Access Tunnel{T}: Add {C}.
{3}, {T}: Target creature with power 3 or less can't be blocked this turn.
Access Tunnel
Adventurer's InnWhen this land enters, you gain 2 life.
{T}: Add {C}.
Adventurer's Inn
Amonkhet RacewayStart your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
{T}: Add {C}.
Max speed — {T}: Target creature gains haste until end of turn.
Amonkhet Raceway
Animal Sanctuary{T}: Add {C}.
{2}, {T}: Put a +1/+1 counter on target Bird, Cat, Dog, Goat, Ox, or Snake.
Animal Sanctuary
Arch of OrazcaAscend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
{T}: Add {C}.
{5}, {T}: Draw a card. Activate only if you have the city's blessing.
Arch of Orazca
Arid ArchwayThis land enters tapped.
When this land enters, return a land you control to its owner's hand. If another Desert was returned this way, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
{T}: Add {C}{C}.
Arid Archway
Avishkar RacewayStart your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
{T}: Add {C}.
Max speed — {3}, {T}, Discard a card: Draw a card.
Avishkar Raceway
Blast ZoneThis land enters with a charge counter on it.
{T}: Add {C}.
{X}{X}, {T}: Put X charge counters on this land.
{3}, {T}, Sacrifice this land: Destroy each nonland permanent with mana value equal to the number of charge counters on this land.
Blast Zone
Bonders' Enclave{T}: Add {C}.
{3}, {T}: Draw a card. Activate only if you control a creature with power 4 or greater.
Bonders' Enclave
Cavernous Maw{T}: Add {C}.
{2}: This land becomes a 3/3 Elemental creature until end of turn. It's still a Cave land. Activate only if the number of other Caves you control plus the number of Cave cards in your graveyard is three or greater.
Cavernous Maw
Clive's HideawayHideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
{T}: Add {C}.
{2}, {T}: You may play the exiled card without paying its mana cost if you control four or more legendary creatures.
Clive's Hideaway
Conqueror's Galleon // Conqueror's FootholdWhen this Vehicle attacks, exile it at end of combat, then return it to the battlefield transformed under your control.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.) // (Transforms from Conqueror's Galleon.)
{T}: Add {C}.
{2}, {T}: Draw a card, then discard a card.
{4}, {T}: Draw a card.
{6}, {T}: Return target card from your graveyard to your hand.
Conqueror's Galleon // Conqueror's Foothold
Cradle of the Accursed{T}: Add {C}.
{3}, {T}, Sacrifice this land: Create a 2/2 black Zombie creature token. Activate only as a sorcery.
Cradle of the Accursed
Crawling Barrens{T}: Add {C}.
{4}: Put two +1/+1 counters on this land. Then you may have it become a 0/0 Elemental creature until end of turn. It's still a land.
Crawling Barrens
Cryptic Caves{T}: Add {C}.
{1}, {T}, Sacrifice this land: Draw a card. Activate only if you control five or more lands.
Cryptic Caves
Darksteel CitadelIndestructible
{T}: Add {C}.
Darksteel Citadel
Demolition Field{T}: Add {C}.
{2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Demolition Field
Detection Tower{T}: Add {C}.
{1}, {T}: Until end of turn, your opponents and creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.
Detection Tower
Drannith Ruins{T}: Add {C}.
{2}, {T}: Put two +1/+1 counters on target non-Human creature that entered this turn.
Drannith Ruins
Drownyard Temple{T}: Add {C}.
{3}: Return this card from your graveyard to the battlefield tapped.
Drownyard Temple
Dunes of the Dead{T}: Add {C}.
When this land is put into a graveyard from the battlefield, create a 2/2 black Zombie creature token.
Dunes of the Dead
Dungeon DescentThis land enters tapped.
{T}: Add {C}.
{4}, {T}, Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Dungeon Descent
Echoing DeepsYou may have this land enter tapped as a copy of any land card in a graveyard, except it's a Cave in addition to its other types.
{T}: Add {C}.
Echoing Deeps
Eden, Seat of the Sanctum{T}: Add {C}.
{5}, {T}: Mill two cards. Then you may sacrifice this land. When you do, return another target permanent card from your graveyard to your hand.
Eden, Seat of the Sanctum
Emergence Zone{T}: Add {C}.
{1}, {T}, Sacrifice this land: You may cast spells this turn as though they had flash.
Endless Sands{T}: Add {C}.
{2}, {T}: Exile target creature you control.
{4}, {T}, Sacrifice this land: Return each creature card exiled with this land to the battlefield under its owner's control.
Endless Sands
Faceless Haven{T}: Add {C}.
