Forests you control are 1/1 green Elf creatures that are still lands.
{1}{G}, Sacrifice an Elf: Target creature gets +3/+3 until end of turn.
2 /
2
{R}{G}{W}{U}
Aragorn, the Uniter
Legendary Creature - Human Noble
Whenever you cast a white spell, create a 1/1 white Human Soldier creature token.
Whenever you cast a blue spell, scry 2.
Whenever you cast a red spell, Aragorn, the Uniter deals 3 damage to target opponent.
Whenever you cast a green spell, target creature gets +4/+4 until end of turn.
5 /
5
--
Argoth, Sanctum of Nature
Land
Argoth, Sanctum of Nature enters the battlefield tapped unless you control a legendary green creature.
{T}: Add {G}.
{2}{G}{G}, {T}: Create a 2/2 green Bear creature token, then mill three cards. Activate only as a sorcery.
(Melds with Titania, Voice of Gaea.)
{3}{G}
Argothian Elder
Creature - Elf Druid
{T}: Untap two target lands.
2 /
2
{1}{R}{R}{R}
Awaken the Ancient
Enchantment - Aura
Enchant Mountain
Enchanted Mountain is a 7/7 red Giant creature with haste. It's still a land.
{X}{G}{G}
Awaken the Woods
Sorcery
Create X 1/1 green Forest Dryad land creature tokens. (They're affected by summoning sickness.)
{2}{G}
Awakener Druid
Creature - Human Druid
When Awakener Druid enters the battlefield, target Forest becomes a 4/5 green Treefolk creature for as long as Awakener Druid remains on the battlefield. It's still a land.
1 /
1
{3}{G}{G}
Awakening of Vitu-Ghazi
Instant
Put nine +1/+1 counters on target land you control. It becomes a legendary 0/0 Elemental creature with haste named Vitu-Ghazi. It's still a land.
--
Blinkmoth Nexus
Land
{T}: Add {C}.
{1}: Blinkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land.
{1}, {T}: Target Blinkmoth creature gets +1/+1 until end of turn.
{2}{G}{G}
Blossoming Tortoise
Creature - Turtle
Whenever Blossoming Tortoise enters the battlefield or attacks, mill three cards, then return a land card from your graveyard to the battlefield tapped.
Activated abilities of lands you control cost {1} less to activate.
Land creatures you control get +1/+1.
3 /
3
{G}
Brave the Wilds
Sorcery
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)
If this spell was bargained, target land you control becomes a 3/3 Elemental creature with haste that's still a land.
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
{G}
Burgeoning
Enchantment
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
--
Canopy Vista
Land - Forest Plains
({T}: Add {G} or {W}.)
Canopy Vista enters the battlefield tapped unless you control two or more basic lands.
--
Cascading Cataracts
Land
Indestructible
{T}: Add {C}.
{5}, {T}: Add five mana in any combination of colors.
--
Cave of the Frost Dragon
Land
If you control two or more other lands, Cave of the Frost Dragon enters the battlefield tapped.
{T}: Add {W}.
{4}{W}: Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
--
Celestial Colonnade
Land
Celestial Colonnade enters the battlefield tapped.
{T}: Add {W} or {U}.
{3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
{W}{U}{B}{R}{G}
Child of Alara
Legendary Creature - Avatar
Trample
When Child of Alara dies, destroy all nonland permanents. They can't be regenerated.
6 /
6
--
Cinder Glade
Land - Mountain Forest
({T}: Add {R} or {G}.)
Cinder Glade enters the battlefield tapped unless you control two or more basic lands.
--
Crawling Barrens
Land
{T}: Add {C}.
{4}: Put two +1/+1 counters on Crawling Barrens. Then you may have it become a 0/0 Elemental creature until end of turn. It's still a land.
--
Creeping Tar Pit
Land
Creeping Tar Pit enters the battlefield tapped.
{T}: Add {U} or {B}.
{1}{U}{B}: Creeping Tar Pit becomes a 3/2 blue and black Elemental creature until end of turn and can't be blocked this turn. It's still a land.
--
Darksteel Citadel
Artifact Land
Indestructible
{T}: Add {C}.
--
Dryad Arbor
Land Creature - Forest Dryad
(Dryad Arbor isn't a spell, it's affected by summoning sickness, and it has "{T}: Add {G}.")
1 /
1
{3}{G}
Earth Surge
Enchantment
Each land gets +2/+2 as long as it's a creature.
