Land
Great Hall of Starnheim enters the battlefield tapped.
: Add .
, , Sacrifice Great Hall of Starnheim and a creature you control: Create a 4/4 white Angel Warrior creature token with flying and vigilance. Activate only as a sorcery.
Land
If you control two or more other lands, Hall of Storm Giants enters the battlefield tapped.
: Add .
: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Land
If you control two or more other lands, Hive of the Eye Tyrant enters the battlefield tapped.
: Add .
: 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.
Land
: Add .
: Mobilized District becomes a 3/3 Citizen creature with vigilance until end of turn. It's still a land. This ability costs less to activate for each legendary creature and planeswalker you control.
Land
: Add .
As long as Riftstone Portal is in your graveyard, lands you control have ": Add or ."
Land
: Choose two target blocking creatures an opponent controls. If each of those creatures could block all creatures that the other is blocking, remove both of them from combat. Each one then blocks all creatures the other was blocking.
Whenever Sorrow's Path becomes tapped, it deals 2 damage to you and each creature you control.
Land
The World Tree enters the battlefield tapped.
: Add .
As long as you control six or more lands, lands you control have ": Add one mana of any color."
, , Sacrifice The World Tree: Search your library for any number of God cards, put them onto the battlefield, then shuffle.
Legendary Land
: Add . Tomb of Urami deals 1 damage to you if you don't control an Ogre.
, , Sacrifice all lands you control: Create Urami, a legendary 5/5 black Demon Spirit creature token with flying.
Land
: Add .
, : Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
Land — Desert
Arid Archway enters the battlefield tapped.
When Arid Archway enters the battlefield, 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.)
: Add .
Legendary Land — Gate
: Add .
, : Add X mana of any one color, where X is the number of other Gates you control.
Legendary Land
Barad-dûr enters the battlefield tapped unless you control a legendary creature.
: Add .
, : Amass Orcs X. Activate only if a creature died this turn.
Land
Blackcleave Cliffs enters the battlefield tapped unless you control two or fewer other lands.
: Add or .
Land
Blooming Marsh enters the battlefield tapped unless you control two or fewer other lands.
: Add or .
Land
: Add .
, : Draw a card. Activate only if you control a creature with power 4 or greater.
Land
Botanical Sanctum enters the battlefield tapped unless you control two or fewer other lands.
: Add or .
Land
Bretagard Stronghold enters the battlefield tapped.
: Add .
, , Sacrifice Bretagard Stronghold: Put a +1/+1 counter on each of up to two target creatures you control. They gain vigilance and lifelink until end of turn. Activate only as a sorcery.
Land — Desert
Cactus Preserve enters the battlefield tapped.
: Add one mana of any type that a land you control could produce.
: Until end of turn, Cactus Preserve becomes an X/X green Plant creature with reach, where X is the greatest mana value among your commanders. It's still a land.
Land
Castle Ardenvale enters the battlefield tapped unless you control a Plains.
: Add .
, : Create a 1/1 white Human creature token.
Land
Castle Embereth enters the battlefield tapped unless you control a Mountain.
: Add .
, : Creatures you control get +1/+0 until end of turn.
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