{S}{S}{S}: This land becomes a 4/3 creature with vigilance and all creature types until end of turn. It's still a land. ({S} can be paid with one mana from a snow source.)
Faceless Haven
Field of Ruin{T}: Add {C}.
{2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
Field of Ruin
Fomori Vault{T}: Add {C}.
{3}, {T}, Discard a card: Look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
Fomori Vault
Foundry of the Consuls{T}: Add {C}.
{5}, {T}, Sacrifice this land: Create two 1/1 colorless Thopter artifact creature tokens with flying.
Foundry of the Consuls
Fountainport{T}: Add {C}.
{2}, {T}, Sacrifice a token: Draw a card.
{3}, {T}, Pay 1 life: Create a 1/1 blue Fish creature token.
{4}, {T}: Create a Treasure token.
Fountainport
Geier Reach Sanitarium{T}: Add {C}.
{2}, {T}: Each player draws a card, then discards a card.
Geier Reach Sanitarium
Grasping Dunes{T}: Add {C}.
{1}, {T}, Sacrifice this land: Put a -1/-1 counter on target creature. Activate only as a sorcery.
Grasping Dunes
Hostile Desert{T}: Add {C}.
{2}, Exile a land card from your graveyard: This land becomes a 3/4 Elemental creature until end of turn. It's still a land.
Hostile Desert
Inventors' FairAt the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
{T}: Add {C}.
{4}, {T}, Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Inventors' Fair
Karn's Bastion{T}: Add {C}.
{4}, {T}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Karn's Bastion
Labyrinth of Skophos{T}: Add {C}.
{4}, {T}: Remove target attacking or blocking creature from combat.
Labyrinth of Skophos
Mage-Ring Network{T}: Add {C}.
{1}, {T}: Put a storage counter on this land.
{T}, Remove any number of storage counters from this land: Add {C} for each storage counter removed this way.
Mage-Ring Network
Maze's EndThis land enters tapped.
{T}: Add {C}.
{3}, {T}, Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.
Maze's End
MirrorpoolThis land enters tapped.
{T}: Add {C}.
{2}{C}, {T}, Sacrifice this land: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
{4}{C}, {T}, Sacrifice this land: Create a token that's a copy of target creature you control.
Mirrorpool
Mishra's Foundry{T}: Add {C}.
{2}: This land becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.
{1}, {T}: Target attacking Assembly-Worker gets +2/+2 until end of turn.
Mishra's Foundry
Mobilized District{T}: Add {C}.
{4}: This land becomes a 3/3 Citizen creature with vigilance until end of turn. It's still a land. This ability costs {1} less to activate for each legendary creature and planeswalker you control.
Mobilized District
Muraganda RacewayStart your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
{T}: Add {C}.
Max speed — {T}: Add {C}{C}.
Muraganda Raceway
Mutavault{T}: Add {C}.
{1}: This land becomes a 2/2 creature with all creature types until end of turn. It's still a land.
Mutavault
Nephalia AcademyIf a spell or ability an opponent controls causes you to discard a card, you may reveal that card and put it on top of your library instead of putting it anywhere else.
{T}: Add {C}.
Nephalia Academy
Northampton Farm{T}: Add {C}.
{1}, {T}: Exile target creature you own.
{2}, {T}, Sacrifice this land: Return a creature card exiled with this land to the battlefield under your control. Return each other card exiled with this land to its owner's hand.
Northampton Farm
Petrified HamletWhen this land enters, choose a land card name.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
Lands with the chosen name have "{T}: Add {C}."
{T}: Add {C}.
Petrified Hamlet
Promising Vein{T}: Add {C}.
{1}, {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Promising Vein
Radiant FountainWhen this land enters, you gain 2 life.
{T}: Add {C}.
Radiant Fountain
Reliquary TowerYou have no maximum hand size.
{T}: Add {C}.
Reliquary Tower
Roadside Reliquary{T}: Add {C}.
{2}, {T}, Sacrifice this land: Draw a card if you control an artifact. Draw a card if you control an enchantment.
Roadside Reliquary
Rogue's Passage{T}: Add {C}.
{4}, {T}: Target creature can't be blocked this turn.
Rogue's Passage
Ruins of Oran-RiefThis land enters tapped.
{T}: Add {C}. ({C} represents colorless mana.)
{T}: Put a +1/+1 counter on target colorless creature that entered this turn.
Ruins of Oran-Rief
Sanctum of Ugin{T}: Add {C}.
Whenever you cast a colorless spell with mana value 7 or greater, you may sacrifice this land. If you do, search your library for a colorless creature card, reveal it, put it into your hand, then shuffle.
