MDFCs

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Modal double-faced card (MDFC) lands let you choose which face to play as the land hits the battlefield. The marquee cycle is the Pathways from Zendikar Rising and Kaldheim — untapped duals with the flexibility to pick the color you need each game.

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

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

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

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

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

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

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

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

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

Hengegate Pathway // Mistgate Pathway {T}: Add {W}. // {T}: Add {U}.

Hengegate Pathway // Mistgate Pathway

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

Darkbore Pathway // Slitherbore Pathway

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

Blightstep Pathway // Searstep 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

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

Cragcrown Pathway // Timbercrown Pathway

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

Clearwater Pathway // Murkwater Pathway

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

Brightclimb Pathway // Grimclimb Pathway

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

Branchloft Pathway // Boulderloft Pathway