{T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you.
--
Akoum Refuge
Land
Akoum Refuge enters the battlefield tapped.
When Akoum Refuge enters the battlefield, you gain 1 life.
{T}: Add {B} or {R}.
--
Ancient Amphitheater
Land
As Ancient Amphitheater enters the battlefield, you may reveal a Giant card from your hand. If you don't, Ancient Amphitheater enters the battlefield tapped.
{T}: Add {R} or {W}.
--
Ancient Den
Artifact Land
{T}: Add {W}.
--
Ancient Spring
Land
Ancient Spring enters the battlefield tapped.
{T}: Add {U}.
{T}, Sacrifice Ancient Spring: Add {W}{B}.
--
Arcane Sanctum
Land
Arcane Sanctum enters the battlefield tapped.
{T}: Add {W}, {U}, or {B}.
--
Arctic Flats
Snow Land
Arctic Flats enters the battlefield tapped.
{T}: Add {G} or {W}.
--
Arid Mesa
Land
{T}, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
--
Auntie's Hovel
Land
As Auntie's Hovel enters the battlefield, you may reveal a Goblin card from your hand. If you don't, Auntie's Hovel enters the battlefield tapped.
{T}: Add {B} or {R}.
--
Azorius Chancery
Land
Azorius Chancery enters the battlefield tapped.
When Azorius Chancery enters the battlefield, return a land you control to its owner's hand.
{T}: Add {W}{U}.
--
Azorius Guildgate
Land - Gate
Azorius Guildgate enters the battlefield tapped.
{T}: Add {W} or {U}.
--
Bad River
Land
Bad River enters the battlefield tapped.
{T}, Sacrifice Bad River: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
--
Badlands
Land - Swamp Mountain
({T}: Add {B} or {R}.)
--
Bant Panorama
Land
{T}: Add {C}.
{1}, {T}, Sacrifice Bant Panorama: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle.
--
Battlefield Forge
Land
{T}: Add {C}.
{T}: Add {R} or {W}. Battlefield Forge deals 1 damage to you.
--
Bayou
Land - Swamp Forest
({T}: Add {B} or {G}.)
--
Blackcleave Cliffs
Land
Blackcleave Cliffs enters the battlefield tapped unless you control two or fewer other lands.
{T}: Add {B} or {R}.
--
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.
--
Bloodfell Caves
Land
Bloodfell Caves enters the battlefield tapped.
When Bloodfell Caves enters the battlefield, you gain 1 life.
{T}: Add {B} or {R}.
--
Bloodstained Mire
Land
{T}, Pay 1 life, Sacrifice Bloodstained Mire: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
--
Blooming Marsh
Land
Blooming Marsh enters the battlefield tapped unless you control two or fewer other lands.
{T}: Add {B} or {G}.
--
Blossoming Sands
Land
Blossoming Sands enters tapped.
When Blossoming Sands enters, you gain 1 life.
{T}: Add {G} or {W}.
--
Boreal Shelf
Snow Land
Boreal Shelf enters the battlefield tapped.
{T}: Add {W} or {U}.
--
Boros Garrison
Land
Boros Garrison enters the battlefield tapped.
When Boros Garrison enters the battlefield, return a land you control to its owner's hand.
{T}: Add {R}{W}.
--
Boros Guildgate
Land - Gate
Boros Guildgate enters the battlefield tapped.
{T}: Add {R} or {W}.
--
Botanical Sanctum
Land
Botanical Sanctum enters the battlefield tapped unless you control two or fewer other lands.
{T}: Add {G} or {U}.
--
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.
--
Caldera Lake
Land
Caldera Lake enters the battlefield tapped.
{T}: Add {C}.
{T}: Add {U} or {R}. Caldera Lake deals 1 damage to you.
--
Canopy Vista
Land - Forest Plains
({T}: Add {G} or {W}.)
Canopy Vista enters tapped unless you control two or more basic lands.
--
Cascade Bluffs
Land
{T}: Add {C}.
{U/R}, {T}: Add {U}{U}, {U}{R}, or {R}{R}.
--
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.
--
Choked Estuary
Land
As Choked Estuary enters the battlefield, you may reveal an Island or Swamp card from your hand. If you don't, Choked Estuary enters the battlefield tapped.
{T}: Add {U} or {B}.
--
Cinder Barrens
Land
Cinder Barrens enters the battlefield tapped.