Sanctum of Ugin
Sandstorm Verge{T}: Add {C}.
{3}, {T}: Target creature can't block this turn. Activate only as a sorcery.
Sandstorm Verge
Scavenger Grounds{T}: Add {C}.
{2}, {T}, Sacrifice a Desert: Exile all graveyards.
Scavenger Grounds
Sea Gate Wreckage{T}: Add {C}. ({C} represents colorless mana.)
{2}{C}, {T}: Draw a card. Activate only if you have no cards in hand.
Sea Gate Wreckage
Secluded Starforge{T}: Add {C}.
{2}, {T}, Tap X untapped artifacts you control: Target creature gets +X/+0 until end of turn. Activate only as a sorcery.
{5}, {T}: Create a 2/2 colorless Robot artifact creature token.
Secluded Starforge
Secret TunnelThis land can't be blocked.
{T}: Add {C}.
{4}, {T}: Two target creatures you control that share a creature type can't be blocked this turn.
Secret Tunnel
Sequestered Stash{T}: Add {C}.
{4}, {T}, Sacrifice this land: Mill five cards. Then you may put an artifact card from your graveyard on top of your library.
Sequestered Stash
Shrine of the Forsaken Gods{T}: Add {C}.
{T}: Add {C}{C}. Spend this mana only to cast colorless spells. Activate only if you control seven or more lands.
Shrine of the Forsaken Gods
Skycoach Waypoint{T}: Add {C}.
{3}, {T}: Target creature becomes prepared. (Only creatures with prepare spells can become prepared.)
Skycoach Waypoint
Soulstone Sanctuary{T}: Add {C}.
{4}: This land becomes a 3/3 creature with vigilance and all creature types. It's still a land.
Soulstone Sanctuary
Spawning Bed{T}: Add {C}.
{6}, {T}, Sacrifice this land: Create three 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add {C}."
Spawning Bed
Sunscorched DesertWhen this land enters, it deals 1 damage to target player or planeswalker.
{T}: Add {C}.
Sunscorched Desert
Thaumatic Compass // Spires of Orazca{3}, {T}: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
At the beginning of your end step, if you control seven or more lands, transform this artifact. // (Transforms from Thaumatic Compass.)
{T}: Add {C}.
{T}: Untap target attacking creature an opponent controls and remove it from combat.
Thaumatic Compass // Spires of Orazca
The Biblioplex{T}: Add {C}.
{2}, {T}: Look at the top card of your library. If it's an instant or sorcery card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard. Activate only if you have exactly zero or seven cards in hand.
The Biblioplex
The Gold Saucer{T}: Add {C}.
{2}, {T}: Flip a coin. If you win the flip, create a Treasure token.
{3}, {T}, Sacrifice two artifacts: Draw a card.
The Gold Saucer
The Monumental FacadeThis land enters with two oil counters on it.
{T}: Add {C}.
{T}, Remove an oil counter from this land: Put an oil counter on target artifact or creature you control. Activate only as a sorcery.
The Monumental Facade
Thespian's Stage{T}: Add {C}.
{2}, {T}: This land becomes a copy of target land, except it has this ability.
Thespian's Stage
Tocasia's Dig Site{T}: Add {C}.
{3}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Tocasia's Dig Site
Tomb of the Spirit Dragon{T}: Add {C}.
{2}, {T}: You gain 1 life for each colorless creature you control.
Tomb of the Spirit Dragon
Treasure Map // Treasure Cove{1}, {T}: Scry 1. Put a landmark counter on this artifact. Then if there are three or more landmark counters on it, remove those counters, transform this artifact, and create three Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.") // (Transforms from Treasure Map.)
{T}: Add {C}.
{T}, Sacrifice a Treasure: Draw a card.
Treasure Map // Treasure Cove
Treasure Vault{T}: Add {C}.
{X}{X}, {T}, Sacrifice this land: Create X Treasure tokens.
Treasure Vault
Tyrite Sanctum{T}: Add {C}.
{2}, {T}: Target legendary creature becomes a God in addition to its other types. Put a +1/+1 counter on it.
{4}, {T}, Sacrifice this land: Put an indestructible counter on target God.
Tyrite Sanctum
Volatile Fault{T}: Add {C}.
{1}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. That player may search their library for a basic land card, put it onto the battlefield, then shuffle. You create a Treasure token.
Volatile Fault
Warped Landscape{T}: Add {C}.
{2}, {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Warped Landscape
Wastes{T}: Add {C}.
Wastes
Zhalfirin VoidWhen this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{T}: Add {C}.