Zendikar

Expedition Map

Expedition Map {1}

Artifact
{2}, {T}, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.
"I use maps to find out where explorers have already been. Then I go the other way."
—Javad Nasrin, Ondu relic hunter
Explorer's Scope

Explorer's Scope {1}

Artifact - Equipment
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip {1}
Grappling Hook

Grappling Hook {4}

Artifact - Equipment
Equipped creature has double strike.
Whenever equipped creature attacks, you may have target creature block it this turn if able.
Equip {4}
Part tool, part weapon, part of the kor.
Hedron Scrabbler

Hedron Scrabbler {2}

Artifact Creature - Construct
Landfall — Whenever a land you control enters, Hedron Scrabbler gets +1/+1 until end of turn.
"I don't care when the hedrons awoke. Why is the question that really matters."
—Anowon, the Ruin Sage
1/1
Khalni Gem

Khalni Gem {4}

Artifact
When Khalni Gem enters, return two lands you control to their owner's hand.
{T}: Add two mana of any one color.
A fragment of ancient power lost in the heart of Ora Ondar.
Spidersilk Net

Spidersilk Net {0}

Artifact - Equipment
Equipped creature gets +0/+2 and has reach.
Equip {2}
Stonework Puma

Stonework Puma {3}

Artifact Creature - Cat Ally
"We suffer uneasy ground, unstable alliances, and unpredictable magic. Something you can truly trust is worth more than a chest of gold."
—Nikou, Joraga bard
2/2
Trailblazer's Boots

Trailblazer's Boots {2}

Artifact - Equipment
Equipped creature has nonbasic landwalk.
Equip {2}
It's much easier to list the places they haven't been.
Trusty Machete

Trusty Machete {1}

Artifact - Equipment
Equipped creature gets +2/+1.
Equip {2}
"Until this expedition is done, that blade is your guardian, your liberator, and your best friend all rolled into one."
—Yon Basrel, Oran-Rief survivalist
Akoum Refuge

Akoum Refuge

Land
Akoum Refuge enters tapped.
When Akoum Refuge enters, you gain 1 life.
{T}: Add {B} or {R}.
Arid Mesa

Arid Mesa

Land
{T}, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Crypt of Agadeem

Crypt of Agadeem

Land
Crypt of Agadeem enters tapped.
{T}: Add {B}.
{2}, {T}: Add {B} for each black creature card in your graveyard.
Emeria, the Sky Ruin

Emeria, the Sky Ruin

Land
Emeria, the Sky Ruin enters tapped.
At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield.
{T}: Add {W}.
Graypelt Refuge

Graypelt Refuge

Land
Graypelt Refuge enters tapped.
When Graypelt Refuge enters, you gain 1 life.
{T}: Add {G} or {W}.
Jwar Isle Refuge

Jwar Isle Refuge

Land
Jwar Isle Refuge enters tapped.
When Jwar Isle Refuge enters, you gain 1 life.
{T}: Add {U} or {B}.
Kabira Crossroads

Kabira Crossroads

Land
Kabira Crossroads enters tapped.
When Kabira Crossroads enters, you gain 2 life.
{T}: Add {W}.
Kazandu Refuge

Kazandu Refuge

Land
Kazandu Refuge enters tapped.
When Kazandu Refuge enters, you gain 1 life.
{T}: Add {R} or {G}.
Magosi, the Waterveil

Magosi, the Waterveil

Land
Magosi, the Waterveil enters tapped.
{T}: Add {U}.
{U}, {T}: Put an eon counter on Magosi, the Waterveil. Skip your next turn.
{T}, Remove an eon counter from Magosi, the Waterveil and return it to its owner's hand: Take an extra turn after this one.
Marsh Flats

Marsh Flats

Land
{T}, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Misty Rainforest

Misty Rainforest

Land
{T}, Pay 1 life, Sacrifice Misty Rainforest: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Oran-Rief, the Vastwood

Oran-Rief, the Vastwood

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

Piranha Marsh

Land
Piranha Marsh enters tapped.
When Piranha Marsh enters, target player loses 1 life.
{T}: Add {B}.
Scalding Tarn

Scalding Tarn

Land
{T}, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Sejiri Refuge

Sejiri Refuge

Land
Sejiri Refuge enters tapped.
When Sejiri Refuge enters, you gain 1 life.
{T}: Add {W} or {U}.
Soaring Seacliff

Soaring Seacliff

Land
Soaring Seacliff enters tapped.
When Soaring Seacliff enters, target creature gains flying until end of turn.
{T}: Add {U}.