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.

Mana Gathering

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MTG Dual Lands: Every Color Pair and Land Cycle

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AlliedEnemy
Mana Type White / Blue Lands Azorius Lands Blue / Black Lands Dimir Lands Black / Red Lands Rakdos Lands Red / Green Lands Gruul Lands Green / White Lands Selesnya Lands White / Black Lands Orzhov Lands Black / Green Lands Golgari Lands Green / Blue Lands Simic Lands Blue / Red Lands Izzet Lands Red / White Lands Boros Lands
Shock Lands
Hallowed Fountain ({T}: Add {W} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

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

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

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.

Sacred Foundry

Scry Lands
Temple of Enlightenment 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 {W} or {U}.

Temple of Enlightenment

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

Temple of Malice 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 {B} or {R}.

Temple of Malice

Temple of Abandon 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 {R} or {G}.

Temple of Abandon

Temple of Plenty 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 {G} or {W}.

Temple of Plenty

Temple of Silence 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 {W} or {B}.

Temple of Silence

Temple of Malady 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 {B} or {G}.

Temple of Malady

Temple of Mystery 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 {G} or {U}.

Temple of Mystery

Temple of Epiphany 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 {R}.

Temple of Epiphany

Temple of Triumph 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 {R} or {W}.

Temple of Triumph

Surveil Lands
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.)

Elegant Parlor

Verge Lands
Floodfarm Verge {T}: Add {W}. {T}: Add {U}. Activate only if you control a Plains or an Island.

Floodfarm Verge

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

Gloomlake Verge

Blazemire Verge {T}: Add {B}. {T}: Add {R}. Activate only if you control a Swamp or a Mountain.

Blazemire Verge

Thornspire Verge {T}: Add {R}. {T}: Add {G}. Activate only if you control a Mountain or a Forest.

Thornspire Verge

Hushwood Verge {T}: Add {G}. {T}: Add {W}. Activate only if you control a Forest or a Plains.

Hushwood Verge

Bleachbone Verge {T}: Add {B}. {T}: Add {W}. Activate only if you control a Plains or a Swamp.

Bleachbone Verge

Wastewood Verge {T}: Add {G}. {T}: Add {B}. Activate only if you control a Swamp or a Forest.

Wastewood Verge

Willowrush Verge {T}: Add {U}. {T}: Add {G}. Activate only if you control a Forest or an Island.

Willowrush Verge

Riverpyre Verge {T}: Add {R}. {T}: Add {U}. Activate only if you control an Island or a Mountain.

Riverpyre Verge

Sunbillow Verge {T}: Add {W}. {T}: Add {R}. Activate only if you control a Mountain or a Plains.

Sunbillow Verge

Gain Lands
Tranquil Cove This land enters tapped. When this land enters, you gain 1 life. {T}: Add {W} or {U}.

Tranquil Cove

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

Dismal Backwater

Bloodfell Caves This land enters tapped. When this land enters, you gain 1 life. {T}: Add {B} or {R}.

Bloodfell Caves

Rugged Highlands This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {G}.

Rugged Highlands

Blossoming Sands This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {W}.

Blossoming Sands

Scoured Barrens This land enters tapped. When this land enters, you gain 1 life. {T}: Add {W} or {B}.

Scoured Barrens

Jungle Hollow This land enters tapped. When this land enters, you gain 1 life. {T}: Add {B} or {G}.

Jungle Hollow

Thornwood Falls This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {U}.

Thornwood Falls

Swiftwater Cliffs This land enters tapped. When this land enters, you gain 1 life. {T}: Add {U} or {R}.

Swiftwater Cliffs

Wind-Scarred Crag This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {W}.

Wind-Scarred Crag

Fast Lands No card existsNo card existsNo card existsNo card existsNo card exists
Concealed Courtyard This land enters tapped unless you control two or fewer other lands. {T}: Add {W} or {B}.

Concealed Courtyard

Blooming Marsh This land enters tapped unless you control two or fewer other lands. {T}: Add {B} or {G}.

Blooming Marsh

Botanical Sanctum This land enters tapped unless you control two or fewer other lands. {T}: Add {G} or {U}.

Botanical Sanctum

Spirebluff Canal This land enters tapped unless you control two or fewer other lands. {T}: Add {U} or {R}.

Spirebluff Canal

Inspiring Vantage This land enters tapped unless you control two or fewer other lands. {T}: Add {R} or {W}.

Inspiring Vantage

Guildgates
Azorius Guildgate This land enters tapped. {T}: Add {W} or {U}.

Azorius Guildgate

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

Dimir Guildgate

Rakdos Guildgate This land enters tapped. {T}: Add {B} or {R}.

Rakdos Guildgate

Gruul Guildgate This land enters tapped. {T}: Add {R} or {G}.

