Welcome to The MTG Encyclopedia! Every type of dual land in Magic, laid out so you can browse. Magic card search without the syntax, with the best dual lands for Standard, Pioneer, Modern, and Commander.
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Hallowed Fountain // Hallowed Fountain({T}: Add {W} or {U}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. // ({T}: Add {W} or {U}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Hallowed Fountain // Hallowed Fountain
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
Blood Crypt // Blood Crypt({T}: Add {B} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. // ({T}: Add {B} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Blood Crypt // Blood Crypt
Stomping Ground({T}: Add {R} or {G}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Stomping Ground
Temple Garden({T}: Add {G} or {W}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Temple Garden
Godless Shrine({T}: Add {W} or {B}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Godless Shrine
Overgrown Tomb // Overgrown Tomb({T}: Add {B} or {G}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. // ({T}: Add {B} or {G}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Overgrown Tomb // Overgrown Tomb
Breeding Pool({T}: Add {G} or {U}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Breeding Pool
Steam Vents({T}: Add {U} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Steam Vents
Sacred Foundry({T}: Add {R} or {W}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Temple of EnlightenmentThis 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 {W} or {U}.
Temple of Enlightenment
Temple of DeceitThis 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
Temple of MaliceThis 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 {B} or {R}.
Temple of Malice
Temple of AbandonThis 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 {R} or {G}.
Temple of Abandon
Temple of PlentyThis 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 {G} or {W}.
Temple of Plenty
Temple of SilenceThis 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 {W} or {B}.
Temple of Silence
Temple of MaladyThis 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 {B} or {G}.
Temple of Malady
Temple of MysteryThis 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 {G} or {U}.
Temple of Mystery
Temple of EpiphanyThis 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 {R}.
Temple of Epiphany
Temple of TriumphThis 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 {R} or {W}.
Meticulous Archive({T}: Add {W} or {U}.)
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.)
Meticulous Archive
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
Raucous Theater({T}: Add {B} or {R}.)
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.)
Raucous Theater
Commercial District({T}: Add {R} or {G}.)
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.)
Commercial District
Lush Portico({T}: Add {G} or {W}.)
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.)
Lush Portico
Shadowy Backstreet({T}: Add {W} 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.)
Shadowy Backstreet
Underground Mortuary({T}: Add {B} or {G}.)
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.)
Underground Mortuary
Hedge Maze({T}: Add {G} or {U}.)
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.)
Hedge Maze
Thundering Falls({T}: Add {U} or {R}.)
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.)
Thundering Falls
Elegant Parlor({T}: Add {R} or {W}.)
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.)
Restless AnchorageThis land enters tapped.
{T}: Add {W} or {U}.
{1}{W}{U}: Until end of turn, this land becomes a 2/3 white and blue Bird creature with flying. It's still a land.
Whenever this land attacks, create a Map token.
Restless Anchorage
Restless ReefThis 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
Restless VentsThis land enters tapped.
{T}: Add {B} or {R}.
{1}{B}{R}: Until end of turn, this land becomes a 2/3 black and red Insect creature with menace. It's still a land.
Whenever this land attacks, you may discard a card. If you do, draw a card.
Restless Vents
Restless RidgelineThis land enters tapped.
{T}: Add {R} or {G}.
{2}{R}{G}: This land becomes a 3/4 red and green Dinosaur creature until end of turn. It's still a land.
Whenever this land attacks, another target attacking creature gets +2/+0 until end of turn. Untap that creature.
Restless Ridgeline
Restless PrairieThis land enters tapped.
{T}: Add {G} or {W}.
{2}{G}{W}: This land becomes a 3/3 green and white Llama creature until end of turn. It's still a land.
Whenever this land attacks, other creatures you control get +1/+1 until end of turn.
Restless Prairie
Restless FortressThis land enters tapped.
{T}: Add {W} or {B}.
{2}{W}{B}: This land becomes a 1/4 white and black Nightmare creature until end of turn. It's still a land.
Whenever this land attacks, defending player loses 2 life and you gain 2 life.
Restless Fortress
Restless CottageThis land enters tapped.
