Abandoned Air TempleThis land enters tapped unless you control a basic land.
{T}: Add {W}.
{3}{W}, {T}: Put a +1/+1 counter on each creature you control.
Abandoned Air Temple
Abandoned OutpostThis land enters tapped.
{T}: Add {W}.
{T}, Sacrifice this land: Add one mana of any color.
Abandoned Outpost
Adagia, Windswept BastionThis land enters tapped.
{T}: Add {W}.
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | {3}{W}, {T}: Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
Adagia, Windswept Bastion
Ancient Den{T}: Add {W}.
Ancient Den
Castle ArdenvaleThis land enters tapped unless you control a Plains.
{T}: Add {W}.
{2}{W}{W}, {T}: Create a 1/1 white Human creature token.
Castle Ardenvale
Cave of the Frost DragonIf you control two or more other lands, this land enters tapped.
{T}: Add {W}.
{4}{W}: This land becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
Cave of the Frost Dragon
Country RoadsThis land enters tapped unless you control a Mount or Vehicle.
{T}: Add {W}.
{1}{W}, {T}, Sacrifice this land: Create a 1/1 colorless Pilot creature token with "This token saddles Mounts and crews Vehicles as though its power were 2 greater." Activate only as a sorcery.
Country Roads
Dalkovan EncampmentThis land enters tapped unless you control a Swamp or a Mountain.
{T}: Add {W}.
{2}{W}, {T}: Whenever you attack this turn, create two 1/1 red Warrior creature tokens that are tapped and attacking. Sacrifice them at the beginning of the next end step.
Dalkovan Encampment
Desert of the TrueThis land enters tapped.
{T}: Add {W}.
Cycling {1}{W} ({1}{W}, Discard this card: Draw a card.)
Desert of the True
Drifting MeadowThis land enters tapped.
{T}: Add {W}.
Cycling {2} ({2}, Discard this card: Draw a card.)
Drifting Meadow
Eiganjo Castle{T}: Add {W}.
{W}, {T}: Prevent the next 2 damage that would be dealt to target legendary creature this turn.
Eiganjo Castle
Eiganjo, Seat of the Empire{T}: Add {W}.
Channel — {2}{W}, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs {1} less to activate for each legendary creature you control.
Eiganjo, Seat of the Empire
Emeria's Call // Emeria, Shattered SkyclaveCreate two 4/4 white Angel Warrior creature tokens with flying. Non-Angel creatures you control gain indestructible until your next turn. // As this land enters, you may pay 3 life. If you don't, it enters tapped.
{T}: Add {W}.
Emeria's Call // Emeria, Shattered Skyclave
Emeria, the Sky RuinThis land enters tapped.
At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield.
{T}: Add {W}.
Emeria, the Sky Ruin
Flagstones of Trokair{T}: Add {W}.
When Flagstones of Trokair is put into a graveyard from the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Flagstones of Trokair
Forbidding WatchtowerThis land enters tapped.
{T}: Add {W}.
{1}{W}: This land becomes a 1/5 white Soldier creature until end of turn. It's still a land.
Forbidding Watchtower
Fountain of ChoThis land enters tapped.
{T}: Put a storage counter on this land.
{T}, Remove any number of storage counters from this land: Add {W} for each storage counter removed this way.
Fountain of Cho
Hidden CourtyardThis land enters tapped.
{T}: Add {W}.
{4}{W}, {T}, Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Hidden Courtyard
Icatian StoreThis land enters tapped.
You may choose not to untap this land during your untap step.
At the beginning of your upkeep, if this land is tapped, put a storage counter on it.
{T}, Remove any number of storage counters from this land: Add {W} for each storage counter removed this way.
Icatian Store
Idyllic Grange({T}: Add {W}.)
This land enters tapped unless you control three or more other Plains.
When this land enters untapped, put a +1/+1 counter on target creature you control.
Idyllic Grange
Ishgard, the Holy See // Faith & GriefThis land enters tapped.
{T}: Add {W}. // Return up to two target artifact and/or enchantment cards from your graveyard to your hand. (Then exile this card. You may play the land later from exile.)
Ishgard, the Holy See // Faith & Grief
Kabira CrossroadsThis land enters tapped.
When this land enters, you gain 2 life.
{T}: Add {W}.
Kabira Crossroads
Kabira Takedown // Kabira PlateauKabira Takedown deals damage equal to the number of creatures you control to target creature or planeswalker. // This land enters tapped.
{T}: Add {W}.
Kabira Takedown // Kabira Plateau
Karakas{T}: Add {W}.
{T}: Return target legendary creature to its owner's hand.
Karakas
KarooThis land enters tapped.
When this land enters, sacrifice it unless you return an untapped Plains you control to its owner's hand.
{T}: Add {C}{W}.
Karoo
Kjeldoran OutpostIf this land would enter, sacrifice a Plains instead. If you do, put this land onto the battlefield. If you don't, put it into its owner's graveyard.
{T}: Add {W}.
{1}{W}, {T}: Create a 1/1 white Soldier creature token.
Kjeldoran Outpost
Legion's Landing // Adanto, the First FortWhen Legion's Landing enters, create a 1/1 white Vampire creature token with lifelink.
When you attack with three or more creatures, transform Legion's Landing. // (Transforms from Legion's Landing.)
{T}: Add {W}.
{2}{W}, {T}: Create a 1/1 white Vampire creature token with lifelink.
Legion's Landing // Adanto, the First Fort
Lupinflower Village{T}: Add {C}.
{T}: Add {W}. Spend this mana only to cast a creature spell.
{1}{W}, {T}, Sacrifice this land: Look at the top six cards of your library. You may reveal a Bat, Bird, Mouse, or Rabbit card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Lupinflower Village
Makindi Stampede // Makindi MesasCreatures you control get +2/+2 until end of turn. // This land enters tapped.
