Battle for Zendikar Promos

Ally Encampment

Ally Encampment

Land
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast an Ally spell.
{1}, {T}, Sacrifice this land: Return target Ally you control to its owner's hand.
Canopy Vista

Canopy Vista

Land - Forest Plains
({T}: Add {G} or {W}.)
this land enters tapped unless you control two or more basic lands.
The continent of Murasa lies beneath a blanket of dense vegetation, its enormous branches tangled so thickly that some inhabitants never see the ground.
Canopy Vista

Canopy Vista

Land - Forest Plains
({T}: Add {G} or {W}.)
this land enters tapped unless you control two or more basic lands.
The continent of Murasa lies beneath a blanket of dense vegetation, its enormous branches tangled so thickly that some inhabitants never see the ground.
Cinder Glade

Cinder Glade

Land - Mountain Forest
({T}: Add {R} or {G}.)
this land enters tapped unless you control two or more basic lands.
On the volcanic continent of Akoum, bizarre vegetation clusters around gas vents, and jagged mountain peaks rise high into the air.
Cinder Glade

Cinder Glade

Land - Mountain Forest
({T}: Add {R} or {G}.)
this land enters tapped unless you control two or more basic lands.
On the volcanic continent of Akoum, bizarre vegetation clusters around gas vents, and jagged mountain peaks rise high into the air.
Lumbering Falls

Lumbering Falls

Land
This land enters tapped.
{T}: Add {G} or {U}.
{2}{G}{U}: this land becomes a 3/3 green and blue Elemental creature with hexproof until end of turn. It's still a land.
Prairie Stream

Prairie Stream

Land - Plains Island
({T}: Add {W} or {U}.)
this land 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.
Prairie Stream

Prairie Stream

Land - Plains Island
({T}: Add {W} or {U}.)
this land 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.
Sanctum of Ugin

Sanctum of Ugin

Land
{T}: Add {C}.
Whenever you cast a colorless spell with mana value 7 or greater, you may sacrifice this land. If you do, search your library for a colorless creature card, reveal it, put it into your hand, then shuffle.
Shambling Vent

Shambling Vent

Land
This land enters tapped.
{T}: Add {W} or {B}.
{1}{W}{B}: this land becomes a 2/3 white and black Elemental creature with lifelink until end of turn. It's still a land.
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.
Smoldering Marsh

Smoldering Marsh

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

Smoldering Marsh

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

Sunken Hollow

Land - Island Swamp
({T}: Add {U} or {B}.)
this land enters tapped unless you control two or more basic lands.
On the continent of Tazeem, rushing waters plunge through narrow canyons into mist-cloaked lakes.
Sunken Hollow

Sunken Hollow

Land - Island Swamp
({T}: Add {U} or {B}.)
this land enters tapped unless you control two or more basic lands.
On the continent of Tazeem, rushing waters plunge through narrow canyons into mist-cloaked lakes.