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Alandra, Sky Dreamer
   ( 4)
Legendary Creature — Merfolk Wizard
(2/4)
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying. Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
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Animate Land
 ( 1)
Instant
Until end of turn, target land becomes a 3/3 creature that's still a land.
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Badlands Revival
   ( 5)
Sorcery
Return up to one target creature card from your graveyard to the battlefield. Return up to one target permanent card from your graveyard to your hand.
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Borderland Behemoth
   ( 7)
Creature — Giant Warrior
(4/4)
Trample This creature gets +4/+4 for each other Giant you control.
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Borderland Explorer
  ( 2)
Creature — Elf Scout
(3/1)
When this creature enters, each player may discard a card. Each player who discarded a card this way may search their library for a basic land card, reveal it, put it into their hand, then shuffle.
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Borderland Marauder
  ( 2)
Creature — Human Warrior
(1/2)
Whenever this creature attacks, it gets +2/+0 until end of turn.
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Borderland Ranger
  ( 3)
Creature — Human Scout Ranger
(2/2)
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Boundary Lands Ranger
  ( 2)
Creature — Human Ranger
(2/2)
At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may discard a card. If you do, draw a card.
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Circle of the Land Druid
  ( 2)
Creature — Gnome Druid
(1/1)
When this creature enters, you may mill four cards. (You may put the top four cards of your library into your graveyard.) Natural Recovery — When this creature dies, return target land card from your graveyard to your hand.
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Clandestine Chameleon
  ( 4)
Creature — Lizard Guest
(4/3)
When this creature enters, you get  , then you may put a sticker on a nonland permanent you own. This creature has all abilities of ability stickers on other permanents you own and cards in your graveyard.
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Clandestine Meddler
  ( 3)
Creature — Vampire Rogue
(3/2)
When this creature enters, suspect up to one other target creature you control. (A suspected creature has menace and can't block.) Whenever one or more suspected creatures you control attack, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Clear the Land
  ( 3)
Sorcery
Each player reveals the top five cards of their library, puts all land cards revealed this way onto the battlefield tapped, and exiles the rest.
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Consecrate Land
 ( 1)
Enchantment — Aura
Enchant land Enchanted land has indestructible and can't be enchanted by other Auras.
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Copy Land
  ( 3)
Enchantment
You may have this enchantment enter as a copy of any land on the battlefield, except it's an enchantment in addition to its other types.
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Crash Landing
  ( 3)
Instant
Target creature with flying loses flying until end of turn. Crash Landing deals damage to that creature equal to the number of Forests you control.
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Cursed Land
   ( 4)
Enchantment — Aura
Enchant land At the beginning of the upkeep of enchanted land's controller, this Aura deals 1 damage to that player.
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Dirgur Island Dragon
  ( 6)
Creature — Dragon
(4/4)
Flying Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Dunland Crebain
  ( 3)
Creature — Bird Horror
(1/1)
Flying When this creature enters, amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Eland Umbra
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+4. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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Elder Land Wurm
    ( 7)
Creature — Dragon Wurm
(5/5)
Defender, trample When this creature blocks, it loses defender.
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Explore the Vastlands
 ( 3)
Sorcery
Each player looks at the top five cards of their library and may reveal a land card and/or an instant or sorcery card from among them. Each player puts the cards they revealed this way into their hand and the rest on the bottom of their library in a random order. Each player gains 3 life.
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Flooded Woodlands
   ( 4)
Enchantment
Green creatures can't attack unless their controller sacrifices a land of their choice for each green creature they control that's attacking. (This cost is paid as attackers are declared.)
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Forced Landing
  ( 2)
Instant
Put target creature with flying on the bottom of its owner's library.
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Frondland Felidar
   ( 4)
Creature — Cat Beast
(3/5)
Vigilance Creatures you control with vigilance have " , : Tap target creature."
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Gobland (playtest)
( 0)
Land Creature — — Mountain Goblin
(2/1)
(Gobland isn't a spell, it's affected by summoning sickness, and it has " : Add .") Gobland can't block.
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Grassland Crusader
  ( 6)
Creature — Human Cleric Soldier
(2/4)
: Target Elf or Soldier creature gets +2/+2 until end of turn.
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Grasslands
( 0)
Land
This land enters tapped. , Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
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Hardy Outlander
  ( 2)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, another target creature you control gets +X/+X until end of turn, where X is this creature's power."
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Highland Berserker
  ( 2)
Creature — Human Berserker Ally
(2/1)
Whenever this creature or another Ally you control enters, you may have Ally creatures you control gain first strike until end of turn.
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Highland Forest
( 0)
Snow Land — Mountain Forest
( : Add or .) This land enters tapped.
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Highland Game
  ( 2)
Creature — Elk
(2/1)
When this creature dies, you gain 2 life.
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Hinterland Chef
  ( 3)
Creature — — Human Scout
(3/3)
When Hinterland Chef enters the battlefield, draft a card from Hinterland Chef's spellbook. It perpetually becomes a Food artifact in addition to its other types and perpetually gains " , , Sacrifice this creature: You gain 3 life."
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Hinterland Drake
  ( 3)
Creature — Drake
(2/3)
Flying This creature can't block artifact creatures.
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Hinterland Harbor
( 0)
Land
This land enters tapped unless you control a Forest or an Island. : Add or .
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Hinterland Hermit
  ( 2)
Creature — Human Werewolf
(2/1)
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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Hinterland Logger
  ( 2)
Creature — Human Werewolf
(2/1)
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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Hinterland Sanctifier
 ( 1)
Creature — Rabbit Cleric
(1/2)
Whenever another creature you control enters, you gain 1 life.