{T}: Add {B} or {G}.
{2}{B}{G}: This land becomes a 4/4 black and green Horror creature until end of turn. It's still a land.
Whenever this land attacks, create a Food token and exile up to one target card from a graveyard.
Restless Cottage
Restless VinestalkThis land enters tapped.
{T}: Add {G} or {U}.
{3}{G}{U}: Until end of turn, this land becomes a 5/5 green and blue Plant creature with trample. It's still a land.
Whenever this land attacks, up to one other target creature has base power and toughness 3/3 until end of turn.
Restless Vinestalk
Restless SpireThis land enters tapped.
{T}: Add {U} or {R}.
{U}{R}: Until end of turn, this land becomes a 2/1 blue and red Elemental creature with "During your turn, this creature has first strike." It's still a land.
Whenever this land attacks, scry 1.
Restless Spire
Restless BivouacThis land enters tapped.
{T}: Add {R} or {W}.
{1}{R}{W}: This land becomes a 2/2 red and white Ox creature until end of turn. It's still a land.
Whenever this land attacks, put a +1/+1 counter on target creature you control.
Restless Bivouac
FIN Towns
Sharlayan, Nation of ScholarsThis land enters tapped.
{T}: Add {W} or {U}.
Sharlayan, Nation of Scholars
Treno, Dark CityThis land enters tapped.
{T}: Add {U} or {B}.
Treno, Dark City
Vector, Imperial CapitalThis land enters tapped.
{T}: Add {B} or {R}.
Vector, Imperial Capital
Gongaga, Reactor TownThis land enters tapped.
{T}: Add {R} or {G}.
Gongaga, Reactor Town
Windurst, Federation CenterThis land enters tapped.
{T}: Add {G} or {W}.
Windurst, Federation Center
Insomnia, Crown CityThis land enters tapped.
{T}: Add {W} or {B}.
Insomnia, Crown City
Gohn, Town of RuinThis land enters tapped.
{T}: Add {B} or {G}.
Gohn, Town of Ruin
Guadosalam, Farplane GatewayThis land enters tapped.
{T}: Add {G} or {U}.
Guadosalam, Farplane Gateway
Baron, Airship KingdomThis land enters tapped.
{T}: Add {U} or {R}.
Baron, Airship Kingdom
Rabanastre, Royal CityThis land enters tapped.
{T}: Add {R} or {W}.
Gleaming Bastion{T}: Add {C}.
{T}: Add {W} or {U}. Activate only if this land entered this turn or if you control a basic land.
Gleaming Bastion
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
Dark Fortress{T}: Add {C}.
{T}: Add {B} or {R}. Activate only if this land entered this turn or if you control a basic land.
Dark Fortress
Training Compound{T}: Add {C}.
{T}: Add {R} or {G}. Activate only if this land entered this turn or if you control a basic land.
Training Compound
Gathering Place{T}: Add {C}.
{T}: Add {G} or {W}. Activate only if this land entered this turn or if you control a basic land.
Gathering Place
TLA Sac Draw Lands
North Pole GatesThis land enters tapped.
{T}: Add {W} or {U}.
{4}, {T}, Sacrifice this land: Draw a card.
North Pole Gates
Serpent's PassThis land enters tapped.
{T}: Add {U} or {B}.
{4}, {T}, Sacrifice this land: Draw a card.
Serpent's Pass
Boiling Rock PrisonThis land enters tapped.
{T}: Add {B} or {R}.
{4}, {T}, Sacrifice this land: Draw a card.
Boiling Rock Prison
Omashu CityThis land enters tapped.
{T}: Add {R} or {G}.
{4}, {T}, Sacrifice this land: Draw a card.
Omashu City
Kyoshi VillageThis land enters tapped.
{T}: Add {G} or {W}.
{4}, {T}, Sacrifice this land: Draw a card.
Kyoshi Village
Misty Palms OasisThis land enters tapped.
{T}: Add {W} or {B}.
{4}, {T}, Sacrifice this land: Draw a card.
Misty Palms Oasis
Foggy Bottom SwampThis land enters tapped.
{T}: Add {B} or {G}.