--
Echoing Deeps
Land - Cave
You may have Echoing Deeps enter the battlefield 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}.
{2}{G}
Elvish Branchbender
Creature - Elf Druid
{T}: Until end of turn, target Forest becomes an X/X Treefolk creature in addition to its other types, where X is the number of Elves you control.
2 /
2
{3}{R}
Embodiment of Fury
Creature - Elemental
Trample
Land creatures you control have trample.
Landfall -- Whenever a land enters the battlefield under your control, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.
4 /
3
{4}{G}
Embodiment of Insight
Creature - Elemental
Vigilance
Land creatures you control have vigilance.
Landfall -- Whenever a land enters the battlefield under your control, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.
4 /
4
--
Faerie Conclave
Land
Faerie Conclave enters the battlefield tapped.
{T}: Add {U}.
{1}{U}: Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land.
--
Field of the Dead
Land
Field of the Dead enters the battlefield tapped.
{T}: Add {C}.
Whenever Field of the Dead or another land enters the battlefield under your control, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{G}
Genju of the Cedars
Enchantment - Aura
Enchant Forest
{2}: Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land.
When enchanted Forest is put into a graveyard, you may return Genju of the Cedars from your graveyard to your hand.
{U}
Genju of the Falls
Enchantment - Aura
Enchant Island
{2}: Enchanted Island becomes a 3/2 blue Spirit creature with flying until end of turn. It's still a land.
When enchanted Island is put into a graveyard, you may return Genju of the Falls from your graveyard to your hand.
{B}
Genju of the Fens
Enchantment - Aura
Enchant Swamp
{2}: Until end of turn, enchanted Swamp becomes a 2/2 black Spirit creature with "{B}: This creature gets +1/+1 until end of turn." It's still a land.
When enchanted Swamp is put into a graveyard, you may return Genju of the Fens from your graveyard to your hand.
{W}
Genju of the Fields
Enchantment - Aura
Enchant Plains
{2}: Until end of turn, enchanted Plains becomes a 2/5 white Spirit creature with "Whenever this creature deals damage, its controller gains that much life." It's still a land.
When enchanted Plains is put into a graveyard, you may return Genju of the Fields from your graveyard to your hand.
{R}
Genju of the Spires
Enchantment - Aura
Enchant Mountain
{2}: Enchanted Mountain becomes a 6/1 red Spirit creature until end of turn. It's still a land.
When enchanted Mountain is put into a graveyard, you may return Genju of the Spires from your graveyard to your hand.
{3}{G}{G}
Gilt-Leaf Archdruid
Creature - Elf Druid
Whenever you cast a Druid spell, you may draw a card.
Tap seven untapped Druids you control: Gain control of all lands target player controls.
3 /
3
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
{G}
Groundskeeper
Creature - Human Druid
{1}{G}: Return target basic land card from your graveyard to your hand.
1 /
1
{2}{W}
Guardian Zendikon
Enchantment - Aura
Enchant land
Enchanted land is a 2/6 white Wall creature with defender. It's still a land.
When enchanted land dies, return that card to its owner's hand.
{2}{U}
Halimar Tidecaller
Creature - Human Wizard Ally
When Halimar Tidecaller enters the battlefield, you may return target card with awaken from your graveyard to your hand.
Land creatures you control have flying.
2 /
3
--
Hall of Storm Giants
Land
If you control two or more other lands, Hall of Storm Giants enters the battlefield tapped.
{T}: Add {U}.
{5}{U}: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward {3}. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)
{3}{G}
Harmonious Emergence
Enchantment - Aura
Enchant land you control
Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land.
If enchanted land would be destroyed, instead sacrifice Harmonious Emergence and that land gains indestructible until end of turn.
--
Hissing Quagmire
Land
Hissing Quagmire enters the battlefield tapped.
{T}: Add {B} or {G}.
{1}{B}{G}: Hissing Quagmire becomes a 2/2 black and green Elemental creature with deathtouch until end of turn. It's still a land.
--
Hive of the Eye Tyrant
Land
If you control two or more other lands, Hive of the Eye Tyrant enters the battlefield tapped.
{T}: Add {B}.
{3}{B}: Until end of turn, Hive of the Eye Tyrant becomes a 3/3 black Beholder creature with menace and "Whenever this creature attacks, exile target card from defending player's graveyard." It's still a land.
{1}{G}
Hope Tender
Creature - Human Druid
{1}, {T}: Untap target land.