Gruul Guildgate

Selesnya Guildgate This land enters tapped. {T}: Add {G} or {W}.

Selesnya Guildgate

Orzhov Guildgate This land enters tapped. {T}: Add {W} or {B}.

Orzhov Guildgate

Golgari Guildgate This land enters tapped. {T}: Add {B} or {G}.

Golgari Guildgate

Simic Guildgate This land enters tapped. {T}: Add {G} or {U}.

Simic Guildgate

Izzet Guildgate This land enters tapped. {T}: Add {U} or {R}.

Izzet Guildgate

Boros Guildgate This land enters tapped. {T}: Add {R} or {W}.

Boros Guildgate

Desert Pingers
Lonely Arroyo This land enters tapped. When this land enters, it deals 1 damage to target opponent. {T}: Add {W} or {U}.

Lonely Arroyo

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

Soured Springs

Jagged Barrens This land enters tapped. When this land enters, it deals 1 damage to target opponent. {T}: Add {B} or {R}.

Jagged Barrens

Bristling Backwoods This land enters tapped. When this land enters, it deals 1 damage to target opponent. {T}: Add {R} or {G}.

Bristling Backwoods

Creosote Heath This land enters tapped. When this land enters, it deals 1 damage to target opponent. {T}: Add {G} or {W}.

Creosote Heath

Forlorn Flats This land enters tapped. When this land enters, it deals 1 damage to target opponent. {T}: Add {W} or {B}.

Forlorn Flats

Festering Gulch This land enters tapped. When this land enters, it deals 1 damage to target opponent. {T}: Add {B} or {G}.

Festering Gulch

Lush Oasis This land enters tapped. When this land enters, it deals 1 damage to target opponent. {T}: Add {G} or {U}.

Lush Oasis

Eroded Canyon This land enters tapped. When this land enters, it deals 1 damage to target opponent. {T}: Add {U} or {R}.

Eroded Canyon

Abraded Bluffs This land enters tapped. When this land enters, it deals 1 damage to target opponent. {T}: Add {R} or {W}.

Abraded Bluffs

Creature Lands
Restless Anchorage This 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 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

Restless Vents This 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 Ridgeline This 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 Prairie This 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 Fortress This 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 Cottage This 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 Vinestalk This 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 Spire This 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 Bivouac This 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 Scholars This land enters tapped. {T}: Add {W} or {U}.

Sharlayan, Nation of Scholars

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

Treno, Dark City

Vector, Imperial Capital This land enters tapped. {T}: Add {B} or {R}.

Vector, Imperial Capital

Gongaga, Reactor Town This land enters tapped. {T}: Add {R} or {G}.

Gongaga, Reactor Town

Windurst, Federation Center This land enters tapped. {T}: Add {G} or {W}.

Windurst, Federation Center

Insomnia, Crown City This land enters tapped. {T}: Add {W} or {B}.

Insomnia, Crown City

Gohn, Town of Ruin This land enters tapped. {T}: Add {B} or {G}.

Gohn, Town of Ruin

Guadosalam, Farplane Gateway This land enters tapped. {T}: Add {G} or {U}.

Guadosalam, Farplane Gateway

Baron, Airship Kingdom This land enters tapped. {T}: Add {U} or {R}.

Baron, Airship Kingdom

Rabanastre, Royal City This land enters tapped. {T}: Add {R} or {W}.

Rabanastre, Royal City

TLA Sac Draw Lands
North Pole Gates This land enters tapped. {T}: Add {W} or {U}. {4}, {T}, Sacrifice this land: Draw a card.

North Pole Gates

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

Serpent's Pass

Boiling Rock Prison This land enters tapped. {T}: Add {B} or {R}. {4}, {T}, Sacrifice this land: Draw a card.

Boiling Rock Prison

Omashu City This land enters tapped. {T}: Add {R} or {G}. {4}, {T}, Sacrifice this land: Draw a card.

Omashu City

Kyoshi Village This land enters tapped. {T}: Add {G} or {W}. {4}, {T}, Sacrifice this land: Draw a card.

Kyoshi Village

Misty Palms Oasis This land enters tapped. {T}: Add {W} or {B}. {4}, {T}, Sacrifice this land: Draw a card.

Misty Palms Oasis

Foggy Bottom Swamp This land enters tapped. {T}: Add {B} or {G}. {4}, {T}, Sacrifice this land: Draw a card.

Foggy Bottom Swamp

Meditation Pools This land enters tapped. {T}: Add {G} or {U}. {4}, {T}, Sacrifice this land: Draw a card.

Meditation Pools

Airship Engine Room This land enters tapped. {T}: Add {U} or {R}. {4}, {T}, Sacrifice this land: Draw a card.

