46 cards found
Blinkmoth Nexus

Blinkmoth Nexus

Land
{T}: Add {C}.
{1}: Blinkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land.
{1}, {T}: Target Blinkmoth creature gets +1/+1 until end of turn.
Cactus Preserve

Cactus Preserve

Land - Desert
Cactus Preserve enters the battlefield tapped.
{T}: Add one mana of any type that a land you control could produce.
{3}: 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.
  • Outlaws of Thunder Junction Commander 40 76
Cave of the Frost Dragon

Cave of the Frost Dragon

Land
If you control two or more other lands, Cave of the Frost Dragon enters the battlefield tapped.
{T}: Add {W}.
{4}{W}: Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
Cavernous Maw

Cavernous Maw

Land - Cave
{T}: Add {C}.
{2}: Cavernous Maw becomes a 3/3 Elemental creature until end of turn. It's still a Cave land. Activate only if the number of other Caves you control plus the number of Cave cards in your graveyard is three or greater.
Many footprints lead into the cave. None lead out.
  • The Lost Caverns of Ixalan
Celestial Colonnade

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

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.
Den of the Bugbear

Den of the Bugbear

Land
If you control two or more other lands, Den of the Bugbear enters the battlefield tapped.
{T}: Add {R}.
{3}{R}: Until end of turn, Den of the Bugbear becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
  • Adventures in the Forgotten Realms Promos 254a 254p 254s
  • Adventures in the Forgotten Realms 254 351
Domesticated Watercourse

Domesticated Watercourse

Land
Domesticated Watercourse enters the battlefield tapped.
{T}: Add {U} or {B}.
{U}{B}: Until end of turn, Domesticated Watercourse becomes an Equipment artifact with equip {2}.
Whenever equipped creature deals combat damage to a player, draw a card.
Dread Statuary

Dread Statuary

Land
{T}: Add {C}.
{4}: Dread Statuary becomes a 4/2 Golem artifact creature until end of turn. It's still a land.
The last reliable landmark in Tazeem just walked away.
Faceless Haven

Faceless Haven

Snow Land
{T}: Add {C}.
{S}{S}{S}: Faceless Haven becomes a 4/3 creature with vigilance and all creature types until end of turn. It's still a land.
It is everywhere and nowhere, a place unbound by logic, just beyond the real.
Faerie Conclave

Faerie Conclave

Land
Faerie Conclave enters the battlefield tapped.
{T}: Add {U}.
{1}{U}: Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land.
Forbidding Watchtower

Forbidding Watchtower

Land
Forbidding Watchtower enters the battlefield tapped.
{T}: Add {W}.
{1}{W}: Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It's still a land.
Frostwalk Bastion

Frostwalk Bastion

Snow Land
{T}: Add {C}.
{1}{S}: Until end of turn, Frostwalk Bastion becomes a 2/3 Construct artifact creature. It's still a land.
Whenever Frostwalk Bastion deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.
  • Modern Horizons
Ghitu Encampment

Ghitu Encampment

Land
Ghitu Encampment enters the battlefield tapped.
{T}: Add {R}.
{1}{R}: Ghitu Encampment becomes a 2/1 red Warrior creature with first strike until end of turn. It's still a land.
Hall of Storm Giants

Hall of Storm Giants

Land
If you control two or more other lands, Hall of Storm Giants enters the battlefield tapped.
{T}: Add {U}.
{5}{U}: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward {3}. It's still a land.
  • Adventures in the Forgotten Realms Promos 257a 257p 257s
  • Adventures in the Forgotten Realms 257 354
Hissing Quagmire

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.
Hive of the Eye Tyrant

Hive of the Eye Tyrant

Land
If you control two or more other lands, Hive of the Eye Tyrant enters the battlefield tapped.
{T}: Add {B}.
{3}{B}: 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.
  • Adventures in the Forgotten Realms Promos 258a 258p 258s
  • Adventures in the Forgotten Realms 258 355
Hostile Desert

Hostile Desert

Land - Desert
{T}: Add {C}.
{2}, Exile a land card from your graveyard: Hostile Desert becomes a 3/4 Elemental creature until end of turn. It's still a land.
Amonkhet's desiccated land thirsts for blood.
Inkmoth Nexus

Inkmoth Nexus

Land
{T}: Add {C}.
{1}: Inkmoth Nexus becomes a 1/1 Phyrexian Blinkmoth artifact creature with flying and infect until end of turn. It's still a land.
Lair of the Hydra

Lair of the Hydra

Land
If you control two or more other lands, Lair of the Hydra enters the battlefield tapped.
{T}: Add {G}.
{X}{G}: Until end of turn, Lair of the Hydra becomes an X/X green Hydra creature. It's still a land. X can't be 0.
  • Adventures in the Forgotten Realms Promos 259a 259p 259s
  • Adventures in the Forgotten Realms 259 356
Lavaclaw Reaches

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.
Lumbering Falls

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.
Mishra's Factory

Mishra's Factory

Land
{T}: Add {C}.
{1}: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.
{T}: Target Assembly-Worker creature gets +1/+1 until end of turn.
Related card: Golgothian Sylex
Mishra's Foundry

Mishra's Foundry

Land
{T}: Add {C}.
{2}: Mishra's Foundry becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.
{1}, {T}: Target attacking Assembly-Worker gets +2/+2 until end of turn.
Related card: Foundry Groundbreaker
Mobilized District

Mobilized District

Land
{T}: Add {C}.
{4}: Mobilized District becomes a 3/3 Citizen creature with vigilance until end of turn. It's still a land. This ability costs {1} less to activate for each legendary creature and planeswalker you control.
Sometimes the strongest weapon you can hold in your hand is another hand.
Related card: Boseiju Pathlighter