Secret Lair Lands

Treasure Vault {T}: Add {C}. {X}{X}, {T}, Sacrifice this land: Create X Treasure tokens.

Treasure Vault

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

Homeward Path {T}: Add {C}. {T}: Each player gains control of all creatures they own.

Homeward Path

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Yavimaya, Cradle of Growth Each land is a Forest in addition to its other land types.

Yavimaya, Cradle of Growth

Stardew Valley {T}: Add {C}. {2}, {T}, Tap an untapped creature you control: Create a Food token. {3}, {T}: Choose target permanent you control. Draw a card, then another player of your choice may gain control of that permanent. Activate only as a sorcery.

Stardew Valley

Path of Ancestry This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Path of Ancestry

Baxter Building {T}: Add {C}. {4}, {T}: Add four mana in any combination of colors. {4}, {T}: Draw a card. Activate only if you control a creature with toughness 4 or greater.

Baxter Building

Prismatic Vista {T}, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.

Prismatic Vista

Witch Enchanter // Witch-Blessed Meadow When 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}.

Witch Enchanter // Witch-Blessed Meadow

Witch Enchanter // Witch-Blessed Meadow

Boseiju, Who Shelters All Boseiju enters tapped. {T}, Pay 2 life: Add {C}. If that mana is spent on an instant or sorcery spell, that spell can't be countered.

Boseiju, Who Shelters All

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Rogue's Passage {T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.

Rogue's Passage

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Evolving Wilds {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Evolving Wilds

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

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

Miren, the Moaning Well {T}: Add {C}. {3}, {T}, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness.

Miren, the Moaning Well

Voldaren Estate {T}: Add {C}. {T}, Pay 1 life: Add one mana of any color. Spend this mana only to cast a Vampire spell. {5}, {T}: Create a Blood token. This ability costs {1} less to activate for each Vampire you control. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")

Voldaren Estate

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Reliquary Tower You have no maximum hand size. {T}: Add {C}.

Reliquary Tower

Wastes {T}: Add {C}.

Wastes

Bojuka Bog This land enters tapped. When this land enters, exile target player's graveyard. {T}: Add {B}.

Bojuka Bog

Bojuka Bog This land enters tapped. When this land enters, exile target player's graveyard. {T}: Add {B}.

Bojuka Bog

Command Beacon {T}: Add {C}. {T}, Sacrifice this land: Put your commander into your hand from the command zone.

Command Beacon

Command Beacon {T}: Add {C}. {T}, Sacrifice this land: Put your commander into your hand from the command zone.

Command Beacon

Fabled Passage {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.

Fabled Passage

Fabled Passage {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.

Fabled Passage

Reflecting Pool {T}: Add one mana of any type that a land you control could produce.

Reflecting Pool

Reflecting Pool {T}: Add one mana of any type that a land you control could produce.

Reflecting Pool

Reliquary Tower You have no maximum hand size. {T}: Add {C}.

Reliquary Tower

Reliquary Tower You have no maximum hand size. {T}: Add {C}.

Reliquary Tower

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Dryad Arbor (This land isn't a spell, it's affected by summoning sickness, and it has "{T}: Add {G}.")

Dryad Arbor

Mystic Sanctuary ({T}: Add {U}.) This land enters tapped unless you control three or more other Islands. When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.

Mystic Sanctuary

Island ({T}: Add {U}.)

Island

Island ({T}: Add {U}.)

Island

Island ({T}: Add {U}.)

Island

Island ({T}: Add {U}.)

Island

Halimar Depths This land enters tapped. When this land enters, look at the top three cards of your library, then put them back in any order. {T}: Add {U}.

Halimar Depths

Haunted Fengraf {T}: Add {C}. {3}, {T}, Sacrifice this land: Return a creature card at random from your graveyard to your hand.

Haunted Fengraf

Lonely Sandbar This land enters tapped. {T}: Add {U}. Cycling {U} ({U}, Discard this card: Draw a card.)

Lonely Sandbar

Remote Isle This land enters tapped. {T}: Add {U}. Cycling {2} ({2}, Discard this card: Draw a card.)

Remote Isle

The Surgical Bay This land enters tapped. {T}: Add {U}. {1}{U}, {T}, Sacrifice this land: Draw a card.