Airship Engine Room

Sun-Blessed Peak This land enters tapped. {T}: Add {R} or {W}. {4}, {T}, Sacrifice this land: Draw a card.

Sun-Blessed Peak

Low Life Lands
Abandoned Campground This land enters tapped unless a player has 13 or less life. {T}: Add {W} or {U}.

Abandoned Campground

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

Murky Sewer

Razortrap Gorge This land enters tapped unless a player has 13 or less life. {T}: Add {B} or {R}.

Razortrap Gorge

Bleeding Woods This land enters tapped unless a player has 13 or less life. {T}: Add {R} or {G}.

Bleeding Woods

Etched Cornfield This land enters tapped unless a player has 13 or less life. {T}: Add {G} or {W}.

Etched Cornfield

Neglected Manor This land enters tapped unless a player has 13 or less life. {T}: Add {W} or {B}.

Neglected Manor

Strangled Cemetery This land enters tapped unless a player has 13 or less life. {T}: Add {B} or {G}.

Strangled Cemetery

Lakeside Shack This land enters tapped unless a player has 13 or less life. {T}: Add {G} or {U}.

Lakeside Shack

Peculiar Lighthouse This land enters tapped unless a player has 13 or less life. {T}: Add {U} or {R}.

Peculiar Lighthouse

Raucous Carnival This land enters tapped unless a player has 13 or less life. {T}: Add {R} or {W}.

Raucous Carnival

MSH Check Lands
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

No card existsNo card existsNo card existsNo card existsNo card exists
SPM Surveil Lands
University Campus This 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 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

Ominous Asylum This 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 Mansion This 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 Sanctuary This 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

No card existsNo card existsNo card existsNo card existsNo card exists
SOS Surveil Lands No card existsNo card existsNo card existsNo card existsNo card exists
Forum of Amity This 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 Grave This 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 Gardens This 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 Summit This 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 Strife This 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

TMT Gain Lands No card existsNo card existsNo card existsNo card existsNo card exists
Foot Headquarters This land enters tapped. When this land enters, you gain 1 life. {T}: Add {W} or {B}.

Foot Headquarters

Illegitimate Business This land enters tapped. When this land enters, you gain 1 life. {T}: Add {B} or {G}.

Illegitimate Business

Mutant Town This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {U}.

Mutant Town

TCRI Building This land enters tapped. When this land enters, you gain 1 life. {T}: Add {U} or {R}.

TCRI Building

Dimension X This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {W}.

Dimension X

MSH Gain Lands
Avengers Hangar This land enters tapped. When this land enters, you gain 1 life. {T}: Add {W} or {U}.

Avengers Hangar

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

Hell's Kitchen This land enters tapped. When this land enters, you gain 1 life. {T}: Add {B} or {R}.

Hell's Kitchen

Los Diablos Missile Base This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {G}.

Los Diablos Missile Base

Birnin Zana Plaza This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {W}.

Birnin Zana Plaza

Fisk Tower This land enters tapped. When this land enters, you gain 1 life. {T}: Add {W} or {B}.

Fisk Tower

Subterranean Cavern This land enters tapped. When this land enters, you gain 1 life. {T}: Add {B} or {G}.

Subterranean Cavern

Pym Technologies This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {U}.

Pym Technologies

Stark Industries This land enters tapped. When this land enters, you gain 1 life. {T}: Add {U} or {R}.

Stark Industries

Asgardian Citadel This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {W}.

Asgardian Citadel

Tango Lands
Prairie Stream ({T}: Add {W} or {U}.) This land enters tapped unless you control two or more basic lands.

Prairie Stream

Sunken Hollow ({T}: Add {U} or {B}.) This land enters tapped unless you control two or more basic lands.

Sunken Hollow

Smoldering Marsh ({T}: Add {B} or {R}.) This land enters tapped unless you control two or more basic lands.

Smoldering Marsh

Cinder Glade ({T}: Add {R} or {G}.) This land enters tapped unless you control two or more basic lands.

Cinder Glade

Canopy Vista ({T}: Add {G} or {W}.) This land enters tapped unless you control two or more basic lands.

Canopy Vista

No card existsNo card existsNo card existsNo card existsNo card exists
Check Lands
Glacial Fortress This land enters tapped unless you control a Plains or an Island. {T}: Add {W} or {U}.

Glacial Fortress

Drowned Catacomb This land enters tapped unless you control an Island or a Swamp. {T}: Add {U} or {B}.

Drowned Catacomb

Dragonskull Summit This land enters tapped unless you control a Swamp or a Mountain. {T}: Add {B} or {R}.

Dragonskull Summit

Rootbound Crag This land enters tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}.

Rootbound Crag

Sunpetal Grove This land enters tapped unless you control a Forest or a Plains. {T}: Add {G} or {W}.