{T}: Add {B} or {R}.
--
Cinder Glade
Land - Mountain Forest
({T}: Add {R} or {G}.)
Cinder Glade enters tapped unless you control two or more basic lands.
--
Cinder Marsh
Land
{T}: Add {C}.
{T}: Add {B} or {R}. Cinder Marsh doesn't untap during your next untap step.
--
Clifftop Retreat
Land
Clifftop Retreat enters tapped unless you control a Mountain or a Plains.
{T}: Add {R} or {W}.
--
Cloudcrest Lake
Land
{T}: Add {C}.
{T}: Add {W} or {U}. Cloudcrest Lake doesn't untap during your next untap step.
--
Coastal Tower
Land
Coastal Tower enters the battlefield tapped.
{T}: Add {W} or {U}.
--
Concealed Courtyard
Land
Concealed Courtyard enters the battlefield tapped unless you control two or fewer other lands.
{T}: Add {W} or {B}.
--
Copperline Gorge
Land
Copperline Gorge enters tapped unless you control two or fewer other lands.
{T}: Add {R} or {G}.
--
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.
--
Crosis's Catacombs
Land - Lair
When Crosis's Catacombs enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
{T}: Add {U}, {B}, or {R}.
--
Crumbling Necropolis
Land
Crumbling Necropolis enters the battlefield tapped.
{T}: Add {U}, {B}, or {R}.
--
Darigaaz's Caldera
Land - Lair
When Darigaaz's Caldera enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
{T}: Add {B}, {R}, or {G}.
--
Darkslick Shores
Land
Darkslick Shores enters the battlefield tapped unless you control two or fewer other lands.
{T}: Add {U} or {B}.
--
Darkwater Catacombs
Land
{1}, {T}: Add {U}{B}.
--
Dimir Aqueduct
Land
Dimir Aqueduct enters the battlefield tapped.
When Dimir Aqueduct enters the battlefield, return a land you control to its owner's hand.
{T}: Add {U}{B}.
--
Dimir Guildgate
Land - Gate
Dimir Guildgate enters the battlefield tapped.
{T}: Add {U} or {B}.
--
Dismal Backwater
Land
Dismal Backwater enters the battlefield tapped.
When Dismal Backwater enters the battlefield, you gain 1 life.
{T}: Add {U} or {B}.
--
Dragonskull Summit
Land
Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R}.
--
Dromar's Cavern
Land - Lair
When Dromar's Cavern enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
{T}: Add {W}, {U}, or {B}.
--
Drowned Catacomb
Land
Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp.
{T}: Add {U} or {B}.
--
Elfhame Palace
Land
Elfhame Palace enters tapped.
{T}: Add {G} or {W}.
--
Esper Panorama
Land
{T}: Add {C}.
{1}, {T}, Sacrifice Esper Panorama: Search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle.
--
Fetid Heath
Land
{T}: Add {C}.
{W/B}, {T}: Add {W}{W}, {W}{B}, or {B}{B}.
--
Fire-Lit Thicket
Land
{T}: Add {C}.
{R/G}, {T}: Add {R}{R}, {R}{G}, or {G}{G}.
--
Flood Plain
Land
Flood Plain enters the battlefield tapped.
{T}, Sacrifice Flood Plain: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
--
Flooded Grove
Land
{T}: Add {C}.
{G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U}.
--
Flooded Strand
Land
{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
--
Foreboding Ruins
Land
As Foreboding Ruins enters the battlefield, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters the battlefield tapped.
{T}: Add {B} or {R}.
--
Forsaken Sanctuary
Land
Forsaken Sanctuary enters the battlefield tapped.
{T}: Add {W} or {B}.
--
Fortified Village
Land
As Fortified Village enters the battlefield, you may reveal a Forest or Plains card from your hand. If you don't, Fortified Village enters the battlefield tapped.
{T}: Add {G} or {W}.
--
Foul Orchard
Land
Foul Orchard enters the battlefield tapped.
{T}: Add {B} or {G}.
--
Frontier Bivouac
Land
Frontier Bivouac enters the battlefield tapped.
{T}: Add {G}, {U}, or {R}.
--
Frost Marsh
Snow Land
Frost Marsh enters tapped.
{T}: Add {U} or {B}.
