Utility Lands

Last modified:

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

Reliquary 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

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

Rogue's Passage

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

Bojuka Bog

Myriad Landscape This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Myriad Landscape

Urborg, Tomb of Yawgmoth Each land is a Swamp in addition to its other land types.

Urborg, Tomb of Yawgmoth

Boseiju, Who Endures {T}: Add {G}. Channel — {1}{G}, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.

Boseiju, Who Endures

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

Yavimaya, Cradle of Growth

Otawara, Soaring City {T}: Add {U}. Channel — {3}{U}, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs {1} less to activate for each legendary creature you control.

Otawara, Soaring City

Cavern of Souls As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.

Cavern of Souls

Urza's Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — This Saga gains "{T}: Add {C}." II — This Saga gains "{2}, {T}: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'" III — Search your library for an artifact card with mana cost {0} or {1}, put it onto the battlefield, then shuffle.

Urza's Saga

War Room {T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

War Room

Sink into Stupor // Soporific Springs Return target spell or nonland permanent an opponent controls to its owner's hand. // As this land enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {U}.

Sink into Stupor // Soporific Springs

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

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

Command Beacon

Buried Ruin {T}: Add {C}. {2}, {T}, Sacrifice this land: Return target artifact card from your graveyard to your hand.

Buried Ruin

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

Fell the Profane // Fell Mire Destroy target creature or planeswalker. // As this land enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {B}.

Fell the Profane // Fell Mire

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

Malakir Rebirth // Malakir Mire Choose target creature. You lose 2 life. Until end of turn, that creature gains "When this creature dies, return it to the battlefield tapped under its owner's control." // This land enters tapped. {T}: Add {B}.

Malakir Rebirth // Malakir Mire

Takenuma, Abandoned Mire {T}: Add {B}. Channel — {3}{B}, Discard this card: Mill three cards, then return a creature or planeswalker card from your graveyard to your hand. This ability costs {1} less to activate for each legendary creature you control.

Takenuma, Abandoned Mire

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

Temple of Epiphany This 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 {U} or {R}.

Temple of Epiphany

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

Scavenger Grounds {T}: Add {C}. {2}, {T}, Sacrifice a Desert: Exile all graveyards.

Scavenger Grounds

Temple of Silence This 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} or {B}.

Temple of Silence

Temple of Triumph This 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 {W}.

Temple of Triumph

Bala Ged Recovery // Bala Ged Sanctuary Return target card from your graveyard to your hand. // This land enters tapped. {T}: Add {G}.

Bala Ged Recovery // Bala Ged Sanctuary

Temple of Enlightenment This 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} or {U}.

Temple of Enlightenment

Temple of Mystery This 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 {G} or {U}.

Temple of Mystery

Temple of Deceit This 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 {U} or {B}.

Temple of Deceit

Ketria Triome ({T}: Add {G}, {U}, or {R}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Ketria Triome

Shifting Woodland This land enters tapped unless you control a Forest. {T}: Add {G}. Delirium — {2}{G}{G}: This land becomes a copy of target permanent card in your graveyard until end of turn. Activate only if there are four or more card types among cards in your graveyard.

Shifting Woodland

Jetmir's Garden ({T}: Add {R}, {G}, or {W}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Jetmir's Garden

Temple of Malady This 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 {B} or {G}.

Temple of Malady

Arena of Glory This land enters tapped unless you control a Mountain. {T}: Add {R}. {R}, {T}, Exert this land: Add {R}{R}. If any of that mana is spent on a creature spell, it gains haste until end of turn. (An exerted permanent won't untap during your next untap step.)

Arena of Glory

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

Mistrise Village This land enters tapped unless you control a Mountain or a Forest. {T}: Add {U}. {U}, {T}: The next spell you cast this turn can't be countered.

Mistrise Village

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

Spara's Headquarters ({T}: Add {G}, {W}, or {U}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Spara's Headquarters

Zagoth Triome ({T}: Add {B}, {G}, or {U}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Zagoth Triome

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

Minas Tirith Minas 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

Undercity Sewers ({T}: Add {U} or {B}.) 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.)

Undercity Sewers

Hall of Heliod's Generosity {T}: Add {C}. {1}{W}, {T}: Put target enchantment card from your graveyard on top of your library.

Hall of Heliod's Generosity

Raffine's Tower ({T}: Add {W}, {U}, or {B}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Raffine's Tower

High Market {T}: Add {C}. {T}, Sacrifice a creature: You gain 1 life.

High Market

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

Geier Reach Sanitarium

Urza's Cave {T}: Add {C}. {3}, {T}, Sacrifice this land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.

Urza's Cave

Temple of Malice This 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 {B} or {R}.