Sunpetal Grove

Isolated Chapel This land enters tapped unless you control a Plains or a Swamp. {T}: Add {W} or {B}.

Isolated Chapel

Woodland Cemetery This land enters tapped unless you control a Swamp or a Forest. {T}: Add {B} or {G}.

Woodland Cemetery

Hinterland Harbor This land enters tapped unless you control a Forest or an Island. {T}: Add {G} or {U}.

Hinterland Harbor

Sulfur Falls This land enters tapped unless you control an Island or a Mountain. {T}: Add {U} or {R}.

Sulfur Falls

Clifftop Retreat This land enters tapped unless you control a Mountain or a Plains. {T}: Add {R} or {W}.

Clifftop Retreat

Pain Lands
Adarkar Wastes {T}: Add {C}. {T}: Add {W} or {U}. This land deals 1 damage to you.

Adarkar Wastes

Underground River {T}: Add {C}. {T}: Add {U} or {B}. This land deals 1 damage to you.

Underground River

Sulfurous Springs {T}: Add {C}. {T}: Add {B} or {R}. This land deals 1 damage to you.

Sulfurous Springs

Karplusan Forest {T}: Add {C}. {T}: Add {R} or {G}. This land deals 1 damage to you.

Karplusan Forest

Brushland {T}: Add {C}. {T}: Add {G} or {W}. This land deals 1 damage to you.

Brushland

Caves of Koilos {T}: Add {C}. {T}: Add {W} or {B}. This land deals 1 damage to you.

Caves of Koilos

Llanowar Wastes {T}: Add {C}. {T}: Add {B} or {G}. This land deals 1 damage to you.

Llanowar Wastes

Yavimaya Coast {T}: Add {C}. {T}: Add {G} or {U}. This land deals 1 damage to you.

Yavimaya Coast

Shivan Reef {T}: Add {C}. {T}: Add {U} or {R}. This land deals 1 damage to you.

Shivan Reef

Battlefield Forge {T}: Add {C}. {T}: Add {R} or {W}. This land deals 1 damage to you.

Battlefield Forge

Slow Lands
Deserted Beach This land enters tapped unless you control two or more other lands. {T}: Add {W} or {U}.

Deserted Beach

Shipwreck Marsh This land enters tapped unless you control two or more other lands. {T}: Add {U} or {B}.

Shipwreck Marsh

Haunted Ridge This land enters tapped unless you control two or more other lands. {T}: Add {B} or {R}.

Haunted Ridge

Rockfall Vale This land enters tapped unless you control two or more other lands. {T}: Add {R} or {G}.

Rockfall Vale

Overgrown Farmland This land enters tapped unless you control two or more other lands. {T}: Add {G} or {W}.

Overgrown Farmland

No card existsNo card existsNo card existsNo card existsNo card exists
Reveal Lands
Port Town As 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 Estuary As 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 Ruins As 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 Trail As 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 Village As 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 Snarl As 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 Snarl As 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 Snarl As 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 Snarl As 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 Snarl As 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}.

Furycalm Snarl

Bi-Cycle Lands
Irrigated Farmland ({T}: Add {W} or {U}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)

Irrigated Farmland

Fetid Pools ({T}: Add {U} or {B}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)

Fetid Pools

Canyon Slough ({T}: Add {B} or {R}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)

Canyon Slough

Sheltered Thicket ({T}: Add {R} or {G}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)

Sheltered Thicket

Scattered Groves ({T}: Add {G} or {W}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)

Scattered Groves

No card existsNo card existsNo card existsNo card existsNo card exists
MDFCs
Hengegate Pathway // Mistgate Pathway {T}: Add {W}. // {T}: Add {U}.

Hengegate Pathway // Mistgate Pathway

Clearwater Pathway // Murkwater Pathway {T}: Add {U}. // {T}: Add {B}.

Clearwater Pathway // Murkwater Pathway

Blightstep Pathway // Searstep Pathway {T}: Add {B}. // {T}: Add {R}.

Blightstep Pathway // Searstep Pathway

Cragcrown Pathway // Timbercrown Pathway {T}: Add {R}. // {T}: Add {G}.

Cragcrown Pathway // Timbercrown Pathway

Branchloft Pathway // Boulderloft Pathway {T}: Add {G}. // {T}: Add {W}.

Branchloft Pathway // Boulderloft Pathway

Brightclimb Pathway // Grimclimb Pathway {T}: Add {W}. // {T}: Add {B}.

Brightclimb Pathway // Grimclimb Pathway

Darkbore Pathway // Slitherbore Pathway {T}: Add {B}. // {T}: Add {G}.

Darkbore Pathway // Slitherbore Pathway

Barkchannel Pathway // Tidechannel Pathway {T}: Add {G}. // {T}: Add {U}.