--
Game Trail
Land
As Game Trail enters, you may reveal a Mountain or Forest card from your hand. If you don't, Game Trail enters tapped.
{T}: Add {R} or {G}.
--
Geothermal Crevice
Land
Geothermal Crevice enters the battlefield tapped.
{T}: Add {R}.
{T}, Sacrifice Geothermal Crevice: Add {B}{G}.
--
Gilt-Leaf Palace
Land
As Gilt-Leaf Palace enters the battlefield, you may reveal an Elf card from your hand. If you don't, Gilt-Leaf Palace enters the battlefield tapped.
{T}: Add {B} or {G}.
--
Glacial Fortress
Land
Glacial Fortress enters tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
--
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.
--
Golgari Guildgate
Land - Gate
Golgari Guildgate enters the battlefield tapped.
{T}: Add {B} or {G}.
--
Golgari Rot Farm
Land
Golgari Rot Farm enters tapped.
When Golgari Rot Farm enters, return a land you control to its owner's hand.
{T}: Add {B}{G}.
--
Grasslands
Land
Grasslands enters the battlefield tapped.
{T}, Sacrifice Grasslands: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
--
Graven Cairns
Land
{T}: Add {C}.
{B/R}, {T}: Add {B}{B}, {B}{R}, or {R}{R}.
--
Graypelt Refuge
Land
Graypelt Refuge enters the battlefield tapped.
When Graypelt Refuge enters the battlefield, you gain 1 life.
{T}: Add {G} or {W}.
--
Great Furnace
Artifact Land
{T}: Add {R}.
--
Grixis Panorama
Land
{T}: Add {C}.
{1}, {T}, Sacrifice Grixis Panorama: Search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
--
Grove of the Burnwillows
Land
{T}: Add {C}.
{T}: Add {R} or {G}. Each opponent gains 1 life.
--
Gruul Guildgate
Land - Gate
Gruul Guildgate enters the battlefield tapped.
{T}: Add {R} or {G}.
--
Gruul Turf
Land
Gruul Turf enters tapped.
When Gruul Turf enters, return a land you control to its owner's hand.
{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.
--
Highland Lake
Land
Highland Lake enters the battlefield tapped.
{T}: Add {U} or {R}.
--
Highland Weald
Snow Land
Highland Weald enters the battlefield tapped.
{T}: Add {R} or {G}.
--
Hinterland Harbor
Land
Hinterland Harbor enters tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}.
--
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.
--
Horizon Canopy
Land
{T}, Pay 1 life: Add {G} or {W}.
{1}, {T}, Sacrifice Horizon Canopy: Draw a card.
--
Inspiring Vantage
Land
Inspiring Vantage enters the battlefield tapped unless you control two or fewer other lands.
{T}: Add {R} or {W}.
--
Irrigation Ditch
Land
Irrigation Ditch enters the battlefield tapped.
{T}: Add {W}.
{T}, Sacrifice Irrigation Ditch: Add {G}{U}.
--
Isolated Chapel
Land
Isolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp.
{T}: Add {W} or {B}.
--
Izzet Boilerworks
Land
Izzet Boilerworks enters tapped.
When Izzet Boilerworks enters, return a land you control to its owner's hand.
{T}: Add {U}{R}.
--
Izzet Guildgate
Land - Gate
Izzet Guildgate enters the battlefield tapped.
{T}: Add {U} or {R}.
--
Jund Panorama
Land
{T}: Add {C}.
{1}, {T}, Sacrifice Jund Panorama: Search your library for a basic Swamp, Mountain, or Forest card, put it onto the battlefield tapped, then shuffle.
--
Jungle Hollow
Land
Jungle Hollow enters tapped.
When Jungle Hollow enters, you gain 1 life.
{T}: Add {B} or {G}.
--
Jungle Shrine
Land
Jungle Shrine enters the battlefield tapped.
{T}: Add {R}, {G}, or {W}.
--
Jwar Isle Refuge
Land
Jwar Isle Refuge enters the battlefield tapped.
When Jwar Isle Refuge enters the battlefield, you gain 1 life.
{T}: Add {U} or {B}.
--
Karplusan Forest
Land
{T}: Add {C}.
{T}: Add {R} or {G}. Karplusan Forest deals 1 damage to you.
--
Kazandu Refuge
Land
Kazandu Refuge enters the battlefield tapped.