{4}, {T}, Sacrifice this land: Draw a card.
Foggy Bottom Swamp
Meditation PoolsThis land enters tapped.
{T}: Add {G} or {U}.
{4}, {T}, Sacrifice this land: Draw a card.
Meditation Pools
Airship Engine RoomThis land enters tapped.
{T}: Add {U} or {R}.
{4}, {T}, Sacrifice this land: Draw a card.
Airship Engine Room
Sun-Blessed PeakThis land enters tapped.
{T}: Add {R} or {W}.
{4}, {T}, Sacrifice this land: Draw a card.
Sun-Blessed Peak
Low Life Lands
Abandoned CampgroundThis land enters tapped unless a player has 13 or less life.
{T}: Add {W} or {U}.
Abandoned Campground
Murky SewerThis land enters tapped unless a player has 13 or less life.
{T}: Add {U} or {B}.
Murky Sewer
Razortrap GorgeThis land enters tapped unless a player has 13 or less life.
{T}: Add {B} or {R}.
Razortrap Gorge
Bleeding WoodsThis land enters tapped unless a player has 13 or less life.
{T}: Add {R} or {G}.
Bleeding Woods
Etched CornfieldThis land enters tapped unless a player has 13 or less life.
{T}: Add {G} or {W}.
Etched Cornfield
Neglected ManorThis land enters tapped unless a player has 13 or less life.
{T}: Add {W} or {B}.
Neglected Manor
Strangled CemeteryThis land enters tapped unless a player has 13 or less life.
{T}: Add {B} or {G}.
Strangled Cemetery
Lakeside ShackThis land enters tapped unless a player has 13 or less life.
{T}: Add {G} or {U}.
Lakeside Shack
Peculiar LighthouseThis land enters tapped unless a player has 13 or less life.
{T}: Add {U} or {R}.
Peculiar Lighthouse
Raucous CarnivalThis land enters tapped unless a player has 13 or less life.
{T}: Add {R} or {W}.
Raucous Carnival
SOS Surveil Lands
Forum of AmityThis land enters tapped.
{T}: Add {W} or {B}.
{2}{W}{B}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Forum of Amity
Titan's GraveThis land enters tapped.
{T}: Add {B} or {G}.
{2}{B}{G}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Titan's Grave
Paradox GardensThis land enters tapped.
{T}: Add {G} or {U}.
{2}{G}{U}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Paradox Gardens
Spectacle SummitThis land enters tapped.
{T}: Add {U} or {R}.
{2}{U}{R}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Spectacle Summit
Fields of StrifeThis land enters tapped.
{T}: Add {R} or {W}.
{2}{R}{W}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Fields of Strife
SPM Surveil Lands
University CampusThis land enters tapped.
{T}: Add {W} or {U}.
{4}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
University Campus
Sinister HideoutThis 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
Ominous AsylumThis land enters tapped.
{T}: Add {B} or {R}.
{4}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Ominous Asylum
Savage MansionThis land enters tapped.
{T}: Add {R} or {G}.
{4}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Savage Mansion
Suburban SanctuaryThis land enters tapped.
{T}: Add {G} or {W}.
{4}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Suburban Sanctuary
TMT Gain Lands
Foot HeadquartersThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {B}.
Foot Headquarters
Illegitimate BusinessThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {B} or {G}.
Illegitimate Business
Mutant TownThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {G} or {U}.
Mutant Town
TCRI BuildingThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {U} or {R}.
TCRI Building
Dimension XThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {R} or {W}.
Dimension X
MSH Gain Lands
Avengers HangarThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {U}.
Avengers Hangar
A.I.M. LabsThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {U} or {B}.
A.I.M. Labs
Hell's KitchenThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {B} or {R}.
Hell's Kitchen
Los Diablos Missile BaseThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {R} or {G}.
Los Diablos Missile Base
Birnin Zana PlazaThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {G} or {W}.
Birnin Zana Plaza
Fisk TowerThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {B}.
Fisk Tower
Subterranean CavernThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {B} or {G}.