Barkchannel Pathway // Tidechannel Pathway

Riverglide Pathway // Lavaglide Pathway {T}: Add {U}. // {T}: Add {R}.

Riverglide Pathway // Lavaglide Pathway

Needleverge Pathway // Pillarverge Pathway {T}: Add {R}. // {T}: Add {W}.

Needleverge Pathway // Pillarverge Pathway

Fast Lands
Seachrome Coast This land enters tapped unless you control two or fewer other lands. {T}: Add {W} or {U}.

Seachrome Coast

Darkslick Shores This land enters tapped unless you control two or fewer other lands. {T}: Add {U} or {B}.

Darkslick Shores

Blackcleave Cliffs This land enters tapped unless you control two or fewer other lands. {T}: Add {B} or {R}.

Blackcleave Cliffs

Copperline Gorge This land enters tapped unless you control two or fewer other lands. {T}: Add {R} or {G}.

Copperline Gorge

Razorverge Thicket This land enters tapped unless you control two or fewer other lands. {T}: Add {G} or {W}.

Razorverge Thicket

No card existsNo card existsNo card existsNo card existsNo card exists
Fetchable Tapped Lands
Idyllic Beachfront ({T}: Add {W} or {U}.) This land enters tapped.

Idyllic Beachfront

Contaminated Aquifer ({T}: Add {U} or {B}.) This land enters tapped.

Contaminated Aquifer

Geothermal Bog ({T}: Add {B} or {R}.) This land enters tapped.

Geothermal Bog

Wooded Ridgeline ({T}: Add {R} or {G}.) This land enters tapped.

Wooded Ridgeline

Radiant Grove ({T}: Add {G} or {W}.) This land enters tapped.

Radiant Grove

Sunlit Marsh ({T}: Add {W} or {B}.) This land enters tapped.

Sunlit Marsh

Haunted Mire ({T}: Add {B} or {G}.) This land enters tapped.

Haunted Mire

Tangled Islet ({T}: Add {G} or {U}.) This land enters tapped.

Tangled Islet

Molten Tributary ({T}: Add {U} or {R}.) This land enters tapped.

Molten Tributary

Sacred Peaks ({T}: Add {R} or {W}.) This land enters tapped.

Sacred Peaks

Snow Lands
Glacial Floodplain ({T}: Add {W} or {U}.) This land enters tapped.

Glacial Floodplain

Ice Tunnel ({T}: Add {U} or {B}.) This land enters tapped.

Ice Tunnel

Sulfurous Mire ({T}: Add {B} or {R}.) This land enters tapped.

Sulfurous Mire

Highland Forest ({T}: Add {R} or {G}.) This land enters tapped.

Highland Forest

Arctic Treeline ({T}: Add {G} or {W}.) This land enters tapped.

Arctic Treeline

Snowfield Sinkhole ({T}: Add {W} or {B}.) This land enters tapped.

Snowfield Sinkhole

Woodland Chasm ({T}: Add {B} or {G}.) This land enters tapped.

Woodland Chasm

Rimewood Falls ({T}: Add {G} or {U}.) This land enters tapped.

Rimewood Falls

Volatile Fjord ({T}: Add {U} or {R}.) This land enters tapped.

Volatile Fjord

Alpine Meadow ({T}: Add {R} or {W}.) This land enters tapped.

Alpine Meadow

Creature Lands No card existsNo card existsNo card existsNo card existsNo card exists
Shambling Vent This 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 Quagmire This 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 Falls This 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 Fumarole This 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 Spires This 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.

Needle Spires

Transform Lands No card existsNo card existsNo card existsNo card existsNo card exists
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 Eternity Enchant 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 Orazca At 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 Catlacan Whenever 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 Triumph When 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 No card existsNo card existsNo card existsNo card existsNo card exists
Silverquill Campus This 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 Campus This 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 Campus This 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 Campus This 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 Campus This 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 River This land enters tapped. {T}: Add {W} or {U}.

Meandering River

Submerged Boneyard This land enters tapped. {T}: Add {U} or {B}.

Submerged Boneyard

Cinder Barrens This land enters tapped. {T}: Add {B} or {R}.

Cinder Barrens

Timber Gorge This land enters tapped. {T}: Add {R} or {G}.

Timber Gorge

Tranquil Expanse This land enters tapped. {T}: Add {G} or {W}.

Tranquil Expanse

Forsaken Sanctuary This land enters tapped. {T}: Add {W} or {B}.

Forsaken Sanctuary

Foul Orchard This land enters tapped. {T}: Add {B} or {G}.

Foul Orchard

Woodland Stream This land enters tapped. {T}: Add {G} or {U}.

Woodland Stream

Highland Lake This land enters tapped. {T}: Add {U} or {R}.