When Kazandu Refuge enters the battlefield, you gain 1 life.
{T}: Add {R} or {G}.
--
Krosan Verge
Land
Krosan Verge enters the battlefield tapped.
{T}: Add {C}.
{2}, {T}, Sacrifice Krosan Verge: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, then shuffle.
--
Land Cap
Land
Land Cap doesn't untap during your untap step if it has a depletion counter on it.
At the beginning of your upkeep, remove a depletion counter from Land Cap.
{T}: Add {W} or {U}. Put a depletion counter on Land Cap.
--
Lantern-Lit Graveyard
Land
{T}: Add {C}.
{T}: Add {B} or {R}. Lantern-Lit Graveyard doesn't untap during your next untap step.
--
Lava Tubes
Land
Lava Tubes doesn't untap during your untap step if it has a depletion counter on it.
At the beginning of your upkeep, remove a depletion counter from Lava Tubes.
{T}: Add {B} or {R}. Put a depletion counter on Lava Tubes.
--
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.
--
Marsh Flats
Land
{T}, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
--
Meandering River
Land
Meandering River enters the battlefield tapped.
{T}: Add {W} or {U}.
--
Misty Rainforest
Land
{T}, Pay 1 life, Sacrifice Misty Rainforest: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
--
Mogg Hollows
Land
{T}: Add {C}.
{T}: Add {R} or {G}. Mogg Hollows doesn't untap during your next untap step.
--
Mossfire Valley
Land
{1}, {T}: Add {R}{G}.
--
Mountain Valley
Land
Mountain Valley enters tapped.
{T}, Sacrifice Mountain Valley: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
--
Murmuring Bosk
Land - Forest
({T}: Add {G}.)
As Murmuring Bosk enters the battlefield, you may reveal a Treefolk card from your hand. If you don't, Murmuring Bosk enters the battlefield tapped.
{T}: Add {W} or {B}. Murmuring Bosk deals 1 damage to you.
--
Mystic Gate
Land
{T}: Add {C}.
{W/U}, {T}: Add {W}{W}, {W}{U}, or {U}{U}.
--
Mystic Monastery
Land
Mystic Monastery enters tapped.
{T}: Add {U}, {R}, or {W}.
--
Naya Panorama
Land
{T}: Add {C}.
{1}, {T}, Sacrifice Naya Panorama: Search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle.
--
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.
--
Nimbus Maze
Land
{T}: Add {C}.
{T}: Add {W}. Activate only if you control an Island.
{T}: Add {U}. Activate only if you control a Plains.
--
Nomad Outpost
Land
Nomad Outpost enters tapped.
{T}: Add {R}, {W}, or {B}.
--
Opulent Palace
Land
Opulent Palace enters the battlefield tapped.
{T}: Add {B}, {G}, or {U}.
--
Orzhov Basilica
Land
Orzhov Basilica enters the battlefield tapped.
When Orzhov Basilica enters the battlefield, return a land you control to its owner's hand.
{T}: Add {W}{B}.
--
Orzhov Guildgate
Land - Gate
Orzhov Guildgate enters the battlefield tapped.
{T}: Add {W} or {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.
--
Pine Barrens
Land
Pine Barrens enters the battlefield tapped.
{T}: Add {C}.
{T}: Add {B} or {G}. Pine Barrens deals 1 damage to you.
--
Pinecrest Ridge
Land
{T}: Add {C}.
{T}: Add {R} or {G}. Pinecrest Ridge doesn't untap during your next untap step.
--
Plateau
Land - Mountain Plains
({T}: Add {R} or {W}.)
--
Polluted Delta
Land
{T}, Pay 1 life, Sacrifice Polluted Delta: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
--
Port Town
Land
As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters the battlefield tapped.
{T}: Add {W} or {U}.
--
Prairie Stream
Land - Plains Island
({T}: Add {W} or {U}.)
Prairie Stream enters tapped unless you control two or more basic lands.
--
Raging Ravine
Land
Raging Ravine enters 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.
--
Rakdos Carnarium
Land
Rakdos Carnarium enters the battlefield tapped.
When Rakdos Carnarium enters the battlefield, return a land you control to its owner's hand.
{T}: Add {B}{R}.
--
Rakdos Guildgate
Land - Gate
Rakdos Guildgate enters the battlefield tapped.
{T}: Add {B} or {R}.
