strangely enough however, such lands were considered "too good" for a long time, until Randy Buehler suggested them during one of his first development meetings for Invasion after joining R&D.
However, the very first cycle of taplands was an enemy-colored cycle of lands that appeared in Tempest, which have an additional drawback of 1 damage and thus may also be categorized as Painlands as well as taplands. 
The following is a list of cycles and individual cards considered true taplands.
In Onslaught, a tapland that could produce mana of any color was also printed.
Another cycle which functions similar was released over the course of Ravnica block. However, these lands were also Dual lands with basic land types and had the option to come into play untapped if their controller paid 2 life. Colloquially they are often referred to as Shock lands. Rather than five lands, this mega cycle included ten cards, one for each color pair.
This cycle was later reprinted in Return to Ravnica block.
In ''Lorwyn'' block a loose array of lands was produced which came into the battlefield tapped unless its controller revealed a creature card of a certain creature type from hand. These lands do not follow a strict color cycle like other taplands do - instead, they match the colours in which each tribe appeared.
- Wanderwine Hub (/, Merfolk)
- Secluded Glen (/, Faerie)
- Auntie's Hovel (/, Goblin)
- Gilt-Leaf Palace (/, Elf)
- Ancient Amphitheater (/, Giant)
- Murmuring Bosk (//, Treefolk) is also a Forest.
- Primal Beyond (can tap for any color of mana with a usage restriction, Elemental)
The Elementals in Lorwyn were divided into Flamekin (mono-red) and "greater elementals" (all five colours). The Morningtide Elemental land, Primal Beyond, was associated with the greater elementals and all five colours. Commander 2014 included a ninth tribal land associated with the flamekin and red mana, Flamekin Village (, Elemental).
- Seaside Citadel (//)
- Arcane Sanctum (//)
- Crumbling Necropolis (//)
- Savage Lands (//)
- Jungle Shrine (//)
Magic 2010 includes ally color check lands, which come into play untapped if the player controls a land with one of the corresponding basic land types. Subsequently reprinted in Magic 2011, Magic 2012 and Magic 2013.
- Glacial Fortress (/)
- Drowned Catacomb (/)
- Dragonskull Summit (/)
- Rootbound Crag (/)
- Sunpetal Grove (/)
Innistrad later introduced the cycle of enemy-colored checklands.
- Clifftop Retreat (/)
- Isolated Chapel (/)
- Woodland Cemetery (/)
- Hinterland Harbor (/)
- Sulfur Falls (/)
Zendikar includes taplands that have the upside of providing 1 life when entering the battlefield.
- Celestial Colonnade (/)
- Creeping Tar Pit (/)
- Lavaclaw Reaches (/)
- Raging Ravine (/)
- Stirring Wildwood (/)
Scars of Mirrodin taplands
- Seachrome Coast (/)
- Darkslick Shores (/)
- Blackcleave Cliffs (/)
- Copperline Gorge(/)
- Razorverge Thicket (/)
Return to Ravnica block included a new cycle of taplands, one for each guild colors combination. Those new dual lands function like the Invasion taplands, except the addition of the Gate subtype on them which is also included in some cards of the block for additional effects. Rather than five lands, this mega cycle included ten cards. 
Theros block included a new cycle of taplands, with the added benefit of letting the player Scry 1 when they enter the battlefield. The five lands in Theros share their colors with the Gatecrash guilds, with the three remaining allied lands appearing in Born of the Gods and the two remaining enemy lands appearing in Journey into Nyx. 
Khans of Tarkir introduces a cycle of wedge-colored taplands, each associated with the corresponding clan:
- Temur (): Frontier Bivouac
- Jeskai (): Mystic Monastery
- Mardu (): Nomad Outpost
- Abzan (): Sandsteppe Citadel
- Sultai (): Opulent Palace
- Randy Buehler. (August 02, 2002.) "Tending the Land", Daily MTG, magicthegathering.com, Wizards of the Coast.
- Tom LaPille. (January 29, 2010.) "A Brief History of Tap Lands", Daily MTG, magicthegathering.com, Wizards of the Coast.
- Erik Lauer. (September 8, 2014.) "Developing Khans", Daily MTG, magicthegathering.com, Wizards of the Coast.
- Blake Rasmussen. (December 24, 2014 .) "A Fetching Look at Fate Reforged", Daily MTG, magicthegathering.com, Wizards of the Coast.
- Tom LaPille. (September 17, 2010.) "The Promised Land", Daily MTG, magicthegathering.com, Wizards of the Coast.
- Mark Rosewater. (Monday, September 17, 2012.) "Return on Investment, part 3", Daily MTG, magicthegathering.com, Wizards of the Coast.
- Sam Stoddard. (Friday, September 06, 2013.) "How Theros Got Its Scry On", Daily MTG, magicthegathering.com, Wizards of the Coast.
|Basic lands||Plains • Island • Swamp • Mountain • Forest|
|Concepts||Barry's Land • Cave/City|
|No (colors of) mana||Fetch lands • Guildhomes • Loci • Urzatron|
|One color of mana||Artifact lands • Depletion lands • Sac lands • Storage lands|
|Two colors of mana|| Check lands • Depletion duals • Dual lands • Filter lands |
Gates • Karoo lands • Pain lands • Sac lands • Shock lands
Slow lands • Storage duals • Tainted lands • Taplands
|Three colors of mana||Triple lands|