Highland Lake

Stone Quarry This land enters tapped. {T}: Add {R} or {W}.

Stone Quarry

Fetch Lands
Flooded Strand {T}, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.

Flooded Strand

Polluted Delta {T}, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.

Polluted Delta

Bloodstained Mire {T}, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.

Bloodstained Mire

Wooded Foothills {T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

Wooded Foothills

Windswept Heath {T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Windswept Heath

Marsh Flats {T}, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.

Marsh Flats

Verdant Catacombs {T}, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.

Verdant Catacombs

Misty Rainforest {T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.

Misty Rainforest

Scalding Tarn {T}, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.

Scalding Tarn

Arid Mesa {T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.

Arid Mesa

Bounce Lands
Azorius Chancery This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {W}{U}.

Azorius Chancery

Dimir Aqueduct This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {U}{B}.

Dimir Aqueduct

Rakdos Carnarium This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {B}{R}.

Rakdos Carnarium

Gruul Turf This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {R}{G}.

Gruul Turf

Selesnya Sanctuary This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {G}{W}.

Selesnya Sanctuary

Orzhov Basilica This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {W}{B}.

Orzhov Basilica

Golgari Rot Farm This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {B}{G}.

Golgari Rot Farm

Simic Growth Chamber This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {G}{U}.

Simic Growth Chamber

Izzet Boilerworks This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {U}{R}.

Izzet Boilerworks

Boros Garrison This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {R}{W}.

Boros Garrison

Filter Lands
Mystic Gate {T}: Add {C}. {W/U}, {T}: Add {W}{W}, {W}{U}, or {U}{U}.

Mystic Gate

Sunken Ruins {T}: Add {C}. {U/B}, {T}: Add {U}{U}, {U}{B}, or {B}{B}.

Sunken Ruins

Graven Cairns {T}: Add {C}. {B/R}, {T}: Add {B}{B}, {B}{R}, or {R}{R}.

Graven Cairns

Fire-Lit Thicket {T}: Add {C}. {R/G}, {T}: Add {R}{R}, {R}{G}, or {G}{G}.

Fire-Lit Thicket

Wooded Bastion {T}: Add {C}. {G/W}, {T}: Add {G}{G}, {G}{W}, or {W}{W}.

Wooded Bastion

Fetid Heath {T}: Add {C}. {W/B}, {T}: Add {W}{W}, {W}{B}, or {B}{B}.

Fetid Heath

Twilight Mire {T}: Add {C}. {B/G}, {T}: Add {B}{B}, {B}{G}, or {G}{G}.

Twilight Mire

Flooded Grove {T}: Add {C}. {G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U}.

Flooded Grove

Cascade Bluffs {T}: Add {C}. {U/R}, {T}: Add {U}{U}, {U}{R}, or {R}{R}.

Cascade Bluffs

Rugged Prairie {T}: Add {C}. {R/W}, {T}: Add {R}{R}, {R}{W}, or {W}{W}.

Rugged Prairie

LTR Unique Dual No card existsNo card exists
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.

Mount Doom

No card existsNo card existsNo card existsNo card existsNo card existsNo card existsNo card exists
Horizon Lands No card existsNo card existsNo card existsNo card existsNo card exists
Silent Clearing {T}, Pay 1 life: Add {W} or {B}. {1}, {T}, Sacrifice this land: Draw a card.

Silent Clearing

Nurturing Peatland {T}, Pay 1 life: Add {B} or {G}. {1}, {T}, Sacrifice this land: Draw a card.

Nurturing Peatland

Waterlogged Grove {T}, Pay 1 life: Add {G} or {U}. {1}, {T}, Sacrifice this land: Draw a card.

Waterlogged Grove

Fiery Islet {T}, Pay 1 life: Add {U} or {R}. {1}, {T}, Sacrifice this land: Draw a card.

Fiery Islet

Sunbaked Canyon {T}, Pay 1 life: Add {R} or {W}. {1}, {T}, Sacrifice this land: Draw a card.

Sunbaked Canyon

Future Shifted Lands
Nimbus Maze {T}: Add {C}. {T}: Add {W}. Activate only if you control an Island. {T}: Add {U}. Activate only if you control a Plains.

Nimbus Maze

River of Tears {T}: Add {U}. If you played a land this turn, add {B} instead.

River of Tears

Graven Cairns {T}: Add {C}. {B/R}, {T}: Add {B}{B}, {B}{R}, or {R}{R}.

Graven Cairns

Grove of the Burnwillows {T}: Add {C}. {T}: Add {R} or {G}. Each opponent gains 1 life.

Grove of the Burnwillows

Horizon Canopy {T}, Pay 1 life: Add {G} or {W}. {1}, {T}, Sacrifice this land: Draw a card.

