Creatures 33
-
1
Abzan Falconer
Abzan Falconer
Creature — Human Soldier
2/3
Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has flying.
- The cost to activate a creature's outlast ability includes the tap symbol ( ). A creature's outlast ability can't be activated unless that creature has been under your control continuously since the beginning of your turn.
- Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.
-
1
Acidic Slime
Acidic Slime
Creature — Ooze
2/2
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When this creature enters, destroy target artifact, enchantment, or land.
-
1
Admonition Angel
Admonition Angel
Creature — Angel
6/6
Flying
Landfall — Whenever a land you control enters, you may exile target nonland permanent other than this creature.
When this creature leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- Admonition Angel's landfall ability and its last ability are linked. The last ability refers only to cards exiled with its landfall ability.
- If Admonition Angel's landfall ability triggers, but the Angel leaves the battlefield before it resolves, its last ability will trigger and resolve first. All previously exiled cards will be returned to the battlefield. Then the landfall ability will resolve and exile the targeted permanent forever.
-
1
Armorcraft Judge
Armorcraft Judge
Creature — Elf Artificer
3/3
When this creature enters, draw a card for each creature you control with a +1/+1 counter on it.
- The number of creatures you control with +1/+1 counters on them is counted only as Armorcraft Judge's triggered ability resolves. Players may respond to the triggered ability by trying to change that number.
- Armorcraft Judge's ability counts the number of creatures, not the number of counters. A creature with more than one +1/+1 counter won't cause you to draw more than one card.
-
1
Beanstalk Giant // Fertile Footsteps
//
Beanstalk Giant
Creature — Giant
*/*
- The ability that defines Beanstalk Giant's power and toughness works in all zones, not just the battlefield.
- An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Giant Killer is a white creature card whose mana value is 1. It can't be the target of the triggered ability of Mystic Sanctuary.
- When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.
- If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if Giant Killer is exiled with the last ability of Vivien, Champion of the Wilds, you can't cast it as Chop Down.
- If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.
- If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell.
- You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty.
- If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent.
- If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.
- If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
- Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.
-
1
Elite Scaleguard
Elite Scaleguard
Creature — Human Soldier
2/3
When this creature enters, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
- Bolster itself doesn't target any creature, though some spells and abilities that bolster may have other effects that target creatures. For example, you could put counters on a creature with protection from white with Abzan Skycaptain's bolster ability.
- You determine which creature to put counters on as the spell or ability that instructs you to bolster resolves.
-
1
Elvish Rejuvenator
Elvish Rejuvenator
Creature — Elf Druid
1/1
When this creature enters, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
-
1
Embodiment of Insight
Embodiment of Insight
Creature — Elemental
4/4
Vigilance
Land creatures you control have vigilance.
Landfall — Whenever a land you control enters, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.
- A “land creature” is a permanent that’s both a land and a creature.
- You may target a land that’s already a creature. For example, if you target a land that’s also a 0/0 creature and has three +1/+1 counters on it, the resulting land creature will be 6/6.
-
1
Emeria Angel
Emeria Angel
Creature — Angel
3/3
Flying
Landfall — Whenever a land you control enters, you may create a 1/1 white Bird creature token with flying.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Emeria Shepherd
Emeria Shepherd
Creature — Angel
4/4
Flying
Landfall — Whenever a land you control enters, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- A "nonland permanent card" is an artifact, creature, enchantment, or planeswalker card.
- If you return an Aura to the battlefield this way, you choose what it will enchant as it enters the battlefield. This doesn't target any player or permanent, so you could attach an Aura to a permanent with hexproof controlled by an opponent, for example. If there's nothing the Aura can legally enchant, it stays in the graveyard.
-
1
Evolution Sage
Evolution Sage
Creature — Elf Druid
3/2
Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
-
1
Fertilid
Fertilid
Creature — Elemental
0/0
This creature enters with two +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles.
- Although the targeted player doesn't need to find a basic land card if they don't want to, that player must shuffle their library.
-
1
Geode Rager
Geode Rager
Creature — Elemental
4/3
First strike
Landfall — Whenever a land you control enters, goad each creature target player controls. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Attacking with a goaded creature doesn't cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
- If a creature you control has been goaded by multiple opponents, it must attack one of your opponents that hasn't goaded it, as that fulfills the maximum number of goad requirements. If a creature you control has been goaded by each of your opponents, the creature must attack an opponent (rather than a planeswalker or battle), but you choose which opponent it attacks.
- Being goaded isn't an ability the creature has. Once it's been goaded, it must attack as detailed above even if it loses all abilities.
- If, during a player's declare attackers step, a creature that player controls that's been goaded is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack a player, its controller isn't forced to pay that cost, so it doesn't have to attack that player.
- If the creature doesn't meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can't attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent controls, or a player who goaded it.
- Creatures that enter the battlefield or come under the target player's control after Geode Rager's ability has resolved won't be goaded.
- If you leave the game, any creatures you've goaded remain goaded until your next turn would have begun. They don't immediately stop being goaded and don't remain goaded indefinitely.