The Surgical Bay

Svyelunite Temple This land enters tapped. {T}: Add {U}. {T}, Sacrifice this land: Add {U}{U}.

Svyelunite Temple

Thespian's Stage {T}: Add {C}. {2}, {T}: This land becomes a copy of target land, except it has this ability.

Thespian's Stage

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Path of Ancestry This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Path of Ancestry

Eiganjo Castle {T}: Add {W}. {W}, {T}: Prevent the next 2 damage that would be dealt to target legendary creature this turn.

Eiganjo Castle

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

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

Inspiring Vantage

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

Inspiring Vantage

Scrying Sheets {T}: Add {C}. {1}{S}, {T}: Look at the top card of your library. If that card is snow, you may reveal it and put it into your hand. ({S} can be paid with one mana from a snow source.)

Scrying Sheets

Thespian's Stage {T}: Add {C}. {2}, {T}: This land becomes a copy of target land, except it has this ability.

Thespian's Stage

Ancient Amphitheater As this land enters, you may reveal a Giant card from your hand. If you don't, this land enters tapped. {T}: Add {R} or {W}.

Ancient Amphitheater

Auntie's Hovel As this land enters, you may reveal a Goblin card from your hand. If you don't, this land enters tapped. {T}: Add {B} or {R}.

Auntie's Hovel

Gilt-Leaf Palace As this land enters, you may reveal an Elf card from your hand. If you don't, this land enters tapped. {T}: Add {B} or {G}.

Gilt-Leaf Palace

Secluded Glen As this land enters, you may reveal a Faerie card from your hand. If you don't, this land enters tapped. {T}: Add {U} or {B}.

Secluded Glen

Wanderwine Hub As this land enters, you may reveal a Merfolk card from your hand. If you don't, this land enters tapped. {T}: Add {W} or {U}.

Wanderwine Hub

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Maze's End This 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

Homeward Path {T}: Add {C}. {T}: Each player gains control of all creatures they own.

Homeward Path

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

Inventors' Fair At 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

Dark Depths Dark Depths enters with ten ice counters on it. {3}: Remove an ice counter from Dark Depths. When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.

Dark Depths

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Plains ({T}: Add {W}.)

Plains

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Plains ({T}: Add {W}.)

Plains

Plains ({T}: Add {W}.)

Plains

Plains ({T}: Add {W}.)

Plains

Plains ({T}: Add {W}.)

Plains

Plains ({T}: Add {W}.)

Plains

Plains ({T}: Add {W}.)

Plains

Plains ({T}: Add {W}.)

Plains

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Island ({T}: Add {U}.)

Island

Island ({T}: Add {U}.)

Island

Island ({T}: Add {U}.)

Island

Island ({T}: Add {U}.)

Island

Island ({T}: Add {U}.)

Island

Island ({T}: Add {U}.)

Island

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Swamp ({T}: Add {B}.)

Swamp

Swamp ({T}: Add {B}.)

Swamp

Swamp ({T}: Add {B}.)

Swamp

Swamp ({T}: Add {B}.)

Swamp

Swamp ({T}: Add {B}.)

Swamp

Swamp ({T}: Add {B}.)

Swamp

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Forest ({T}: Add {G}.)

Forest

Forest ({T}: Add {G}.)

Forest

Forest ({T}: Add {G}.)

Forest

Forest ({T}: Add {G}.)

Forest

Forest ({T}: Add {G}.)

Forest

Forest ({T}: Add {G}.)

Forest

Forest ({T}: Add {G}.)

Forest

Seraph Sanctuary When this land enters, you gain 1 life. Whenever an Angel you control enters, you gain 1 life. {T}: Add {C}.

Seraph Sanctuary

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Search for Azcanta // Azcanta, the Sunken Ruin At the beginning of your upkeep, surveil 1. Then if you have seven or more cards in your graveyard, you may transform Search for Azcanta. (Look at the top card of your library. You may put that card into your graveyard.) // (Transforms from Search for Azcanta.) {T}: Add {U}. {2}{U}, {T}: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Search for Azcanta // Azcanta, the Sunken Ruin

Search for Azcanta // Azcanta, the Sunken Ruin

Academy Ruins {T}: Add {C}. {1}{U}, {T}: Put target artifact card from your graveyard on top of your library.

