Modern Horizons 3 Commander

Path of Ancestry

Path of Ancestry

Land
Path of Ancestry enters tapped.
{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1.
Port Town

Port Town

Land
As Port Town enters, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters tapped.
{T}: Add {W} or {U}.
Prairie Stream

Prairie Stream

Land - Plains Island
({T}: Add {W} or {U}.)
Prairie Stream enters tapped unless you control two or more basic lands.
The continent of Ondu is a vast plateau crisscrossed by deep trenches and meandering rivers.
Quandrix Campus

Quandrix Campus

Land
Quandrix Campus enters tapped.
{T}: Add {G} or {U}.
{4}, {T}: Scry 1.
Mage-students who see beauty in patterns and equations choose Quandrix, the college of numeromancy.
Raging Ravine

Raging Ravine

Land
Raging Ravine enters tapped.
{T}: Add {R} or {G}.
{2}{R}{G}: Until end of turn, Raging Ravine becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land.
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.
Riveteers Overlook

Riveteers Overlook

Land
When Riveteers Overlook enters, sacrifice it. When you do, search your library for a basic Swamp, Mountain, or Forest card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Along the outer girders, in gold filigree, are inscribed the names of all those who fell to their deaths during construction.
Ruins of Oran-Rief

Ruins of Oran-Rief

Land
Ruins of Oran-Rief enters tapped.
{T}: Add {C}.
{T}: Put a +1/+1 counter on target colorless creature that entered this turn.
Savage Lands

Savage Lands

Land
Savage Lands enters tapped.
{T}: Add {B}, {R}, or {G}.
Jund is a world as cruel as those who call it home. Their brutal struggles scar the land even as it carves them in its image, a vicious circle spiraling out of control.
Secluded Courtyard

Secluded Courtyard

Land
As Secluded Courtyard enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
Related card: Boseiju Pathlighter
Shadowblood Ridge

Shadowblood Ridge

Land
{1}, {T}: Add {B}{R}.
Gnolls make offerings to sinister forces in the shadow-drenched chasms.
Sheltered Thicket

Sheltered Thicket

Land - Mountain Forest
({T}: Add {R} or {G}.)
Sheltered Thicket enters tapped.
Cycling {2}
Shivan Reef

Shivan Reef

Land
{T}: Add {C}.
{T}: Add {U} or {R}. Shivan Reef deals 1 damage to you.
The boiling seas around Shiv provided a welcome layer of protection for the reclaimed Mana Rig.
Shrine of the Forsaken Gods

Shrine of the Forsaken Gods

Land
{T}: Add {C}.
{T}: Add {C}{C}. Spend this mana only to cast colorless spells. Activate only if you control seven or more lands.
The gods known to the merfolk as Ula, Emeria, and Cosi were nothing more than false memories of a monstrous trinity: the Eldrazi titans Ulamog, Emrakul, and Kozilek.
Simic Growth Chamber

Simic Growth Chamber

Land
Simic Growth Chamber enters tapped.
When Simic Growth Chamber enters, return a land you control to its owner's hand.
{T}: Add {G}{U}.
Simic Guildgate

Simic Guildgate

Land - Gate
Simic Guildgate enters tapped.
{T}: Add {G} or {U}.
Enter and comprehend the perfection of orchestrated life.
Smoldering Marsh

Smoldering Marsh

Land - Swamp Mountain
({T}: Add {B} or {R}.)
Smoldering Marsh enters tapped unless you control two or more basic lands.
The continent of Guul Draz is a geothermal swampland reeking of heat and decay.
Spawning Bed

Spawning Bed

Land
{T}: Add {C}.
{6}, {T}, Sacrifice Spawning Bed: Create three 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this creature: Add {C}."
Young Eldrazi crawl forth from the dust, compelled by a greater will.
Sulfurous Springs

Sulfurous Springs

Land
{T}: Add {C}.
{T}: Add {B} or {R}. Sulfurous Springs deals 1 damage to you.
Everything is flammable in the Burning Isles, even the mana itself.
Tainted Peak

Tainted Peak

Land
{T}: Add {C}.
{T}: Add {B} or {R}. 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.
Tectonic Edge

Tectonic Edge

Land
{T}: Add {C}.
{1}, {T}, Sacrifice Tectonic Edge: Destroy target nonbasic land. Activate only if an opponent controls four or more lands.
"We move because the earth does."
—Bruse Tarl, Goma Fada nomad
Temple of Abandon

Temple of Abandon

Land
Temple of Abandon enters tapped.
When Temple of Abandon enters, scry 1.
{T}: Add {R} or {G}.
Temple of Enlightenment

Temple of Enlightenment

Land
Temple of Enlightenment enters tapped.
When Temple of Enlightenment enters, scry 1.
{T}: Add {W} or {U}.
Temple of Epiphany

Temple of Epiphany

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