{1}, {T}, Exert Hope Tender: Untap two target lands. (An exerted creature won't untap during your next untap step.)
2 /
2
--
Inkmoth Nexus
Land
{T}: Add {C}.
{1}: Inkmoth Nexus 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.)
{1}{G}
Joiner Adept
Creature - Elf Druid
Lands you control have "{T}: Add one mana of any color."
2 /
1
{3}{G}{G}
Jolrael, Empress of Beasts
Legendary Creature - Human Spellshaper
{2}{G}, {T}, Discard two cards: All lands target player controls become 3/3 creatures until end of turn. They're still lands.
3 /
3
{2}{G}{U}
Jolrael, Voice of Zhalfir
Legendary Creature - Human Druid
At the beginning of combat on your turn, up to one target land you control becomes an X/X green and blue Bird creature with flying and haste until end of turn, where X is the number of cards in your hand. It's still a land.
Whenever a land creature you control deals combat damage to a player, draw a card.
3 /
3
{2}{G}
Juniper Order Druid
Creature - Human Cleric Druid
{T}: Untap target land.
1 /
1
{3}{G}
Kamahl's Will
Instant
Choose one. If you control a commander as you cast this spell, you may choose both.
• Until end of turn, any number of target lands you control become 1/1 Elemental creatures with vigilance, indestructible, and haste. They're still lands.
• Choose target creature you don't control. Each creature you control deals damage equal to its power to that creature.
{2}{G}
Krosan Restorer
Creature - Human Druid
{T}: Untap target land.
Threshold -- {T}: Untap up to three target lands. Activate only if seven or more cards are in your graveyard.
1 /
2
{R}{G}{W}{U}
Kynaios and Tiro of Meletis
Legendary Creature - Human Soldier
At the beginning of your end step, draw a card. Each player may put a land card from their hand onto the battlefield, then each opponent who didn't draws a card.
2 /
8
--
Lair of the Hydra
Land
If you control two or more other lands, Lair of the Hydra enters the battlefield tapped.
{T}: Add {G}.
{X}{G}: Until end of turn, Lair of the Hydra becomes an X/X green Hydra creature. It's still a land. X can't be 0.
--
Lavaclaw Reaches
Land
Lavaclaw Reaches enters the battlefield tapped.
{T}: Add {B} or {R}.
{1}{B}{R}: Until end of turn, Lavaclaw Reaches becomes a 2/2 black and red Elemental creature with "{X}: This creature gets +X/+0 until end of turn." It's still a land.
{6}{G}{G}
Liege of the Tangle
Creature - Elemental
Trample
Whenever Liege of the Tangle deals combat damage to a player, you may choose any number of target lands you control and put an awakening counter on each of them. Each of those lands is an 8/8 green Elemental creature for as long as it has an awakening counter on it. They're still lands.
8 /
8
{3}{G}
Life and Limb
Enchantment
All Forests and all Saprolings are 1/1 green Saproling creatures and Forest lands in addition to their other types. (They're affected by summoning sickness.)
{2}{G}{G}
Living Terrain
Enchantment - Aura
Enchant land
Enchanted land is a 5/6 green Treefolk creature that's still a land.
{1}{G}
Llanowar Druid
Creature - Elf Druid
{T}, Sacrifice Llanowar Druid: Untap all Forests.
1 /
2
{1}{G}
Llanowar Loamspeaker
Creature - Elf Druid
{T}: Add one mana of any color.
{T}: Target land you control becomes a 3/3 Elemental creature with haste until end of turn. It's still a land. Activate only as a sorcery.
1 /
3
--
Lumbering Falls
Land
Lumbering Falls enters the battlefield tapped.
{T}: Add {G} or {U}.
{2}{G}{U}: Lumbering Falls becomes a 3/3 green and blue Elemental creature with hexproof until end of turn. It's still a land.
{3}{G}{G}
Nature's Revolt
Enchantment
All lands are 2/2 creatures that are still lands.
--
Needle Spires
Land
Needle Spires enters the battlefield tapped.
{T}: Add {R} or {W}.
{2}{R}{W}: Needle Spires becomes a 2/1 red and white Elemental creature with double strike until end of turn. It's still a land.
{2}{B}{G}
Nissa of Shadowed Boughs
Legendary Planeswalker - Nissa
Landfall -- Whenever a land enters the battlefield under your control, put a loyalty counter on Nissa of Shadowed Boughs.
+1: Untap target land you control. You may have it become a 3/3 Elemental creature with haste and menace until end of turn. It's still a land.
