Commander 2021

Mage-Ring Network

Mage-Ring Network

Land
{T}: Add {C}.
{1}, {T}: Put a storage counter on Mage-Ring Network.
{T}, Remove any number of storage counters from Mage-Ring Network: Add {C} for each storage counter removed this way.
Memorial to Genius

Memorial to Genius

Land
Memorial to Genius enters the battlefield tapped.
{T}: Add {U}.
{4}{U}, {T}, Sacrifice Memorial to Genius: Draw two cards.
Mikokoro, Center of the Sea

Mikokoro, Center of the Sea

Legendary Land
{T}: Add {C}.
{2}, {T}: Each player draws a card.
"Center of the Sea, Eye of the World, Shrine of Enlightenment. Seek it for answers. Seek it for healing. Seek it and return transformed."
—Scroll fragment from the ruins of Minamo
Mosswort Bridge

Mosswort Bridge

Land
Hideaway 4
Mosswort Bridge enters the battlefield tapped.
{T}: Add {G}.
{G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Myriad Landscape

Myriad Landscape

Land
Myriad Landscape enters the battlefield tapped.
{T}: Add {C}.
{2}, {T}, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Novijen, Heart of Progress

Novijen, Heart of Progress

Land
{T}: Add {C}.
{G}{U}, {T}: Put a +1/+1 counter on each creature that entered the battlefield this turn.
"The unnatural pressures of life in this city are best withstood by lifeforms that adapt with unnatural swiftness."
—Momir Vig
Opal Palace

Opal Palace

Land
{T}: Add {C}.
{1}, {T}: Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters the battlefield with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
Oran-Rief, the Vastwood

Oran-Rief, the Vastwood

Land
Oran-Rief, the Vastwood enters the battlefield tapped.
{T}: Add {G}.
{T}: Put a +1/+1 counter on each green creature that entered the battlefield this turn.
Orzhov Basilica

Orzhov Basilica

Land
Orzhov Basilica enters the battlefield tapped.
When Orzhov Basilica enters the battlefield, return a land you control to its owner's hand.
{T}: Add {W}{B}.
Phyrexia's Core

Phyrexia's Core

Land
{T}: Add {C}.
{1}, {T}, Sacrifice an artifact: You gain 1 life.
"So even the heart of our world has succumbed."
—Koth of the Hammer
Radiant Fountain

Radiant Fountain

Land
When Radiant Fountain enters the battlefield, you gain 2 life.
{T}: Add {C}.
"All peoples treasure a place where the weary traveler may drink in peace."
—Ajani Goldmane
Related card: Boseiju Pathlighter
Reliquary Tower

Reliquary Tower

Land
You have no maximum hand size.
{T}: Add {C}.
Once guarded by the Knights of the Reliquary, the tower stands now protected only by its own remoteness, its dusty treasures open to plunder by anyone.
Rogue's Passage

Rogue's Passage

Land
{T}: Add {C}.
{4}, {T}: Target creature can't be blocked this turn.
Rumors quickly spread among thieves about a labyrinth without walls and a prize beyond all measures of worth.
Sapseep Forest

Sapseep Forest

Land - Forest
({T}: Add {G}.)
Sapseep Forest enters the battlefield tapped.
{G}, {T}: You gain 1 life. Activate only if you control two or more green permanents.
Scavenger Grounds

Scavenger Grounds

Land - Desert
{T}: Add {C}.
{2}, {T}, Sacrifice a Desert: Exile all graveyards.
When the last scrap of flesh is scoured away, the Curse of Wandering ends. Then the dead may sleep.
Related card: Boseiju Pathlighter
Secluded Steppe

Secluded Steppe

Land
Secluded Steppe enters the battlefield tapped.
{T}: Add {W}.
Cycling {W}
Shivan Reef

Shivan Reef

Land
{T}: Add {C}.
{T}: Add {U} or {R}. Shivan Reef deals 1 damage to you.
Simic Growth Chamber

Simic Growth Chamber

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.
{T}: Add {G}{U}.
Slayers' Stronghold

Slayers' Stronghold

Land
{T}: Add {C}.
{R}{W}, {T}: Target creature gets +2/+0 and gains vigilance and haste until end of turn.
Its courtyards are lit during every hour of the day so that night may never fall within its walls.
Sunhome, Fortress of the Legion

Sunhome, Fortress of the Legion

Land
{T}: Add {C}.
{2}{R}{W}, {T}: Target creature gains double strike until end of turn.
Sunhome—the stalwart shield, the towering sentinel, the seat of justice.
Tainted Field

Tainted Field

Land
{T}: Add {C}.
{T}: Add {W} or {B}. Activate only if you control a Swamp.
Tainted Wood

Tainted Wood

Land
{T}: Add {C}.
{T}: Add {B} or {G}. Activate only if you control a Swamp.
Temple of Epiphany

Temple of Epiphany

Land
Temple of Epiphany enters the battlefield tapped.
When Temple of Epiphany enters the battlefield, scry 1.
{T}: Add {U} or {R}.
Temple of Malady

Temple of Malady

Land
Temple of Malady enters the battlefield tapped.
When Temple of Malady enters the battlefield, scry 1.
{T}: Add {B} or {G}.
Temple of Mystery

Temple of Mystery

Land
Temple of Mystery enters the battlefield tapped.
When Temple of Mystery enters the battlefield, scry 1.
{T}: Add {G} or {U}.