Temple of Malice

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

Academy Ruins

Disciple of Freyalise // Garden of Freyalise When this creature enters, you may sacrifice another creature. If you do, you gain X life and draw X cards, where X is that creature's power. // As this land enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {G}.

Disciple of Freyalise // Garden of Freyalise

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

Treasure Vault

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

Xander's Lounge ({T}: Add {U}, {B}, or {R}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Xander's Lounge

Underground Mortuary ({T}: Add {B} 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.)

Underground Mortuary

Plaza of Heroes {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a legendary spell. {T}: Add one mana of any color among legendary permanents you control. {3}, {T}, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.

Plaza of Heroes

Indatha Triome ({T}: Add {W}, {B}, or {G}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Indatha Triome

Raugrin Triome ({T}: Add {U}, {R}, or {W}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Raugrin Triome

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

Savai Triome ({T}: Add {R}, {W}, or {B}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Savai Triome

Temple of Plenty This 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 {G} or {W}.

Temple of Plenty

Valakut Awakening // Valakut Stoneforge Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one. // This land enters tapped. {T}: Add {R}.

Valakut Awakening // Valakut Stoneforge

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

Strip Mine

Pinnacle Monk // Mystic Peak Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, return target instant or sorcery card from your graveyard to your hand. // As this land enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {R}.

Pinnacle Monk // Mystic Peak

Ziatora's Proving Ground ({T}: Add {B}, {R}, or {G}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Ziatora's Proving Ground

Emergence Zone {T}: Add {C}. {1}, {T}, Sacrifice this land: You may cast spells this turn as though they had flash.

Emergence Zone

Temple of Abandon This 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

Maze of Ith {T}: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

Maze of Ith

Bonders' Enclave {T}: Add {C}. {3}, {T}: Draw a card. Activate only if you control a creature with power 4 or greater.

Bonders' Enclave

Hedge Maze ({T}: Add {G} or {U}.) 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.)

Hedge Maze

Nesting Grounds {T}: Add {C}. {1}, {T}: Move a counter from target permanent you control onto a second target permanent. Activate only as a sorcery.

Nesting Grounds

Raucous Theater ({T}: Add {B} or {R}.) 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.)

Raucous Theater

Talon Gates of Madara When this land enters, up to one target creature phases out. {T}: Add {C}. {1}, {T}: Add one mana of any color. {4}: Put this card from your hand onto the battlefield.

Talon Gates of Madara

Shadowy Backstreet ({T}: Add {W} or {B}.) 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.)

Shadowy Backstreet

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

Thespian's Stage

Access Tunnel {T}: Add {C}. {3}, {T}: Target creature with power 3 or less can't be blocked this turn.

Access Tunnel

Minamo, School at Water's Edge {T}: Add {U}. {U}, {T}: Untap target legendary permanent.

Minamo, School at Water's Edge

Hydroelectric Specimen // Hydroelectric Laboratory Flash When this creature enters, you may change the target of target instant or sorcery spell with a single target to this creature. // As this land enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {U}.

Hydroelectric Specimen // Hydroelectric Laboratory

Shizo, Death's Storehouse {T}: Add {B}. {B}, {T}: Target legendary creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)

Shizo, Death's Storehouse

Thundering Falls ({T}: Add {U} or {R}.) 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.)

Thundering Falls

Boggart Trawler // Boggart Bog When this creature enters, exile target player's graveyard. // As this land enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {B}.

Boggart Trawler // Boggart Bog

Sheltered Thicket ({T}: Add {R} or {G}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)

Sheltered Thicket

Sea Gate Restoration // Sea Gate, Reborn Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game. // As this land enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {U}.

Sea Gate Restoration // Sea Gate, Reborn

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

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

Bridgeworks Battle // Tanglespan Bridgeworks Target creature you control gets +2/+2 until end of turn. It fights up to one target creature you don't control. (Each deals damage equal to its power to the other.) // As this land enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {G}.

Bridgeworks Battle // Tanglespan Bridgeworks

Opal Palace {T}: Add {C}. {1}, {T}: Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.

Opal Palace

Canyon Slough ({T}: Add {B} or {R}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)

Canyon Slough

Meticulous Archive ({T}: Add {W} or {U}.) 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.)

Meticulous Archive

Mortuary Mire This land enters tapped. When this land enters, you may put target creature card from your graveyard on top of your library. {T}: Add {B}.

Mortuary Mire

Sundering Eruption // Volcanic Fissure Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Creatures without flying can't block this turn. // As this land enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {R}.

Sundering Eruption // Volcanic Fissure

Castle Ardenvale This 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

Castle Garenbrig This land enters tapped unless you control a Forest. {T}: Add {G}. {2}{G}{G}, {T}: Add six {G}. Spend this mana only to cast creature spells or activate abilities of creatures.