--
Razorverge Thicket
Land
Razorverge Thicket enters tapped unless you control two or fewer other lands.
{T}: Add {G} or {W}.
--
Rith's Grove
Land - Lair
When Rith's Grove enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
{T}: Add {R}, {G}, or {W}.
--
River Delta
Land
River Delta doesn't untap during your untap step if it has a depletion counter on it.
At the beginning of your upkeep, remove a depletion counter from River Delta.
{T}: Add {U} or {B}. Put a depletion counter on River Delta.
--
River of Tears
Land
{T}: Add {U}. If you played a land this turn, add {B} instead.
--
Rocky Tar Pit
Land
Rocky Tar Pit enters the battlefield tapped.
{T}, Sacrifice Rocky Tar Pit: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
--
Rootbound Crag
Land
Rootbound Crag enters tapped unless you control a Mountain or a Forest.
{T}: Add {R} or {G}.
--
Rootwater Depths
Land
{T}: Add {C}.
{T}: Add {U} or {B}. Rootwater Depths doesn't untap during your next untap step.
--
Rugged Highlands
Land
Rugged Highlands enters the battlefield tapped.
When Rugged Highlands enters the battlefield, you gain 1 life.
{T}: Add {R} or {G}.
--
Rugged Prairie
Land
{T}: Add {C}.
{R/W}, {T}: Add {R}{R}, {R}{W}, or {W}{W}.
--
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.
--
Salt Flats
Land
Salt Flats enters the battlefield tapped.
{T}: Add {C}.
{T}: Add {W} or {B}. Salt Flats deals 1 damage to you.
--
Salt Marsh
Land
Salt Marsh enters the battlefield tapped.
{T}: Add {U} or {B}.
--
Sandsteppe Citadel
Land
Sandsteppe Citadel enters the battlefield tapped.
{T}: Add {W}, {B}, or {G}.
--
Savage Lands
Land
Savage Lands enters the battlefield tapped.
{T}: Add {B}, {R}, or {G}.
--
Savannah
Land - Forest Plains
({T}: Add {G} or {W}.)
--
Scabland
Land
Scabland enters the battlefield tapped.
{T}: Add {C}.
{T}: Add {R} or {W}. Scabland deals 1 damage to you.
--
Scalding Tarn
Land
{T}, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
--
Scoured Barrens
Land
Scoured Barrens enters the battlefield tapped.
When Scoured Barrens enters the battlefield, you gain 1 life.
{T}: Add {W} or {B}.
--
Scrubland
Land - Plains Swamp
({T}: Add {W} or {B}.)
--
Seachrome Coast
Land
Seachrome Coast enters tapped unless you control two or fewer other lands.
{T}: Add {W} or {U}.
--
Seaside Citadel
Land
Seaside Citadel enters tapped.
{T}: Add {G}, {W}, or {U}.
--
Seat of the Synod
Artifact Land
{T}: Add {U}.
--
Secluded Glen
Land
As Secluded Glen enters the battlefield, you may reveal a Faerie card from your hand. If you don't, Secluded Glen enters the battlefield tapped.
{T}: Add {U} or {B}.
--
Sejiri Refuge
Land
Sejiri Refuge enters the battlefield tapped.
When Sejiri Refuge enters the battlefield, you gain 1 life.
{T}: Add {W} or {U}.
--
Selesnya Guildgate
Land - Gate
Selesnya Guildgate enters the battlefield tapped.
{T}: Add {G} or {W}.
--
Selesnya Sanctuary
Land
Selesnya Sanctuary enters the battlefield tapped.
When Selesnya Sanctuary enters the battlefield, return a land you control to its owner's hand.
{T}: Add {G}{W}.
--
Shadowblood Ridge
Land
{1}, {T}: Add {B}{R}.
--
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 Oasis
Land
Shivan Oasis enters the battlefield tapped.
{T}: Add {R} or {G}.
--
Shivan Reef
Land
{T}: Add {C}.
{T}: Add {U} or {R}. Shivan Reef deals 1 damage to you.
--
Simic Growth Chamber
Land
Simic Growth Chamber enters the battlefield tapped.
When Simic Growth Chamber enters the battlefield, return a land you control to its owner's hand.
{T}: Add {G}{U}.
--
Simic Guildgate
Land - Gate
Simic Guildgate enters the battlefield tapped.