-5: You may put a creature card with mana value less than or equal to the number of lands you control onto the battlefield from your hand or graveyard with two +1/+1 counters on it.
L:
4
{3}{G}
Nissa's Zendikon
Enchantment - Aura
Enchant land
Enchanted land is a 4/4 Elemental creature with reach and haste. It's still a land.
When enchanted land dies, return that card to its owner's hand.
{5}{G}{G}
Nissa, Genesis Mage
Legendary Planeswalker - Nissa
+2: Untap up to two target creatures and up to two target lands.
-3: Target creature gets +5/+5 until end of turn.
-10: Look at the top ten cards of your library. You may put any number of creature and/or land cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
L:
5
{X}{G}{U}
Nissa, Steward of Elements
Legendary Planeswalker - Nissa
+2: Scry 2.
0: Look at the top card of your library. If it's a land card or a creature card with mana value less than or equal to the number of loyalty counters on Nissa, Steward of Elements, you may put that card onto the battlefield.
-6: Untap up to two target lands you control. They become 5/5 Elemental creatures with flying and haste until end of turn. They're still lands.
L:
X
{3}{W}{U}
Noyan Dar, Roil Shaper
Legendary Creature - Merfolk Ally
Whenever you cast an instant or sorcery spell, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.
4 /
4
{1}{R}{G}{W}
Obuun, Mul Daya Ancestor
Legendary Creature - Elf Spirit
At the beginning of combat on your turn, up to one target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is Obuun's power. It's still a land.
Landfall -- Whenever a land enters the battlefield under your control, put a +1/+1 counter on target creature.
3 /
3
{R}{G}{W}{U}
Omnath, Locus of Creation
Legendary Creature - Elemental
When Omnath, Locus of Creation enters the battlefield, draw a card.
Landfall -- Whenever a land enters the battlefield under your control, you gain 4 life if this is the first time this ability has resolved this turn. If it's the second time, add {R}{G}{W}{U}. If it's the third time, Omnath deals 4 damage to each opponent and each planeswalker you don't control.
4 /
4
{3}{W}{W}
Planar Outburst
Sorcery
Destroy all nonland creatures.
Awaken 4--{5}{W}{W}{W} (If you cast this spell for {5}{W}{W}{W}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
--
Prairie Stream
Land - Plains Island
({T}: Add {W} or {U}.)
Prairie Stream enters the battlefield tapped unless you control two or more basic lands.
{2}{G}
Quirion Druid
Creature - Elf Druid
{G}, {T}: Target land becomes a 2/2 green creature that's still a land. (This effect lasts indefinitely.)
1 /
2
{2}{R}{G}
Raggadragga, Goreguts Boss
Legendary Creature - Human Boar
Each creature you control with a mana ability gets +2/+2.
Whenever a creature you control with a mana ability attacks, untap it.
Whenever you cast a spell, if at least seven mana was spent to cast it, untap target creature. It gets +7/+7 and gains trample until end of turn.
4 /
4
--
Raging Ravine
Land
Raging Ravine enters the battlefield tapped.
{T}: Add {R} or {G}.
{2}{R}{G}: Until end of turn, Raging Ravine becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land.
{3}{G}
Rampaging Growth
Instant
Search your library for a basic land card, put it on the battlefield, then shuffle. Until end of turn, that land becomes a 4/3 Insect creature with reach and haste. It's still a land.
--
Razortide Bridge
Artifact Land
Razortide Bridge enters the battlefield tapped.
Indestructible
{T}: Add {W} or {U}.
{3}{B}{R}{G}
Rebuild the City
Sorcery
Choose target land. Create three tokens that are copies of it, except they're 3/3 creatures in addition to their other types and they have vigilance and menace. (They're affected by summoning sickness.)
--
Restless Anchorage
Land
Restless Anchorage enters the battlefield tapped.
{T}: Add {W} or {U}.
{1}{W}{U}: Until end of turn, Restless Anchorage becomes a 2/3 white and blue Bird creature with flying. It's still a land.
Whenever Restless Anchorage attacks, create a Map token.
--
Restless Bivouac
Land
Restless Bivouac enters the battlefield tapped.
{T}: Add {R} or {W}.
{1}{R}{W}: Restless Bivouac becomes a 2/2 red and white Ox creature until end of turn. It's still a land.
Whenever Restless Bivouac attacks, put a +1/+1 counter on target creature you control.
--
Restless Cottage
Land
Restless Cottage enters the battlefield tapped.