Academy Ruins

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Snow-Covered Plains ({T}: Add {W}.)

Snow-Covered Plains

Snow-Covered Plains ({T}: Add {W}.)

Snow-Covered Plains

Snow-Covered Island ({T}: Add {U}.)

Snow-Covered Island

Snow-Covered Island ({T}: Add {U}.)

Snow-Covered Island

Snow-Covered Swamp ({T}: Add {B}.)

Snow-Covered Swamp

Snow-Covered Swamp ({T}: Add {B}.)

Snow-Covered Swamp

Snow-Covered Mountain ({T}: Add {R}.)

Snow-Covered Mountain

Snow-Covered Mountain ({T}: Add {R}.)

Snow-Covered Mountain

Snow-Covered Forest ({T}: Add {G}.)

Snow-Covered Forest

Snow-Covered Forest ({T}: Add {G}.)

Snow-Covered Forest

Homeward Path {T}: Add {C}. {T}: Each player gains control of all creatures they own.

Homeward Path

Homeward Path {T}: Add {C}. {T}: Each player gains control of all creatures they own.

Homeward Path

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Unholy Grotto // Unholy Grotto {T}: Add {C}. {B}, {T}: Put target Zombie card from your graveyard on top of your library. // {T}: Add {C}. {B}, {T}: Put target Zombie card from your graveyard on top of your library.

Unholy Grotto // Unholy Grotto

Unholy Grotto // Unholy Grotto

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

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

Woodland Cemetery

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

Isolated Chapel

Concealed Courtyard This land enters tapped unless you control two or fewer other lands. {T}: Add {W} or {B}.

Concealed Courtyard

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

Spirebluff Canal

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

Blooming Marsh

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

Inspiring Vantage

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

Botanical Sanctum

Field of the Dead This land enters tapped. {T}: Add {C}. Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.

Field of the Dead

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Geier Reach Sanitarium {T}: Add {C}. {2}, {T}: Each player draws a card, then discards a card.

Geier Reach Sanitarium

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Shire Terrace {T}: Add {C}. {1}, {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Shire Terrace

Plains ({T}: Add {W}.)

Plains

Plains ({T}: Add {W}.)

Plains

Plains ({T}: Add {W}.)

Plains

Plains ({T}: Add {W}.)

Plains

Westvale Abbey // Ormendahl, Profane Prince {T}: Add {C}. {5}, {T}, Pay 1 life: Create a 1/1 white and black Human Cleric creature token. {5}, {T}, Sacrifice five creatures: Transform this land, then untap it. // Flying, lifelink, indestructible, haste

Westvale Abbey // Ormendahl, Profane Prince

Westvale Abbey // Ormendahl, Profane Prince

Westvale Abbey // Ormendahl, Profane Prince {T}: Add {C}. {5}, {T}, Pay 1 life: Create a 1/1 white and black Human Cleric creature token. {5}, {T}, Sacrifice five creatures: Transform this land, then untap it. // Flying, lifelink, indestructible, haste

Westvale Abbey // Ormendahl, Profane Prince

Westvale Abbey // Ormendahl, Profane Prince

Seraph Sanctuary When this land enters, you gain 1 life. Whenever an Angel you control enters, you gain 1 life. {T}: Add {C}.

Seraph Sanctuary

Emeria, the Sky Ruin This 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

Seraph Sanctuary When this land enters, you gain 1 life. Whenever an Angel you control enters, you gain 1 life. {T}: Add {C}.

Seraph Sanctuary

The World Tree This land enters tapped. {T}: Add {G}. As long as you control six or more lands, lands you control have "{T}: Add one mana of any color." {W}{W}{U}{U}{B}{B}{R}{R}{G}{G}, {T}, Sacrifice this land: Search your library for any number of God cards, put them onto the battlefield, then shuffle.

The World Tree

Exotic Orchard {T}: Add one mana of any color that a land an opponent controls could produce.

Exotic Orchard

Inkmoth Nexus {T}: Add {C}. {1}: This land becomes a 1/1 Phyrexian Blinkmoth artifact creature with flying and infect until end of turn. It's still a land. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

Inkmoth Nexus

Swamp ({T}: Add {B}.)