{T}: Add {G} or {U}.
--
Skycloud Expanse
Land
{1}, {T}: Add {W}{U}.
--
Skyshroud Forest
Land
Skyshroud Forest enters the battlefield tapped.
{T}: Add {C}.
{T}: Add {G} or {U}. Skyshroud Forest deals 1 damage to you.
--
Smoldering Marsh
Land - Swamp Mountain
({T}: Add {B} or {R}.)
Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands.
--
Spirebluff Canal
Land
Spirebluff Canal enters the battlefield tapped unless you control two or fewer other lands.
{T}: Add {U} or {R}.
--
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.
--
Stone Quarry
Land
Stone Quarry enters the battlefield tapped.
{T}: Add {R} or {W}.
--
Submerged Boneyard
Land
Submerged Boneyard enters the battlefield tapped.
{T}: Add {U} or {B}.
--
Sulfur Falls
Land
Sulfur Falls enters tapped unless you control an Island or a Mountain.
{T}: Add {U} or {R}.
--
Sulfur Vent
Land
Sulfur Vent enters the battlefield tapped.
{T}: Add {B}.
{T}, Sacrifice Sulfur Vent: Add {U}{R}.
--
Sulfurous Springs
Land
{T}: Add {C}.
{T}: Add {B} or {R}. Sulfurous Springs deals 1 damage to you.
--
Sungrass Prairie
Land
{1}, {T}: Add {G}{W}.
--
Sunken Hollow
Land - Island Swamp
({T}: Add {U} or {B}.)
Sunken Hollow enters the battlefield tapped unless you control two or more basic lands.
--
Sunken Ruins
Land
{T}: Add {C}.
{U/B}, {T}: Add {U}{U}, {U}{B}, or {B}{B}.
--
Sunpetal Grove
Land
Sunpetal Grove enters tapped unless you control a Forest or a Plains.
{T}: Add {G} or {W}.
--
Swiftwater Cliffs
Land
Swiftwater Cliffs enters tapped.
When Swiftwater Cliffs enters, you gain 1 life.
{T}: Add {U} or {R}.
--
Taiga
Land - Mountain Forest
({T}: Add {R} or {G}.)
--
Tainted Field
Land
{T}: Add {C}.
{T}: Add {W} or {B}. Activate only if you control a Swamp.
--
Tainted Isle
Land
{T}: Add {C}.
{T}: Add {U} or {B}. Activate only if you control a Swamp.
--
Tainted Peak
Land
{T}: Add {C}.
{T}: Add {B} or {R}. Activate only if you control a Swamp.
--
Tainted Wood
Land
{T}: Add {C}.
{T}: Add {B} or {G}. Activate only if you control a Swamp.
--
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.
--
Temple of Abandon
Land
Temple of Abandon enters tapped.
When Temple of Abandon enters, scry 1.
{T}: Add {R} or {G}.
--
Temple of Deceit
Land
Temple of Deceit enters the battlefield tapped.
When Temple of Deceit enters the battlefield, scry 1.
{T}: Add {U} or {B}.
--
Temple of Enlightenment
Land
Temple of Enlightenment enters tapped.
When Temple of Enlightenment enters, scry 1.
{T}: Add {W} or {U}.
--
Temple of Epiphany
Land
Temple of Epiphany enters tapped.
When Temple of Epiphany enters, scry 1.
{T}: Add {U} or {R}.
--
Temple of Malady
Land
Temple of Malady enters tapped.
When Temple of Malady enters, scry 1.
{T}: Add {B} or {G}.
--
Temple of Malice
Land
Temple of Malice enters the battlefield tapped.
When Temple of Malice enters the battlefield, scry 1.
{T}: Add {B} or {R}.
--
Temple of Mystery
Land
Temple of Mystery enters tapped.
When Temple of Mystery enters, scry 1.
{T}: Add {G} or {U}.
--
Temple of Plenty
Land
Temple of Plenty enters tapped.
When Temple of Plenty enters, scry 1.
{T}: Add {G} or {W}.
--
Temple of Silence
Land
Temple of Silence enters the battlefield tapped.
When Temple of Silence enters the battlefield, scry 1.
{T}: Add {W} or {B}.
--
Temple of Triumph
Land
Temple of Triumph enters tapped.
When Temple of Triumph enters, scry 1.
{T}: Add {R} or {W}.