{T}: Add {W}.
Makindi Stampede // Makindi Mesas
Memorial to GloryThis land enters tapped.
{T}: Add {W}.
{3}{W}, {T}, Sacrifice this land: Create two 1/1 white Soldier creature tokens.
Memorial to Glory
Minas TirithMinas Tirith enters tapped unless you control a legendary creature.
{T}: Add {W}.
{1}{W}, {T}: Draw a card. Activate only if you attacked with two or more creatures this turn.
Minas Tirith
Mistveil Plains({T}: Add {W}.)
This land enters tapped.
{W}, {T}: Put target card from your graveyard on the bottom of your library. Activate only if you control two or more white permanents.
Mistveil Plains
Monumental HengeThis land enters tapped unless you control a Plains.
{T}: Add {W}.
{2}{W}{W}, {T}: Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Monumental Henge
New BenaliaThis 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}.
New Benalia
Nomad Stadium{T}: Add {W}. This land deals 1 damage to you.
Threshold — {W}, {T}, Sacrifice this land: You gain 4 life. Activate only if there are seven or more cards in your graveyard.
Nomad Stadium
Ojer Taq, Deepest Foundation // Temple of CivilizationVigilance
If one or more creature tokens would be created under your control, three times that many of those tokens are created instead.
When Ojer Taq dies, return it to the battlefield tapped and transformed under its owner's control. // (Transforms from Ojer Taq, Deepest Foundation.)
{T}: Add {W}.
{2}{W}, {T}: Transform this land. Activate only if you attacked with three or more creatures this turn and only as a sorcery.
Ojer Taq, Deepest Foundation // Temple of Civilization
Ondu Inversion // Ondu SkyruinsDestroy all nonland permanents. // This land enters tapped.
{T}: Add {W}.
Ondu Inversion // Ondu Skyruins
Razorgrass Ambush // Razorgrass FieldRazorgrass Ambush deals 3 damage to target attacking or blocking creature. // As this land enters, you may pay 3 life. If you don't, it enters tapped.
{T}: Add {W}.
Razorgrass Ambush // Razorgrass Field
Remote FarmThis land enters tapped with two depletion counters on it.
{T}, Remove a depletion counter from this land: Add {W}{W}. If there are no depletion counters on this land, sacrifice it.
Remote Farm
Ruins of TrokairThis land enters tapped.
{T}: Add {W}.
{T}, Sacrifice this land: Add {W}{W}.
Ruins of Trokair
Rustic ClachanAs this land enters, you may reveal a Kithkin card from your hand. If you don't, this land enters tapped.
{T}: Add {W}.
Reinforce 1—{1}{W} ({1}{W}, Discard this card: Put a +1/+1 counter on target creature.)
Rustic Clachan
Sandstone BridgeThis land enters tapped.
When this land enters, target creature gets +1/+1 and gains vigilance until end of turn.
{T}: Add {W}.
Sandstone Bridge
Secluded SteppeThis land enters tapped.
{T}: Add {W}.
Cycling {W} ({W}, Discard this card: Draw a card.)
Secluded Steppe
Sejiri Shelter // Sejiri GlacierTarget creature you control gains protection from the color of your choice until end of turn. // This land enters tapped.
{T}: Add {W}.
Sejiri Shelter // Sejiri Glacier
Sejiri SteppeThis land enters tapped.
When this land enters, target creature you control gains protection from the color of your choice until end of turn.
{T}: Add {W}.
Sejiri Steppe
Serra's Sanctum{T}: Add {W} for each enchantment you control.
Serra's Sanctum
Shefet Dunes{T}: Add {C}.
{T}, Pay 1 life: Add {W}.
{2}{W}{W}, {T}, Sacrifice a Desert: Creatures you control get +1/+1 until end of turn. Activate only as a sorcery.
Shefet Dunes
Sidequest: Catch a Fish // Cooking CampsiteAt the beginning of your upkeep, look at the top card of your library. If it's an artifact or creature card, you may reveal it and put it into your hand. If you put a card into your hand this way, create a Food token and transform this enchantment. // {T}: Add {W}.
{3}, {T}, Sacrifice an artifact: Put a +1/+1 counter on each creature you control. Activate only as a sorcery.
Sidequest: Catch a Fish // Cooking Campsite
Skyclave Cleric // Skyclave BasilicaWhen this creature enters, you gain 2 life. // This land enters tapped.
{T}: Add {W}.
Skyclave Cleric // Skyclave Basilica
The Fair BasilicaThis land enters tapped.
{T}: Add {W}.
{1}{W}, {T}, Sacrifice this land: Draw a card.
The Fair Basilica
Thousand Moons Smithy // Barracks of the ThousandWhen Thousand Moons Smithy enters, create a white Gnome Soldier artifact creature token with "This token's power and toughness are each equal to the number of artifacts and/or creatures you control."
At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy. // (Transforms from Thousand Moons Smithy.)
{T}: Add {W}.
Whenever you cast an artifact or creature spell using mana produced by Barracks of the Thousand, create a white Gnome Soldier artifact creature token with "This token's power and toughness are each equal to the number of artifacts and/or creatures you control."
Thousand Moons Smithy // Barracks of the Thousand
Vivid MeadowThis land enters tapped with two charge counters on it.
{T}: Add {W}.
{T}, Remove a charge counter from this land: Add one mana of any color.
Vivid Meadow
Windbrisk HeightsHideaway 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.)
This land enters tapped.
{T}: Add {W}.
{W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Windbrisk Heights
Witch Enchanter // Witch-Blessed MeadowWhen this creature enters, destroy target artifact or enchantment an opponent controls. // As this land enters, you may pay 3 life. If you don't, it enters tapped.
{T}: Add {W}.