Horizon Canopy

No card existsNo card existsNo card existsNo card existsNo card exists
Artifact Lands
Razortide Bridge This land enters tapped. Indestructible {T}: Add {W} or {U}.

Razortide Bridge

Mistvault Bridge This land enters tapped. Indestructible {T}: Add {U} or {B}.

Mistvault Bridge

Drossforge Bridge This land enters tapped. Indestructible {T}: Add {B} or {R}.

Drossforge Bridge

Slagwoods Bridge This land enters tapped. Indestructible {T}: Add {R} or {G}.

Slagwoods Bridge

Thornglint Bridge This land enters tapped. Indestructible {T}: Add {G} or {W}.

Thornglint Bridge

Goldmire Bridge This land enters tapped. Indestructible {T}: Add {W} or {B}.

Goldmire Bridge

Darkmoss Bridge This land enters tapped. Indestructible {T}: Add {B} or {G}.

Darkmoss Bridge

Tanglepool Bridge This land enters tapped. Indestructible {T}: Add {G} or {U}.

Tanglepool Bridge

Silverbluff Bridge This land enters tapped. Indestructible {T}: Add {U} or {R}.

Silverbluff Bridge

Rustvale Bridge This land enters tapped. Indestructible {T}: Add {R} or {W}.

Rustvale Bridge

MDFCs
Suppression Ray // Orderly Plaza Tap 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 Archive Search 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 Morass This 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 Clearing Target 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 Harvest Enchant 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 Chapel Enchant 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 Grove Put 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 Jungle Devoid (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 Falls Draw 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 Stronghold Until 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 Refuge This land enters tapped. When this land enters, you gain 1 life. {T}: Add {W} or {U}.

Sejiri Refuge

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

Jwar Isle Refuge

Akoum Refuge This land enters tapped. When this land enters, you gain 1 life. {T}: Add {B} or {R}.

Akoum Refuge

Kazandu Refuge This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {G}.

Kazandu Refuge

Graypelt Refuge This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {W}.

Graypelt Refuge

No card existsNo card exists
Alchemist's Refuge {T}: Add {C}. {G}{U}, {T}: You may cast spells this turn as though they had flash.

Alchemist's Refuge

No card existsNo card exists
Creature Lands
Celestial Colonnade This 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 Pit This 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 Reaches This 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 Ravine This 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 Wildwood This 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

No card exists
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

No card existsNo card existsNo card exists
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

No card existsNo card existsNo card existsNo card existsNo card exists
Invasion Lands
Coastal Tower This land enters tapped. {T}: Add {W} or {U}.

Coastal Tower

Salt Marsh This land enters tapped. {T}: Add {U} or {B}.

Salt Marsh

Urborg Volcano This land enters tapped. {T}: Add {B} or {R}.

Urborg Volcano

Shivan Oasis This land enters tapped. {T}: Add {R} or {G}.

Shivan Oasis

Elfhame Palace This land enters tapped. {T}: Add {G} or {W}.

Elfhame Palace

No card existsNo card existsNo card existsNo card existsNo card exists
Coldsnap Snow Lands
Boreal Shelf This land enters tapped. {T}: Add {W} or {U}.

Boreal Shelf

Frost Marsh This land enters tapped. {T}: Add {U} or {B}.

Frost Marsh

Tresserhorn Sinks This land enters tapped. {T}: Add {B} or {R}.

Tresserhorn Sinks

Highland Weald This land enters tapped. {T}: Add {R} or {G}.

Highland Weald

Arctic Flats This land enters tapped. {T}: Add {G} or {W}.

Arctic Flats

No card existsNo card existsNo card existsNo card existsNo card exists
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.

Tranquil Garden

No card existsNo card existsNo card existsNo card existsNo card exists
Battlebond Lands
Sea of Clouds This land enters tapped unless you have two or more opponents. {T}: Add {W} or {U}.

Sea of Clouds

Morphic Pool This land enters tapped unless you have two or more opponents. {T}: Add {U} or {B}.

Morphic Pool

Luxury Suite This land enters tapped unless you have two or more opponents. {T}: Add {B} or {R}.

Luxury Suite

Spire Garden This land enters tapped unless you have two or more opponents. {T}: Add {R} or {G}.

Spire Garden

Bountiful Promenade This land enters tapped unless you have two or more opponents. {T}: Add {G} or {W}.

Bountiful Promenade

Vault of Champions This land enters tapped unless you have two or more opponents. {T}: Add {W} or {B}.

Vault of Champions

Undergrowth Stadium This land enters tapped unless you have two or more opponents. {T}: Add {B} or {G}.

Undergrowth Stadium

Rejuvenating Springs This land enters tapped unless you have two or more opponents. {T}: Add {G} or {U}.

Rejuvenating Springs

Training Center This land enters tapped unless you have two or more opponents. {T}: Add {U} or {R}.

