6 cards found
Blossoming Sands

Blossoming Sands

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {G} or {W}.
"It's rare to see Temur so far from their own lands. I see no reason to interfere, but keep an eye on them nonetheless."
—Hamza of House Fenzala
Graypelt Refuge

Graypelt Refuge

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {G} or {W}.
Scoured Barrens

Scoured Barrens

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {B}.
By the codes of Mardu and Abzan alike, both sides allowed their enemies time to grieve after a battle.
Sejiri Refuge

Sejiri Refuge

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {U}.
Tranquil Cove

Tranquil Cove

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {U}.
"Abzan vintages are nice, but the sorghum wine made in Riverwheel Village is beyond compare."
—Iramaz, Abzan trader
Wind-Scarred Crag

Wind-Scarred Crag

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {R} or {W}.
The Mardu are centered in the present. The Jeskai look to the future. But both know when the time for talking is past.