Subterranean Cavern
Pym TechnologiesThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {G} or {U}.
Pym Technologies
Stark IndustriesThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {U} or {R}.
Stark Industries
Asgardian CitadelThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {R} or {W}.
Port TownAs this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
{T}: Add {W} or {U}.
Port Town
Choked EstuaryAs this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {B}.
Choked Estuary
Foreboding RuinsAs this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {B} or {R}.
Foreboding Ruins
Game TrailAs this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped.
{T}: Add {R} or {G}.
Game Trail
Fortified VillageAs this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {G} or {W}.
Fortified Village
Shineshadow SnarlAs this land enters, you may reveal a Plains or Swamp card from your hand. If you don't, this land enters tapped.
{T}: Add {W} or {B}.
Shineshadow Snarl
Necroblossom SnarlAs this land enters, you may reveal a Swamp or Forest card from your hand. If you don't, this land enters tapped.
{T}: Add {B} or {G}.
Necroblossom Snarl
Vineglimmer SnarlAs this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
{T}: Add {G} or {U}.
Vineglimmer Snarl
Frostboil SnarlAs this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {R}.
Frostboil Snarl
Furycalm SnarlAs this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {R} or {W}.
Shambling VentThis land enters tapped.
{T}: Add {W} or {B}.
{1}{W}{B}: Until end of turn, this land becomes a 2/3 white and black Elemental creature with lifelink. It's still a land.
Shambling Vent
Hissing QuagmireThis land enters tapped.
{T}: Add {B} or {G}.
{1}{B}{G}: Until end of turn, this land becomes a 2/2 black and green Elemental creature with deathtouch. It's still a land.
Hissing Quagmire
Lumbering FallsThis land enters tapped.
{T}: Add {G} or {U}.
{2}{G}{U}: Until end of turn, this land becomes a 3/3 green and blue Elemental creature with hexproof. It's still a land.
Lumbering Falls
Wandering FumaroleThis land enters tapped.
{T}: Add {U} or {R}.
{2}{U}{R}: Until end of turn, this land becomes a 1/4 blue and red Elemental creature with "{0}: Switch this creature's power and toughness until end of turn." It's still a land.
Wandering Fumarole
Needle SpiresThis land enters tapped.
{T}: Add {R} or {W}.
{2}{R}{W}: Until end of turn, this land becomes a 2/1 red and white Elemental creature with double strike. It's still a land.
Profane Procession // Tomb of the Dusk Rose{3}{W}{B}: Exile target creature. Then if there are three or more cards exiled with Profane Procession, transform it. // (Transforms from Profane Procession.)
{T}: Add one mana of any color.
{2}{W}{B}, {T}: Put a creature card exiled with this permanent onto the battlefield under your control.
Profane Procession // Tomb of the Dusk Rose
Journey to Eternity // Atzal, Cave of EternityEnchant creature you control
When enchanted creature dies, return it to the battlefield under your control, then return this card to the battlefield transformed under your control. // (Transforms from Journey to Eternity.)
{T}: Add one mana of any color.
{3}{B}{G}, {T}: Return target creature card from your graveyard to the battlefield.
Journey to Eternity // Atzal, Cave of Eternity
Hadana's Climb // Winged Temple of OrazcaAt the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb. // (Transforms from Hadana's Climb.)
{T}: Add one mana of any color.
{1}{G}{U}, {T}: Target creature you control gains flying and gets +X/+X until end of turn, where X is its power.
Hadana's Climb // Winged Temple of Orazca
Storm the Vault // Vault of CatlacanWhenever one or more creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
At the beginning of your end step, if you control five or more artifacts, transform Storm the Vault. // (Transforms from Storm the Vault.)
{T}: Add one mana of any color.
{T}: Add {U} for each artifact you control.
Storm the Vault // Vault of Catlacan
Path of Mettle // Metzali, Tower of TriumphWhen Path of Mettle enters, it deals 1 damage to each creature that doesn't have first strike, double strike, vigilance, or haste.
Whenever you attack with at least two creatures that have first strike, double strike, vigilance, and/or haste, transform Path of Mettle. // (Transforms from Path of Mettle.)