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Hinterland Scourge
( 0)
Creature — Werewolf
(3/2)
This creature must be blocked if able. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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Horror of the Broken Lands
  ( 5)
Creature — Horror
(4/4)
Whenever you cycle or discard another card, this creature gets +2/+1 until end of turn. Cycling ( , Discard this card: Draw a card.)
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Intrepid Outlander
  ( 2)
Creature — Orc Ranger
(2/3)
Reach Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.)
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Island
( 0)
Basic Land — Island
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Island Fish Jasconius
    ( 7)
Creature — Fish
(6/8)
This creature doesn't untap during your untap step. At the beginning of your upkeep, you may pay   . If you do, untap this creature. This creature can't attack unless defending player controls an Island. When you control no Islands, sacrifice this creature.
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Island of Wak-Wak
( 0)
Land
: Target creature with flying has base power 0 until end of turn.
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Island Sanctuary
  ( 2)
Enchantment
If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk.
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Land Aid '04
  ( 2)
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. If you sang a song the whole time you were searching and shuffling, you may untap that land.
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Land Cap
( 0)
Land
This land 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 this land. : Add or . Put a depletion counter on this land.
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Land Equilibrium
   ( 4)
Enchantment
If an opponent who controls at least as many lands as you do would put a land onto the battlefield, that player instead puts that land onto the battlefield then sacrifices a land of their choice.
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Land Grant
  ( 2)
Sorcery
If you have no land cards in hand, you may reveal your hand rather than pay this spell's mana cost. Search your library for a Forest card, reveal that card, put it into your hand, then shuffle.
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Land Tax
 ( 1)
Enchantment
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
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Landfill
  ( 5)
Sorcery
Choose a land type. Exile all lands you control of that type. Drop those cards, one at a time, onto the playing area from a height of at least one foot. Destroy each permanent completely covered by those cards. Then return the cards you dropped to the battlefield tapped.
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Landroval, Horizon Witness
  ( 5)
Legendary Creature — Bird Noble
(3/4)
Flying Whenever two or more creatures you control attack a player, target attacking creature without flying gains flying until end of turn.
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Land's Edge
   ( 3)
World Enchantment
Discard a card: If the discarded card was a land card, this enchantment deals 2 damage to target player or planeswalker. Any player may activate this ability.
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Landslide
 ( 1)
Sorcery
Sacrifice any number of Mountains. Landslide deals that much damage to target player or planeswalker.
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Lay of the Land
 ( 1)
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Legion's Landing
 ( 1)
Legendary Enchantment
When Legion's Landing enters, create a 1/1 white Vampire creature token with lifelink. When you attack with three or more creatures, transform Legion's Landing.
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Living Lands
  ( 4)
Enchantment
All Forests are 1/1 creatures that are still lands.
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Lowland Basilisk
  ( 3)
Creature — Basilisk
(1/3)
Whenever this creature deals damage to a creature, destroy that creature at end of combat.
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Lowland Oaf
  ( 4)
Creature — Giant Warrior
(3/3)
: Target Goblin creature you control gets +1/+0 and gains flying until end of turn. Sacrifice that creature at the beginning of the next end step.
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Lowland Tracker
  ( 5)
Creature — Human Soldier
(2/2)
First strike Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
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Madlands (playtest)
( 0)
Land
Madlands enters the battlefield tapped. : Add or .
Madness (If you discard this card, discard it into exile. When you do, play it for its madness cost or put it into your graveyard. You can play a land only during your turn and only if you have an available land play remaining.)
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Marshland Bloodcaster
  ( 5)
Creature — Vampire Warlock
(3/5)
Flying  , : Rather than pay the mana cost of the next spell you cast this turn, you may pay life equal to that spell's mana value.
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Woodland Acolyte (Mend the Wilds)
 ( 1)
Instant — Adventure
Put target permanent card from your graveyard on top of your library. (Then exile this card. You may cast the creature later from exile.)
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Moonring Island
( 0)
Land — Island
( : Add .) This land enters tapped. , : Look at the top card of target player's library. Activate only if you control two or more blue permanents.
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Moorland Drifter
  ( 2)
Creature — Spirit
(2/2)
Delirium — This creature has flying as long as there are four or more card types among cards in your graveyard.
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Moorland Inquisitor
  ( 2)
Creature — Human Soldier
(2/2)
 : This creature gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
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Moorland Rescuer
  ( 6)
Creature — Human Knight
(4/4)
When this creature dies, return any number of other creature cards with total power X or less from your graveyard to the battlefield, where X is this creature's power. Exile this creature.
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Myr Landshaper
 ( 3)
Artifact Creature — Myr
(1/1)
: Target land becomes an artifact in addition to its other types until end of turn.
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Myriad Landscape
( 0)
Land
This land enters tapped. : Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
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Outland Boar
   ( 4)
Creature — Boar
(4/4)
This creature can't be blocked by creatures with power 2 or less.
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Outland Colossus
   ( 5)
Creature — Giant
(6/6)
Renown 6 (When this creature deals combat damage to a player, if it isn't renowned, put six +1/+1 counters on it and it becomes renowned.) This creature can't be blocked by more than one creature.
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Outland Liberator
  ( 2)
Creature — Human Werewolf
(2/2)
, Sacrifice this creature: Destroy target artifact or enchantment.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Overgrown Farmland
( 0)
Land
This land enters tapped unless you control two or more other lands. : Add or .
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Ravaged Highlands
( 0)
Land
This land enters tapped. : Add .
, Sacrifice this land: Add one mana of any color.
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Rugged Highlands
( 0)
Land
This land enters tapped. When this land enters, you gain 1 life. : Add or .
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