{T}: Add {B} or {G}.
{2}{B}{G}: Restless Cottage becomes a 4/4 black and green Horror creature until end of turn. It's still a land.
Whenever Restless Cottage attacks, create a Food token and exile up to one target card from a graveyard.
--
Restless Fortress
Land
Restless Fortress enters the battlefield tapped.
{T}: Add {W} or {B}.
{2}{W}{B}: Restless Fortress becomes a 1/4 white and black Nightmare creature until end of turn. It's still a land.
Whenever Restless Fortress attacks, defending player loses 2 life and you gain 2 life.
--
Restless Prairie
Land
Restless Prairie enters the battlefield tapped.
{T}: Add {G} or {W}.
{2}{G}{W}: Restless Prairie becomes a 3/3 green and white Llama creature until end of turn. It's still a land.
Whenever Restless Prairie attacks, other creatures you control get +1/+1 until end of turn.
--
Restless Reef
Land
Restless Reef enters the battlefield tapped.
{T}: Add {U} or {B}.
{2}{U}{B}: Until end of turn, Restless Reef becomes a 4/4 blue and black Shark creature with deathtouch. It's still a land.
Whenever Restless Reef attacks, target player mills four cards.
--
Restless Ridgeline
Land
Restless Ridgeline enters the battlefield tapped.
{T}: Add {R} or {G}.
{2}{R}{G}: Restless Ridgeline becomes a 3/4 red and green Dinosaur creature until end of turn. It's still a land.
Whenever Restless Ridgeline attacks, another target attacking creature gets +2/+0 until end of turn. Untap that creature.
--
Restless Spire
Land
Restless Spire enters the battlefield tapped.
{T}: Add {U} or {R}.
{U}{R}: Until end of turn, Restless Spire becomes a 2/1 blue and red Elemental creature with "As long as it's your turn, this creature has first strike." It's still a land.
Whenever Restless Spire attacks, scry 1.
--
Restless Vents
Land
Restless Vents enters the battlefield tapped.
{T}: Add {B} or {R}.
{1}{B}{R}: Until end of turn, Restless Vents becomes a 2/3 black and red Insect creature with menace. It's still a land.
Whenever Restless Vents attacks, you may discard a card. If you do, draw a card.
--
Restless Vinestalk
Land
Restless Vinestalk enters the battlefield tapped.
{T}: Add {G} or {U}.
{3}{G}{U}: Until end of turn, Restless Vinestalk becomes a 5/5 green and blue Plant creature with trample. It's still a land.
Whenever Restless Vinestalk attacks, up to one other target creature has base power and toughness 3/3 until end of turn.
{1}{G}
Roaring Earth
Enchantment
Landfall -- Whenever a land enters the battlefield under your control, put a +1/+1 counter on target creature or Vehicle you control.
Channel -- {X}{G}{G}, Discard Roaring Earth: Put X +1/+1 counters on target land you control. It becomes a 0/0 green Spirit creature with haste. It's still a land.
{4}{G}
Rude Awakening
Sorcery
Choose one --
• Untap all lands you control.
• Until end of turn, lands you control become 2/2 creatures that are still lands.
Entwine {2}{G} (Choose both if you pay the entwine cost.)
--
Rustvale Bridge
Artifact Land
Rustvale Bridge enters the battlefield tapped.
Indestructible
{T}: Add {R} or {W}.
{1}{W}
Sacred Ground
Enchantment
Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from the battlefield, return that card to the battlefield.
--
Shambling Vent
Land
Shambling Vent enters the battlefield tapped.
{T}: Add {W} or {B}.
{1}{W}{B}: Shambling Vent becomes a 2/3 white and black Elemental creature with lifelink until end of turn. It's still a land.
--
Slagwoods Bridge
Artifact Land
Slagwoods Bridge enters the battlefield tapped.
Indestructible
{T}: Add {R} or {G}.
--
Spawning Pool
Land
Spawning Pool enters the battlefield tapped.
{T}: Add {B}.
{1}{B}: Spawning Pool becomes a 1/1 black Skeleton creature with "{B}: Regenerate this creature" until end of turn. It's still a land. (If it regenerates, the next time it would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
{2}
Staff of Titania
Artifact - Equipment
Equipped creature gets +X/+X, where X is the number of Forests you control.
Whenever equipped creature attacks, create a 1/1 green Forest Dryad land creature token. (It's affected by summoning sickness.)
