Dimir Lands

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Watery Grave ({T}: Add {U} or {B}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Watery Grave

Hidden Lair {T}: Add {C}. {T}: Add {U} or {B}. Activate only if this land entered this turn or if you control a basic land.

Hidden Lair

A.I.M. Labs This land enters tapped. When this land enters, you gain 1 life. {T}: Add {U} or {B}.

A.I.M. Labs

Serpent's Pass This land enters tapped. {T}: Add {U} or {B}. {4}, {T}, Sacrifice this land: Draw a card.

Serpent's Pass

Sinister Hideout This land enters tapped. {T}: Add {U} or {B}. {4}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Sinister Hideout

Treno, Dark City This land enters tapped. {T}: Add {U} or {B}.

Treno, Dark City

Dismal Backwater This land enters tapped. When this land enters, you gain 1 life. {T}: Add {U} or {B}.

Dismal Backwater

Temple of Deceit This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {U} or {B}.

Temple of Deceit

Dimir Guildgate This land enters tapped. {T}: Add {U} or {B}.

Dimir Guildgate

Murky Sewer This land enters tapped unless a player has 13 or less life. {T}: Add {U} or {B}.

Murky Sewer

Gloomlake Verge {T}: Add {U}. {T}: Add {B}. Activate only if you control an Island or a Swamp.

Gloomlake Verge

Soured Springs This land enters tapped. When this land enters, it deals 1 damage to target opponent. {T}: Add {U} or {B}.

Soured Springs

Undercity Sewers ({T}: Add {U} or {B}.) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Undercity Sewers

Restless Reef This land enters tapped. {T}: Add {U} or {B}. {2}{U}{B}: Until end of turn, this land becomes a 4/4 blue and black Shark creature with deathtouch. It's still a land. Whenever this land attacks, target player mills four cards.

Restless Reef