{T}: Add one mana of any color.
{1}{R}, {T}: Metzali deals 2 damage to each opponent.
{2}{W}, {T}: Choose a creature at random that attacked this turn. Destroy that creature.
Path of Mettle // Metzali, Tower of Triumph
Strixhaven Campuses
Silverquill CampusThis land enters tapped.
{T}: Add {W} or {B}.
{4}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Silverquill Campus
Witherbloom CampusThis land enters tapped.
{T}: Add {B} or {G}.
{4}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Witherbloom Campus
Quandrix CampusThis land enters tapped.
{T}: Add {G} or {U}.
{4}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Quandrix Campus
Prismari CampusThis land enters tapped.
{T}: Add {U} or {R}.
{4}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Prismari Campus
Lorehold CampusThis land enters tapped.
{T}: Add {R} or {W}.
{4}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Lorehold Campus
Generic Tapped Lands
Meandering RiverThis land enters tapped.
{T}: Add {W} or {U}.
Meandering River
Submerged BoneyardThis land enters tapped.
{T}: Add {U} or {B}.
Submerged Boneyard
Cinder BarrensThis land enters tapped.
{T}: Add {B} or {R}.
Cinder Barrens
Timber GorgeThis land enters tapped.
{T}: Add {R} or {G}.
Timber Gorge
Tranquil ExpanseThis land enters tapped.
{T}: Add {G} or {W}.
Tranquil Expanse
Forsaken SanctuaryThis land enters tapped.
{T}: Add {W} or {B}.
Forsaken Sanctuary
Foul OrchardThis land enters tapped.
{T}: Add {B} or {G}.
Foul Orchard
Woodland StreamThis land enters tapped.
{T}: Add {G} or {U}.
Woodland Stream
Highland LakeThis land enters tapped.
{T}: Add {U} or {R}.
Highland Lake
Stone QuarryThis land enters tapped.
{T}: Add {R} or {W}.
Mount Doom{T}, Pay 1 life: Add {B} or {R}.
{1}{B}{R}, {T}: Mount Doom deals 1 damage to each opponent.
{5}{B}{R}, {T}, Sacrifice Mount Doom and a legendary artifact: Choose up to two creatures, then destroy the rest. Activate only as a sorcery.
Suppression Ray // Orderly PlazaTap all creatures target player controls. You may pay any amount of {E}. If you do, choose up to that many creatures tapped this way. Put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.) // This land enters tapped.
{T}: Add {W} or {U}.
Suppression Ray // Orderly Plaza
Waterlogged Teachings // Inundated ArchiveSearch your library for an instant card or a card with flash, reveal it, put it into your hand, then shuffle. // This land enters tapped.
{T}: Add {U} or {B}.
Waterlogged Teachings // Inundated Archive
Bloodsoaked Insight // Sanguine MorassThis spell costs {1} less to cast for each 1 life your opponents have lost this turn.
Target opponent exiles the top three cards of their library. Until the end of your next turn, you may play those cards. If you cast a spell this way, mana of any type can be spent to cast it. // This land enters tapped.
{T}: Add {B} or {R}.
Bloodsoaked Insight // Sanguine Morass
Stump Stomp // Burnwillow ClearingTarget creature you control deals damage equal to its power to target creature or planeswalker you don't control. // This land enters tapped.
{T}: Add {R} or {G}.
Stump Stomp // Burnwillow Clearing
Strength of the Harvest // Haven of the HarvestEnchant creature
Enchanted creature gets +1/+1 for each creature and/or enchantment you control. // This land enters tapped.
{T}: Add {G} or {W}.
Strength of the Harvest // Haven of the Harvest
Glasswing Grace // Age-Graced ChapelEnchant creature
Enchanted creature gets +2/+2 and has flying and lifelink. // This land enters tapped.
{T}: Add {W} or {B}.
Glasswing Grace // Age-Graced Chapel
Revitalizing Repast // Old-Growth GrovePut a +1/+1 counter on target creature. It gains indestructible until end of turn. // This land enters tapped.
{T}: Add {B} or {G}.
