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
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
Los Diablos Missile BaseThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {R} or {G}.
Los Diablos Missile Base
Omashu CityThis land enters tapped.
{T}: Add {R} or {G}.
{4}, {T}, Sacrifice this land: Draw a card.
Omashu City
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
Gongaga, Reactor TownThis land enters tapped.
{T}: Add {R} or {G}.
Gongaga, Reactor Town
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
Rugged HighlandsThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {R} or {G}.
Rugged Highlands
Gruul GuildgateThis land enters tapped.
{T}: Add {R} or {G}.
Gruul Guildgate
Thornspire Verge{T}: Add {R}.
{T}: Add {G}. Activate only if you control a Mountain or a Forest.
Thornspire Verge
Bleeding WoodsThis land enters tapped unless a player has 13 or less life.
{T}: Add {R} or {G}.
Bleeding Woods
Bristling BackwoodsThis land enters tapped.
When this land enters, it deals 1 damage to target opponent.
{T}: Add {R} or {G}.
Bristling Backwoods
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
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.