Equip {3}
--
Stirring Wildwood
Land
Stirring Wildwood enters the battlefield tapped.
{T}: Add {G} or {W}.
{1}{G}{W}: Until end of turn, Stirring Wildwood becomes a 3/4 green and white Elemental creature with reach. It's still a land.
{2}{G}{G}
Stone-Seeder Hierophant
Creature - Human Druid
Landfall -- Whenever a land enters the battlefield under your control, untap Stone-Seeder Hierophant.
{T}: Untap target land.
1 /
1
--
Sunken Citadel
Land - Cave
Sunken Citadel enters the battlefield tapped. As it enters, choose a color.
{T}: Add one mana of the chosen color.
{T}: Add two mana of the chosen color. Spend this mana only to activate abilities of land sources.
--
Svogthos, the Restless Tomb
Land
{T}: Add {C}.
{3}{B}{G}: Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.
{1}{G}
Sylvan Advocate
Creature - Elf Druid Ally
Vigilance
As long as you control six or more lands, Sylvan Advocate and land creatures you control get +2/+2.
2 /
3
{2}{G}
Sylvan Awakening
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
{G}{G}{U}
Tatyova, Steward of Tides
Legendary Creature - Merfolk Druid
Land creatures you control have flying.
Whenever a land enters the battlefield under your control, if you control seven or more lands, up to one target land you control becomes a 3/3 Elemental creature with haste. It's still a land.
3 /
3
{1}{G}
Tendril of the Mycotyrant
Creature - Fungus Wizard
{5}{G}{G}: Put seven +1/+1 counters on target noncreature land you control. It becomes a 0/0 Fungus creature with haste. It's still a land.
2 /
2
{2}{W}
Terra Eternal
Enchantment
All lands have indestructible.
{2}{G}
Thelonite Druid
Creature - Human Cleric Druid
{1}{G}, {T}, Sacrifice a creature: Forests you control become 2/3 creatures until end of turn. They're still lands.
1 /
1
--
Thespian's Stage
Land
{T}: Add {C}.
{2}, {T}: Thespian's Stage becomes a copy of target land, except it has this ability.
--
Thornglint Bridge
Artifact Land
Thornglint Bridge enters the battlefield tapped.
Indestructible
{T}: Add {G} or {W}.
--
Treetop Village
Land
Treetop Village enters the battlefield tapped.
{T}: Add {G}.
{1}{G}: Treetop Village becomes a 3/3 green Ape creature with trample until end of turn. It's still a land. (It can deal excess combat damage to the player or planeswalker it's attacking.)
{4}{G}
Vastwood Zendikon
Enchantment - Aura
Enchant land
Enchanted land is a 6/4 green Elemental creature. It's still a land.
When enchanted land dies, return that card to its owner's hand.
{G}
Village Elder
Creature - Human Druid
{G}, {T}, Sacrifice a Forest: Regenerate target creature.
1 /
1
{2}{G}{G}
Waker of the Wilds
Creature - Merfolk Shaman
{X}{G}{G}: Put X +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It's still a land.
3 /
3
--
Wandering Fumarole
Land
Wandering Fumarole enters the battlefield tapped.
{T}: Add {U} or {R}.
{2}{U}{R}: Until end of turn, Wandering Fumarole becomes a 1/4 blue and red Elemental creature with "{0}: Switch this creature's power and toughness until end of turn." It's still a land.
{U}
Wind Zendikon
Enchantment - Aura
Enchant land
Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land.
When enchanted land dies, return that card to its owner's hand.
{1}{G}{G}
Wrenn and Realmbreaker
Legendary Planeswalker - Wrenn
Lands you control have "{T}: Add one mana of any color."
+1: Up to one target land you control becomes a 3/3 Elemental creature with vigilance, hexproof, and haste until your next turn. It's still a land.
-2: Mill three cards. You may put a permanent card from among the milled cards into your hand.
-7: You get an emblem with "You may play lands and cast permanent spells from your graveyard."
L:
4
{4}{G}
Yedora, Grave Gardener
Legendary Creature - Treefolk Druid
Whenever another nontoken creature you control dies, you may return it to the battlefield face down under its owner's control. It's a Forest land. (It has no other types or abilities.)
5 /
5
--
Elf Druid
Token Creature - Elf Druid
Green
{T}: Add {G}.
1 /
1
--
Forest Dryad
Token Land Creature - Forest Dryad
Green
(This creature is affected by summoning sickness, and it has "{T}: Add {G}.")