Swamp

Island ({T}: Add {U}.)

Island

Island ({T}: Add {U}.)

Island

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Mountain ({T}: Add {R}.)

Mountain

Plains ({T}: Add {W}.)

Plains

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Plains ({T}: Add {W}.)

Plains

Swamp ({T}: Add {B}.)

Swamp

Forest ({T}: Add {G}.)

Forest

Eldrazi Temple {T}: Add {C}. {T}: Add {C}{C}. Spend this mana only to cast colorless Eldrazi spells or activate abilities of colorless Eldrazi.

Eldrazi Temple

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Fabled Passage {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.

Fabled Passage

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Wastes {T}: Add {C}.

Wastes

Wastes {T}: Add {C}.

Wastes

Wastes {T}: Add {C}.

Wastes

Ash Barrens {T}: Add {C}. Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)

Ash Barrens

Command Beacon {T}: Add {C}. {T}, Sacrifice this land: Put your commander into your hand from the command zone.

Command Beacon

Fabled Passage {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.

Fabled Passage

Strip Mine {T}: Add {C}. {T}, Sacrifice this land: Destroy target land.

Strip Mine

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Sliver Hive {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Sliver spell. {5}, {T}: Create a 1/1 colorless Sliver creature token. Activate only if you control a Sliver.

Sliver Hive

Mana Confluence {T}, Pay 1 life: Add one mana of any color.

Mana Confluence

Island ({T}: Add {U}.)

Island

Mountain ({T}: Add {R}.)

Mountain

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

Forest ({T}: Add {G}.)

Forest

Forest ({T}: Add {G}.)

Forest

Nomad Outpost This land enters tapped. {T}: Add {R}, {W}, or {B}.

Nomad Outpost

Island ({T}: Add {U}.)

Island

Ghost Quarter {T}: Add {C}. {T}, Sacrifice this land: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.

Ghost Quarter

Ghost Quarter {T}: Add {C}. {T}, Sacrifice this land: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.

Ghost Quarter

Windbrisk Heights Hideaway 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

Shelldock Isle Hideaway 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 {U}. {U}, {T}: You may play the exiled card without paying its mana cost if a library has twenty or fewer cards in it.

Shelldock Isle

Howltooth Hollow Hideaway 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 {B}. {B}, {T}: You may play the exiled card without paying its mana cost if each player has no cards in hand.

Howltooth Hollow

Spinerock Knoll Hideaway 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 {R}. {R}, {T}: You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.

Spinerock Knoll

Mosswort Bridge Hideaway 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 {G}. {G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.

Mosswort Bridge

Boseiju, Who Shelters All Boseiju enters tapped. {T}, Pay 2 life: Add {C}. If that mana is spent on an instant or sorcery spell, that spell can't be countered.

Boseiju, Who Shelters All

Hall of the Bandit Lord Hall of the Bandit Lord enters tapped. {T}, Pay 3 life: Add {C}. If that mana is spent on a creature spell, it gains haste.

Hall of the Bandit Lord

'80s Inspired Lands

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

League of Legends Lands

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Command Tower {T}: Add one mana of any color in your commander's color identity.

Command Tower

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Snow-Covered Plains ({T}: Add {W}.)

Snow-Covered Plains

Snow-Covered Island ({T}: Add {U}.)

Snow-Covered Island

Snow-Covered Swamp ({T}: Add {B}.)

Snow-Covered Swamp

Snow-Covered Mountain ({T}: Add {R}.)

Snow-Covered Mountain

Snow-Covered Forest ({T}: Add {G}.)

Snow-Covered Forest

Where's Waldo Inspired Land

Shelldock Isle Hideaway 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 {U}. {U}, {T}: You may play the exiled card without paying its mana cost if a library has twenty or fewer cards in it.

Shelldock Isle

Phyrexian Tower {T}: Add {C}. {T}, Sacrifice a creature: Add {B}{B}.

Phyrexian Tower

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

Battlefield Forge

Plains ({T}: Add {W}.)

