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.
: Add , , or .
Land
Rugged Highlands enters the battlefield tapped.
When Rugged Highlands enters the battlefield, you gain 1 life.
: Add or .
Land
Rupture Spire enters the battlefield tapped.
When Rupture Spire enters the battlefield, sacrifice it unless you pay .
: Add one mana of any color.
Artifact Land — Clue
Scene of the Crime enters the battlefield tapped.
: Add .
, Tap an untapped creature you control: Add one mana of any color.
, Sacrifice Scene of the Crime: Draw a card.
Land — Gate
Sea Gate enters the battlefield tapped.
As Sea Gate enters the battlefield, choose a color other than blue.
: Add or one mana of the chosen color.
Land
Sejiri Steppe enters the battlefield tapped.
When Sejiri Steppe enters the battlefield, target creature you control gains protection from the color of your choice until end of turn.
: Add .
Land
Selesnya Sanctuary enters the battlefield tapped.
When Selesnya Sanctuary enters the battlefield, return a land you control to its owner's hand.
: Add .
Land
Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Shelldock Isle enters the battlefield tapped.
: Add .
, : You may play the exiled card without paying its mana cost if a library has twenty or fewer cards in it.
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.
: Add .
Land
Skyline Cascade enters the battlefield tapped.
When Skyline Cascade enters the battlefield, target creature an opponent controls doesn't untap during its controller's next untap step.
: Add .
Land
Tarnation Vista enters the battlefield tapped. As it enters, choose a color.
: Add one mana of the chosen color.
, : For each color among monocolored permanents you control, add one mana of that color.
Legendary Land — Gate
As The Black Gate enters the battlefield, you may pay 3 life. If you don't, it enters the battlefield tapped.
: Add .
, : 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.
Land
Thriving Bluff enters the battlefield tapped.
As Thriving Bluff enters the battlefield, choose a color other than red.
: Add or one mana of the chosen color.
Land
Thriving Grove enters the battlefield tapped.
As Thriving Grove enters the battlefield, choose a color other than green.
: Add or one mana of the chosen color.
Land
Thriving Heath enters the battlefield tapped.
As Thriving Heath enters the battlefield, choose a color other than white.
: Add or one mana of the chosen color.
Land
Thriving Isle enters the battlefield tapped.
As Thriving Isle enters the battlefield, choose a color other than blue.
: Add or one mana of the chosen color.
Land
Thriving Moor enters the battlefield tapped.
As Thriving Moor enters the battlefield, choose a color other than black.
: Add or one mana of the chosen color.
Land
Transguild Promenade enters the battlefield tapped.
When Transguild Promenade enters the battlefield, sacrifice it unless you pay .
: Add one mana of any color.
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.
: Add , , or .
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