Revitalizing Repast // Old-Growth Grove
Drowner of Truth // Drowned JungleDevoid (This card has no color.)
When you cast this spell, if {C} was spent to cast it, create two 0/1 colorless Eldrazi Spawn creature tokens with "Sacrifice this token: Add {C}." // This land enters tapped.
{T}: Add {G} or {U}.
Drowner of Truth // Drowned Jungle
Rush of Inspiration // Crackling FallsDraw two cards. Then discard a card at random unless you pay {E}{E} (two energy counters). // This land enters tapped.
{T}: Add {U} or {R}.
Rush of Inspiration // Crackling Falls
Legion Leadership // Legion StrongholdUntil end of turn, double target creature's power and it gains first strike. // This land enters tapped.
{T}: Add {R} or {W}.
Legion Leadership // Legion Stronghold
Refuges
Sejiri RefugeThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {U}.
Sejiri Refuge
Jwar Isle RefugeThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {U} or {B}.
Jwar Isle Refuge
Akoum RefugeThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {B} or {R}.
Akoum Refuge
Kazandu RefugeThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {R} or {G}.
Kazandu Refuge
Graypelt RefugeThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {G} or {W}.
Graypelt Refuge
Alchemist's Refuge{T}: Add {C}.
{G}{U}, {T}: You may cast spells this turn as though they had flash.
Celestial ColonnadeThis land enters tapped.
{T}: Add {W} or {U}.
{3}{W}{U}: Until end of turn, this land becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
Celestial Colonnade
Creeping Tar PitThis land enters tapped.
{T}: Add {U} or {B}.
{1}{U}{B}: Until end of turn, this land becomes a 3/2 blue and black Elemental creature. It's still a land. It can't be blocked this turn.
Creeping Tar Pit
Lavaclaw ReachesThis land enters tapped.
{T}: Add {B} or {R}.
{1}{B}{R}: Until end of turn, this land becomes a 2/2 black and red Elemental creature with "{X}: This creature gets +X/+0 until end of turn." It's still a land.
Lavaclaw Reaches
Raging RavineThis land enters tapped.
{T}: Add {R} or {G}.
{2}{R}{G}: Until end of turn, this land becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land.
Raging Ravine
Stirring WildwoodThis land enters tapped.
{T}: Add {G} or {W}.
{1}{G}{W}: Until end of turn, this land becomes a 3/4 green and white Elemental creature with reach. It's still a land.
Stirring Wildwood
Svogthos, the Restless Tomb{T}: Add {C}.
{3}{B}{G}: Until end of turn, this land becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.
Svogthos, the Restless Tomb
Storage Lands
Calciform Pools{T}: Add {C}.
{1}, {T}: Put a storage counter on this land.
{1}, Remove X storage counters from this land: Add X mana in any combination of {W} and/or {U}.
Calciform Pools
Dreadship Reef{T}: Add {C}.
{1}, {T}: Put a storage counter on this land.
{1}, Remove X storage counters from this land: Add X mana in any combination of {U} and/or {B}.
Dreadship Reef
Molten Slagheap{T}: Add {C}.
{1}, {T}: Put a storage counter on this land.
{1}, Remove X storage counters from this land: Add X mana in any combination of {B} and/or {R}.
Molten Slagheap
Fungal Reaches{T}: Add {C}.
{1}, {T}: Put a storage counter on this land.
{1}, Remove X storage counters from this land: Add X mana in any combination of {R} and/or {G}.
Fungal Reaches
Saltcrusted Steppe{T}: Add {C}.
{1}, {T}: Put a storage counter on this land.
{1}, Remove X storage counters from this land: Add X mana in any combination of {G} and/or {W}.
Saltcrusted Steppe
Invasion Lands
Coastal TowerThis land enters tapped.
{T}: Add {W} or {U}.
Coastal Tower
Salt MarshThis land enters tapped.
{T}: Add {U} or {B}.
Salt Marsh
Urborg VolcanoThis land enters tapped.
{T}: Add {B} or {R}.
Urborg Volcano
Shivan OasisThis land enters tapped.