Castle Garenbrig

Lush Portico ({T}: Add {G} or {W}.) 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.)

Lush Portico

Oran-Rief, the Vastwood This land enters tapped. {T}: Add {G}. {T}: Put a +1/+1 counter on each green creature that entered this turn.

Oran-Rief, the Vastwood

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

Elegant Parlor ({T}: Add {R} or {W}.) 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.)

Elegant Parlor

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

Castle Locthwain This land enters tapped unless you control a Swamp. {T}: Add {B}. {1}{B}{B}, {T}: Draw a card, then you lose life equal to the number of cards in your hand.

Castle Locthwain

Escape Tunnel {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. {T}, Sacrifice this land: Target creature with power 2 or less can't be blocked this turn.

Escape Tunnel

Irrigated Farmland ({T}: Add {W} or {U}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)

Irrigated Farmland

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

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

Cephalid Coliseum {T}: Add {U}. This land deals 1 damage to you. Threshold — {U}, {T}, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if there are seven or more cards in your graveyard.

Cephalid Coliseum

Fetid Pools ({T}: Add {U} or {B}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)

Fetid Pools

The Mycosynth Gardens {T}: Add {C}. {1}, {T}: Add one mana of any color. {X}, {T}: This land becomes a copy of target nontoken artifact you control with mana value X.

The Mycosynth Gardens

Fiery Islet {T}, Pay 1 life: Add {U} or {R}. {1}, {T}, Sacrifice this land: Draw a card.

Fiery Islet

Forgotten Cave This land enters tapped. {T}: Add {R}. Cycling {R} ({R}, Discard this card: Draw a card.)

Forgotten Cave

Witch's Cottage ({T}: Add {B}.) This land enters tapped unless you control three or more other Swamps. When this land enters untapped, you may put target creature card from your graveyard on top of your library.

Witch's Cottage

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

Archway of Innovation This land enters tapped unless you control an Island. {T}: Add {U}. {U}, {T}: The next spell you cast this turn has improvise. (Your artifacts can help cast that spell. Each artifact you tap after you're done activating mana abilities pays for {1}.)

Archway of Innovation

Blighted Woodland {T}: Add {C}. {3}{G}, {T}, Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Blighted Woodland

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

Sejiri Shelter // Sejiri Glacier Target 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

Agadeem's Awakening // Agadeem, the Undercrypt Return from your graveyard to the battlefield any number of target creature cards that each have a different mana value X or less. // As this land enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {B}.

Agadeem's Awakening // Agadeem, the Undercrypt

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

Krosan Verge This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, then shuffle.

Krosan Verge

Sokenzan, Crucible of Defiance {T}: Add {R}. Channel — {3}{R}, Discard this card: Create two 1/1 colorless Spirit creature tokens. They gain haste until end of turn. This ability costs {1} less to activate for each legendary creature you control.

Sokenzan, Crucible of Defiance

Mines of Moria Mines of Moria enters tapped unless you control a legendary creature. {T}: Add {R}. {3}{R}, {T}, Exile three cards from your graveyard: Create two Treasure tokens.

Mines of Moria

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

Gavony Township

Castle Vantress This land enters tapped unless you control an Island. {T}: Add {U}. {2}{U}{U}, {T}: Scry 2.

Castle Vantress

Rivendell Rivendell enters tapped unless you control a legendary creature. {T}: Add {U}. {1}{U}, {T}: Scry 2. Activate only if you control a legendary creature.

Rivendell

Scattered Groves ({T}: Add {G} or {W}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)

Scattered Groves

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

Arcane Lighthouse {T}: Add {C}. {1}, {T}: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.

Arcane Lighthouse

Barren Moor This land enters tapped. {T}: Add {B}. Cycling {B} ({B}, Discard this card: Draw a card.)

Barren Moor

Tranquil Thicket This land enters tapped. {T}: Add {G}. Cycling {G} ({G}, Discard this card: Draw a card.)

Tranquil Thicket

Witch's Clinic {T}: Add {C}. {2}, {T}: Target commander gains lifelink until end of turn.

Witch's Clinic

Castle Embereth This land enters tapped unless you control a Mountain. {T}: Add {R}. {1}{R}{R}, {T}: Creatures you control get +1/+0 until end of turn.

Castle Embereth

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

Alchemist's Refuge

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

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

Lonely Sandbar

Spymaster's Vault This land enters tapped unless you control a Swamp. {T}: Add {B}. {B}, {T}: Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)

Spymaster's Vault

Waterlogged Grove {T}, Pay 1 life: Add {G} or {U}. {1}, {T}, Sacrifice this land: Draw a card.

Waterlogged Grove

Haven of the Spirit Dragon {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Dragon creature spell. {2}, {T}, Sacrifice this land: Return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand.

