{T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you.
{2}
Azorius Signet
Artifact
{1}, {T}: Add {W}{U}.
--
Battlefield Forge
Land
{T}: Add {C}.
{T}: Add {R} or {W}. Battlefield Forge deals 1 damage to you.
--
Blood Crypt
Land - Swamp Mountain
({T}: Add {B} or {R}.)
As Blood Crypt enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{2}
Boros Signet
Artifact
{1}, {T}: Add {R}{W}.
--
Breeding Pool
Land - Forest Island
({T}: Add {G} or {U}.)
As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Brushland
Land
{T}: Add {C}.
{T}: Add {G} or {W}. Brushland deals 1 damage to you.
--
Caves of Koilos
Land
{T}: Add {C}.
{T}: Add {W} or {B}. Caves of Koilos deals 1 damage to you.
--
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.
--
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.
{2}
Dimir Signet
Artifact
{1}, {T}: Add {U}{B}.
--
Godless Shrine
Land - Plains Swamp
({T}: Add {W} or {B}.)
As Godless Shrine enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{2}
Golgari Signet
Artifact
{1}, {T}: Add {B}{G}.
{2}
Gruul Signet
Artifact
{1}, {T}: Add {R}{G}.
--
Hallowed Fountain
Land - Plains Island
({T}: Add {W} or {U}.)
As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
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.
{2}
Izzet Signet
Artifact
{1}, {T}: Add {U}{R}.
--
Karplusan Forest
Land
{T}: Add {C}.
{T}: Add {R} or {G}. Karplusan Forest deals 1 damage to you.
--
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.
--
Llanowar Wastes
Land
{T}: Add {C}.
{T}: Add {B} or {G}. Llanowar Wastes deals 1 damage to you.
--
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.
--
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}
Orzhov Signet
Artifact
{1}, {T}: Add {W}{B}.
--
Overgrown Tomb
Land - Swamp Forest
({T}: Add {B} or {G}.)
As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
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.
{2}
Rakdos Signet
Artifact
{1}, {T}: Add {B}{R}.
--
Sacred Foundry
Land - Mountain Plains
({T}: Add {R} or {W}.)
As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{2}
Selesnya Signet
Artifact
{1}, {T}: Add {G}{W}.
--
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.
--
Shivan Reef
Land
{T}: Add {C}.
{T}: Add {U} or {R}. Shivan Reef deals 1 damage to you.
{2}
Simic Signet
Artifact
{1}, {T}: Add {G}{U}.
--
Steam Vents
Land - Island Mountain
({T}: Add {U} or {R}.)
As Steam Vents enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
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.
--
Stomping Ground
Land - Mountain Forest
({T}: Add {R} or {G}.)
As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Sulfurous Springs
Land
{T}: Add {C}.
{T}: Add {B} or {R}. Sulfurous Springs deals 1 damage to you.
--
Temple Garden
Land - Forest Plains
({T}: Add {G} or {W}.)
As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Underground River
Land
{T}: Add {C}.
{T}: Add {U} or {B}. Underground River deals 1 damage to you.
--
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.
--
Watery Grave
Land - Island Swamp
({T}: Add {U} or {B}.)
As Watery Grave enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Yavimaya Coast
Land
{T}: Add {C}.
{T}: Add {G} or {U}. Yavimaya Coast deals 1 damage to you.