{T}: Add {R} or {G}.
Shivan Oasis
Elfhame PalaceThis land enters tapped.
{T}: Add {G} or {W}.
Elfhame Palace
Coldsnap Snow Lands
Boreal ShelfThis land enters tapped.
{T}: Add {W} or {U}.
Boreal Shelf
Frost MarshThis land enters tapped.
{T}: Add {U} or {B}.
Frost Marsh
Tresserhorn SinksThis land enters tapped.
{T}: Add {B} or {R}.
Tresserhorn Sinks
Highland WealdThis land enters tapped.
{T}: Add {R} or {G}.
Highland Weald
Arctic FlatsThis land enters tapped.
{T}: Add {G} or {W}.
Arctic Flats
Kamigawa Lands
Cloudcrest Lake{T}: Add {C}.
{T}: Add {W} or {U}. This land doesn't untap during your next untap step.
Cloudcrest Lake
Waterveil Cavern{T}: Add {C}.
{T}: Add {U} or {B}. This land doesn't untap during your next untap step.
Waterveil Cavern
Lantern-Lit Graveyard{T}: Add {C}.
{T}: Add {B} or {R}. This land doesn't untap during your next untap step.
Lantern-Lit Graveyard
Pinecrest Ridge{T}: Add {C}.
{T}: Add {R} or {G}. This land doesn't untap during your next untap step.
Pinecrest Ridge
Tranquil Garden{T}: Add {C}.
{T}: Add {G} or {W}. This land doesn't untap during your next untap step.
Flood PlainThis land enters tapped.
{T}, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Flood Plain
Bad RiverThis land enters tapped.
{T}, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Bad River
Rocky Tar PitThis land enters tapped.
{T}, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Rocky Tar Pit
Mountain ValleyThis land enters tapped.
{T}, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Mountain Valley
GrasslandsThis land enters tapped.
{T}, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Grasslands
Clue Lands
StudyThis land enters tapped.
{T}: Add {W} or {U}.
{4}, {T}: Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Study
Secret PassageThis land enters tapped.
{T}: Add {U} or {B}.
{4}, {T}: Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Secret Passage
Billiard RoomThis land enters tapped.
{T}: Add {B} or {R}.
{4}, {T}: Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Billiard Room
Dining RoomThis land enters tapped.
{T}: Add {R} or {G}.
{4}, {T}: Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Dining Room
ConservatoryThis land enters tapped.
{T}: Add {G} or {W}.
{4}, {T}: Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Conservatory
BallroomThis land enters tapped.
{T}: Add {W} or {B}.
{4}, {T}: Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Ballroom
LoungeThis land enters tapped.
{T}: Add {B} or {G}.
{4}, {T}: Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Lounge
KitchenThis land enters tapped.
{T}: Add {G} or {U}.
{4}, {T}: Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Kitchen
LibraryThis land enters tapped.
{T}: Add {U} or {R}.
{4}, {T}: Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Library
HallThis land enters tapped.
{T}: Add {R} or {W}.
{4}, {T}: Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Land CapThis land doesn't untap during your untap step if it has a depletion counter on it.
At the beginning of your upkeep, remove a depletion counter from this land.
{T}: Add {W} or {U}. Put a depletion counter on this land.
Land Cap
River DeltaThis land doesn't untap during your untap step if it has a depletion counter on it.
At the beginning of your upkeep, remove a depletion counter from this land.
{T}: Add {U} or {B}. Put a depletion counter on this land.
River Delta
Lava TubesThis land doesn't untap during your untap step if it has a depletion counter on it.
At the beginning of your upkeep, remove a depletion counter from this land.
{T}: Add {B} or {R}. Put a depletion counter on this land.
Lava Tubes
Timberline RidgeThis land doesn't untap during your untap step if it has a depletion counter on it.
At the beginning of your upkeep, remove a depletion counter from this land.
{T}: Add {R} or {G}. Put a depletion counter on this land.
Timberline Ridge
VeldtThis land doesn't untap during your untap step if it has a depletion counter on it.
At the beginning of your upkeep, remove a depletion counter from this land.
{T}: Add {G} or {W}. Put a depletion counter on this land.