--
Thalakos Lowlands
Land
{T}: Add {C}.
{T}: Add {W} or {U}. Thalakos Lowlands doesn't untap during your next untap step.
--
Thornwood Falls
Land
Thornwood Falls enters the battlefield tapped.
When Thornwood Falls enters the battlefield, you gain 1 life.
{T}: Add {G} or {U}.
--
Timber Gorge
Land
Timber Gorge enters the battlefield tapped.
{T}: Add {R} or {G}.
--
Timberline Ridge
Land
Timberline Ridge doesn't untap during your untap step if it has a depletion counter on it.
At the beginning of your upkeep, remove a depletion counter from Timberline Ridge.
{T}: Add {R} or {G}. Put a depletion counter on Timberline Ridge.
--
Tinder Farm
Land
Tinder Farm enters the battlefield tapped.
{T}: Add {G}.
{T}, Sacrifice Tinder Farm: Add {R}{W}.
--
Tranquil Cove
Land
Tranquil Cove enters the battlefield tapped.
When Tranquil Cove enters the battlefield, you gain 1 life.
{T}: Add {W} or {U}.
--
Tranquil Expanse
Land
Tranquil Expanse enters the battlefield tapped.
{T}: Add {G} or {W}.
--
Tranquil Garden
Land
{T}: Add {C}.
{T}: Add {G} or {W}. Tranquil Garden doesn't untap during your next untap step.
--
Tree of Tales
Artifact Land
{T}: Add {G}.
--
Tresserhorn Sinks
Snow Land
Tresserhorn Sinks enters the battlefield tapped.
{T}: Add {B} or {R}.
--
Treva's Ruins
Land - Lair
When Treva's Ruins enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
{T}: Add {G}, {W}, or {U}.
--
Tropical Island
Land - Forest Island
({T}: Add {G} or {U}.)
--
Tundra
Land - Plains Island
({T}: Add {W} or {U}.)
--
Twilight Mire
Land
{T}: Add {C}.
{B/G}, {T}: Add {B}{B}, {B}{G}, or {G}{G}.
--
Underground River
Land
{T}: Add {C}.
{T}: Add {U} or {B}. Underground River deals 1 damage to you.
--
Underground Sea
Land - Island Swamp
({T}: Add {U} or {B}.)
--
Urborg Volcano
Land
Urborg Volcano enters tapped.
{T}: Add {B} or {R}.
--
Vault of Whispers
Artifact Land
{T}: Add {B}.
--
Vec Townships
Land
{T}: Add {C}.
{T}: Add {G} or {W}. Vec Townships doesn't untap during your next untap step.
--
Veldt
Land
Veldt doesn't untap during your untap step if it has a depletion counter on it.
At the beginning of your upkeep, remove a depletion counter from Veldt.
{T}: Add {G} or {W}. Put a depletion counter on Veldt.
--
Verdant Catacombs
Land
{T}, Pay 1 life, Sacrifice Verdant Catacombs: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
--
Volcanic Island
Land - Island Mountain
({T}: Add {U} or {R}.)
--
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.
--
Wanderwine Hub
Land
As Wanderwine Hub enters the battlefield, you may reveal a Merfolk card from your hand. If you don't, Wanderwine Hub enters the battlefield tapped.
{T}: Add {W} or {U}.
--
Waterveil Cavern
Land
{T}: Add {C}.
{T}: Add {U} or {B}. Waterveil Cavern doesn't untap during your next untap step.
--
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.
--
Wind-Scarred Crag
Land
Wind-Scarred Crag enters the battlefield tapped.
When Wind-Scarred Crag enters the battlefield, you gain 1 life.
{T}: Add {R} or {W}.
--
Windswept Heath
Land
{T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
--
Wooded Bastion
Land
{T}: Add {C}.
{G/W}, {T}: Add {G}{G}, {G}{W}, or {W}{W}.
--
Wooded Foothills
Land
{T}, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
--
Woodland Cemetery
Land
Woodland Cemetery enters tapped unless you control a Swamp or a Forest.
{T}: Add {B} or {G}.
--
Woodland Stream
Land
Woodland Stream enters the battlefield tapped.
{T}: Add {G} or {U}.
--
Yavimaya Coast
Land
{T}: Add {C}.
{T}: Add {G} or {U}. Yavimaya Coast deals 1 damage to you.