Plains

Havengul Laboratory // Havengul Mystery {T}: Add {C}. {4}, {T}: Investigate. (Create a colorless Clue artifact token with "{2}, Sacrifice this artifact: Draw a card.") At the beginning of your end step, if you sacrificed three or more Clues this turn, transform Havengul Laboratory. // When this land transforms into Havengul Mystery, return target creature card from your graveyard to the battlefield. When the creature put onto the battlefield with Havengul Mystery leaves the battlefield, transform Havengul Mystery. {T}, Pay 1 life: Add {B}.

Havengul Laboratory // Havengul Mystery

Havengul Laboratory // Havengul Mystery

Ancient Den {T}: Add {W}.

Ancient Den

Seat of the Synod {T}: Add {U}.

Seat of the Synod

Vault of Whispers {T}: Add {B}.

Vault of Whispers

Great Furnace {T}: Add {R}.

Great Furnace

Tree of Tales {T}: Add {G}.

Tree of Tales

Darksteel Citadel Indestructible {T}: Add {C}.

Darksteel Citadel

Moorland Haunt {T}: Add {C}. {W}{U}, {T}, Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token with flying.

Moorland Haunt

Vault of the Archangel {T}: Add {C}. {2}{W}{B}, {T}: Creatures you control gain deathtouch and lifelink until end of turn.

Vault of the Archangel

Nephalia Drownyard {T}: Add {C}. {1}{U}{B}, {T}: Target player mills three cards.

Nephalia Drownyard

Desolate Lighthouse {T}: Add {C}. {1}{U}{R}, {T}: Draw a card, then discard a card.

Desolate Lighthouse

Stensia Bloodhall {T}: Add {C}. {3}{B}{R}, {T}: This land deals 2 damage to target player or planeswalker.

Stensia Bloodhall

Grim Backwoods {T}: Add {C}. {2}{B}{G}, {T}, Sacrifice a creature: Draw a card.

Grim Backwoods

Kessig Wolf Run {T}: Add {C}. {X}{R}{G}, {T}: Target creature gets +X/+0 and gains trample until end of turn.

Kessig Wolf Run

Slayers' Stronghold {T}: Add {C}. {R}{W}, {T}: Target creature gets +2/+0 and gains vigilance and haste until end of turn.

Slayers' Stronghold

Gavony Township {T}: Add {C}. {2}{G}{W}, {T}: Put a +1/+1 counter on each creature you control.

Gavony Township

Alchemist's Refuge {T}: Add {C}. {G}{U}, {T}: You may cast spells this turn as though they had flash.

Alchemist's Refuge

Rogue's Passage {T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.

Rogue's Passage

Reliquary Tower You have no maximum hand size. {T}: Add {C}.

Reliquary Tower

Wasteland {T}: Add {C}. {T}, Sacrifice this land: Destroy target nonbasic land.

Wasteland

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Terramorphic Expanse {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Terramorphic Expanse

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

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

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

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

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

Path of Ancestry This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Path of Ancestry

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Swamp ({T}: Add {B}.)

Swamp

Swamp ({T}: Add {B}.)

Swamp

Bob Ross Art Lands

Plains ({T}: Add {W}.)

Plains

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Forest ({T}: Add {G}.)

Forest

Evolving Wilds {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Evolving Wilds

Swarmyard {T}: Add {C}. {T}: Regenerate target Insect, Rat, Spider, or Squirrel. (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)

Swarmyard

Plains ({T}: Add {W}.)

Plains

Island ({T}: Add {U}.)

Island

Swamp ({T}: Add {B}.)

Swamp

Mountain ({T}: Add {R}.)

Mountain

Forest ({T}: Add {G}.)

Forest

Inkmoth Nexus {T}: Add {C}. {1}: This land becomes a 1/1 Phyrexian Blinkmoth artifact creature with flying and infect until end of turn. It's still a land. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

Inkmoth Nexus

Snow-Covered Plains ({T}: Add {W}.)

Snow-Covered Plains

Snow-Covered Island ({T}: Add {U}.)

Snow-Covered Island

Snow-Covered Swamp ({T}: Add {B}.)

Snow-Covered Swamp

Snow-Covered Mountain ({T}: Add {R}.)

Snow-Covered Mountain

Snow-Covered Forest ({T}: Add {G}.)

Snow-Covered Forest