Haven of the Spirit Dragon

Glasspool Mimic // Glasspool Shore You may have this creature enter as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types. // This land enters tapped. {T}: Add {U}.

Glasspool Mimic // Glasspool Shore

The Shire The Shire enters tapped unless you control a legendary creature. {T}: Add {G}. {1}{G}, {T}, Tap an untapped creature you control: Create a Food token.

The Shire

Mikokoro, Center of the Sea {T}: Add {C}. {2}, {T}: Each player draws a card.

Mikokoro, Center of the Sea

The Black Gate As The Black Gate enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {B}. {1}{B}, {T}: Choose a player with the most life or tied for most life. Target creature can't be blocked by creatures that player controls this turn.

The Black Gate

Abandoned Air Temple This 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

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

Homeward Path

Mount Doom {T}, Pay 1 life: Add {B} or {R}. {1}{B}{R}, {T}: Mount Doom deals 1 damage to each opponent. {5}{B}{R}, {T}, Sacrifice Mount Doom and a legendary artifact: Choose up to two creatures, then destroy the rest. Activate only as a sorcery.

Mount Doom

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

Wasteland

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

Midgar, City of Mako // Reactor Raid This land enters tapped. {T}: Add {B}. // You may sacrifice an artifact or creature. If you do, draw two cards. (Then exile this card. You may play the land later from exile.)

Midgar, City of Mako // Reactor Raid

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

Slayers' Stronghold

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

Dakmor Salvage This land enters tapped. {T}: Add {B}. Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)

Dakmor Salvage

Valakut, the Molten Pinnacle This land enters tapped. Whenever a Mountain you control enters, if you control at least five other Mountains, you may have this land deal 3 damage to any target. {T}: Add {R}.

Valakut, the Molten Pinnacle

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

Uthros, Titanic Godcore This land enters tapped. {T}: Add {U}. Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.) 12+ | {U}, {T}: Add {U} for each artifact you control.

Uthros, Titanic Godcore

Secret Tunnel This 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

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

Shatterskull Smashing // Shatterskull, the Hammer Pass Shatterskull Smashing deals X damage divided as you choose among up to two target creatures and/or planeswalkers. If X is 6 or more, Shatterskull Smashing deals twice X damage divided as you choose among them instead. // As this land enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {R}.

Shatterskull Smashing // Shatterskull, the Hammer Pass

Lindblum, Industrial Regency // Mage Siege This land enters tapped. {T}: Add {R}. // Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent."

Lindblum, Industrial Regency // Mage Siege

Ishgard, the Holy See // Faith & Grief This 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

Secluded Steppe This land enters tapped. {T}: Add {W}. Cycling {W} ({W}, Discard this card: Draw a card.)

Secluded Steppe

Monumental Henge This 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

Sunbaked Canyon {T}, Pay 1 life: Add {R} or {W}. {1}, {T}, Sacrifice this land: Draw a card.

Sunbaked Canyon

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

Arid Archway This 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

Adventurer's Inn When this land enters, you gain 2 life. {T}: Add {C}.

Adventurer's Inn

Horizon of Progress {T}, Pay 1 life: Add one mana of any type that a land you control could produce. {3}, {T}: You may put a land card from your hand onto the battlefield tapped. {1}, {T}, Sacrifice this land: Draw a card.

Horizon of Progress

Radiant Fountain When this land enters, you gain 2 life. {T}: Add {C}.

Radiant Fountain

The Grey Havens When The Grey Havens enters, scry 1. {T}: Add {C}. {T}: Add one mana of any color among legendary creature cards in your graveyard.

The Grey Havens

Deserted Temple {T}: Add {C}. {1}, {T}: Untap target land.

Deserted Temple

Nurturing Peatland {T}, Pay 1 life: Add {B} or {G}. {1}, {T}, Sacrifice this land: Draw a card.

Nurturing Peatland

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

Kazuul's Fury // Kazuul's Cliffs As an additional cost to cast this spell, sacrifice a creature. Kazuul's Fury deals damage equal to the sacrificed creature's power to any target. // This land enters tapped. {T}: Add {R}.

Kazuul's Fury // Kazuul's Cliffs

Adagia, Windswept Bastion This 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

Silent Clearing {T}, Pay 1 life: Add {W} or {B}. {1}, {T}, Sacrifice this land: Draw a card.

Silent Clearing

Blast Zone This 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

Ba Sing Se This land enters tapped unless you control a basic land. {T}: Add {G}. {2}{G}, {T}: Earthbend 2. Activate only as a sorcery. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)

Ba Sing Se

Horizon Canopy {T}, Pay 1 life: Add {G} or {W}. {1}, {T}, Sacrifice this land: Draw a card.

Horizon Canopy