Training Center

Spectator Seating This land enters tapped unless you have two or more opponents. {T}: Add {R} or {W}.

Spectator Seating

True Duals
Tundra ({T}: Add {W} or {U}.)

Tundra

Underground Sea ({T}: Add {U} or {B}.)

Underground Sea

Badlands ({T}: Add {B} or {R}.)

Badlands

Taiga ({T}: Add {R} or {G}.)

Taiga

Savannah ({T}: Add {G} or {W}.)

Savannah

Scrubland ({T}: Add {W} or {B}.)

Scrubland

Bayou ({T}: Add {B} or {G}.)

Bayou

Tropical Island ({T}: Add {G} or {U}.)

Tropical Island

Volcanic Island ({T}: Add {U} or {R}.)

Volcanic Island

Plateau ({T}: Add {R} or {W}.)

Plateau

Tainted Lands No card exists
Tainted Isle {T}: Add {C}. {T}: Add {U} or {B}. Activate only if you control a Swamp.

Tainted Isle

Tainted Peak {T}: Add {C}. {T}: Add {B} or {R}. Activate only if you control a Swamp.

Tainted Peak

No card existsNo card exists
Tainted Field {T}: Add {C}. {T}: Add {W} or {B}. Activate only if you control a Swamp.

Tainted Field

Tainted Wood {T}: Add {C}. {T}: Add {B} or {G}. Activate only if you control a Swamp.

Tainted Wood

No card existsNo card existsNo card exists
Odyssey Filter Lands
Skycloud Expanse {1}, {T}: Add {W}{U}.

Skycloud Expanse

Darkwater Catacombs {1}, {T}: Add {U}{B}.

Darkwater Catacombs

Shadowblood Ridge {1}, {T}: Add {B}{R}.

Shadowblood Ridge

Mossfire Valley {1}, {T}: Add {R}{G}.

Mossfire Valley

Sungrass Prairie {1}, {T}: Add {G}{W}.

Sungrass Prairie

Desolate Mire {1}, {T}: Add {W}{B}.

Desolate Mire

Viridescent Bog {1}, {T}: Add {B}{G}.

Viridescent Bog

Overflowing Basin {1}, {T}: Add {G}{U}.

Overflowing Basin

Ferrous Lake {1}, {T}: Add {U}{R}.

Ferrous Lake

Sunscorched Divide {1}, {T}: Add {R}{W}.

Sunscorched Divide

Slow Fetch Lands
Flood Plain This 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 River This 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 Pit This 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 Valley This 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

Grasslands This land enters tapped. {T}, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Grasslands

No card existsNo card existsNo card existsNo card existsNo card exists
Clue Lands
Study This 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 Passage This 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 Room This 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 Room This 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

Conservatory This 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

Ballroom This 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

Lounge This 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

Kitchen This 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

Library This 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

Hall This 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.")

Hall

Tempest Slow Pain Lands No card existsNo card existsNo card existsNo card existsNo card exists
Salt Flats This land enters tapped. {T}: Add {C}. {T}: Add {W} or {B}. This land deals 1 damage to you.

Salt Flats

Pine Barrens This land enters tapped. {T}: Add {C}. {T}: Add {B} or {G}. This land deals 1 damage to you.

Pine Barrens

Skyshroud Forest This land enters tapped. {T}: Add {C}. {T}: Add {G} or {U}. This land deals 1 damage to you.

Skyshroud Forest

Caldera Lake This land enters tapped. {T}: Add {C}. {T}: Add {U} or {R}. This land deals 1 damage to you.

Caldera Lake

Scabland This land enters tapped. {T}: Add {C}. {T}: Add {R} or {W}. This land deals 1 damage to you.

Scabland

Tempest Slow Untap Lands
Thalakos Lowlands {T}: Add {C}. {T}: Add {W} or {U}. This land doesn't untap during your next untap step.

Thalakos Lowlands

Rootwater Depths {T}: Add {C}. {T}: Add {U} or {B}. This land doesn't untap during your next untap step.

Rootwater Depths

Cinder Marsh {T}: Add {C}. {T}: Add {B} or {R}. This land doesn't untap during your next untap step.

Cinder Marsh

Mogg Hollows {T}: Add {C}. {T}: Add {R} or {G}. This land doesn't untap during your next untap step.

Mogg Hollows

Vec Townships {T}: Add {C}. {T}: Add {G} or {W}. This land doesn't untap during your next untap step.

Vec Townships

No card existsNo card existsNo card existsNo card existsNo card exists
Deplete Lands
Land Cap This 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 Delta This 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 Tubes This 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 Ridge This 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

Veldt This 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.

Veldt

No card existsNo card existsNo card existsNo card existsNo card exists