- Being goaded more than once by the same player is redundant.
-
1
Keeper of Fables
Keeper of Fables
Creature — Cat
4/5
Whenever one or more non-Human creatures you control deal combat damage to a player, draw a card.
- If non-Human creatures you control deal combat damage to two or more players at the same time, Keeper of Fables's ability triggers for each of those players.
- Keeper of Fables's ability triggers even if it's dealt lethal damage at the same time that non-Humans you control deal combat damage to a player.
- Because creatures with first strike deal combat damage before creatures without first strike, Keeper of Fables's ability can trigger twice during one combat if your creatures deal combat damage to one player at different times.
-
1
Kor Cartographer
Kor Cartographer
Creature — Kor Scout
2/2
When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
-
1
Living Twister
Living Twister
Creature — Elemental
2/5
, Discard a land card: This creature deals 2 damage to any target.
: Return a tapped land you control to its owner's hand.
-
1
Mina and Denn, Wildborn
Mina and Denn, Wildborn
Legendary Creature — Elf Ally
4/4
You may play an additional land on each of your turns.
, Return a land you control to its owner's hand: Target creature gains trample until end of turn.
- Once you announce that you’re activating the last ability, it’s too late for anyone to interrupt you by trying to remove the land you returned.
-
1
Multani, Yavimaya's Avatar
Multani, Yavimaya's Avatar
Legendary Creature — Elemental Avatar
0/0
Reach, trample
Multani gets +1/+1 for each land you control and each land card in your graveyard.
, Return two lands you control to their owner's hand: Return Multani from your graveyard to your hand.
- Multani's ability that modifies its power and toughness applies only while it's on the battlefield. In all other zones, it's a 0/0 creature card.
- To activate Multani's last ability, you must return lands you control from the battlefield to their owner's hand. Land cards in your graveyard can't be returned this way.
-
1
Murasa Rootgrazer
Murasa Rootgrazer
Creature — Beast
2/3
Vigilance
: You may put a basic land card from your hand onto the battlefield.
: Return target basic land you control to its owner's hand.
-
1
Obuun, Mul Daya Ancestor
Obuun, Mul Daya Ancestor
Legendary Creature — Elf Spirit
3/3
At the beginning of combat on your turn, up to one target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is Obuun's power. It's still a land.
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- Obuun's first ability doesn't remove any abilities the land creature has.
- Obuun's first ability can target a land that's already a creature. This overwrites any previous effects that set the land creature's power and/or toughness to specific values. Other effects that set these characteristics to specific values that start to apply after the ability resolves will overwrite that part of the effect.
- Effects that modify the power or toughness of the land creature without setting it will apply to its new base power and toughness no matter when they started to take effect. The same is true for counters that change its power and toughness.
-
1
Omnath, Locus of Rage
Omnath, Locus of Rage
Legendary Creature — Elemental
5/5
Landfall — Whenever a land you control enters, create a 5/5 red and green Elemental creature token.
Whenever Omnath or another Elemental you control dies, Omnath deals 3 damage to any target.
- Omanth doesn't have the land type Locus.
- If Omnath dies at the same time as any other Elementals you control, Omnath's last ability will trigger for each of them (and once for itself).
-
1
Rampaging Baloths
Rampaging Baloths
Creature — Beast
6/6
Trample
Landfall — Whenever a land you control enters, you may create a 4/4 green Beast creature token.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Sandstone Oracle
Sandstone Oracle
Artifact Creature — Sphinx
4/4
Flying
When this creature enters, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
- You choose an opponent while Sandstone Oracle's ability is resolving. No player may take actions between the time you make this choice and the time you draw cards.
- To draw cards equal to the difference, first determine how many cards you'll draw, then draw that many cards, as modified by replacement effects. For example, if you have two cards in hand and the chosen opponent has five, Thought Reflection will cause you to draw six cards instead of three.
-
1
Satyr Wayfinder
Satyr Wayfinder
Creature — Satyr
1/1
When this creature enters, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
-
1
Scaretiller
Scaretiller
Artifact Creature — Scarecrow
1/4
Whenever this creature becomes tapped, choose one —
- You may put a land card from your hand onto the battlefield tapped.
- Return target land card from your graveyard to the battlefield tapped.
- Scaretiller's ability is a triggered ability, not an activated ability. It doesn't allow you to tap it whenever you want; rather, you need some other way of tapping it, such as by attacking.
- If Scaretiller becomes tapped while casting a spell or activating an ability, that spell or ability resolves after Scaretiller's triggered ability has resolved.
- Neither mode of Scaretiller's ability counts as playing a land. It can put a land card onto the battlefield even if you've already played your land for the turn, and even if it's not your turn.
-
1
Sporemound
Sporemound
Creature — Fungus
3/3
Landfall — Whenever a land you control enters, create a 1/1 green Saproling creature token.
- Sporemound's ability triggers whenever you play a land and also whenever a land enters the battlefield under your control for some other reason, such as the ability of Into the Wilds.
-
1
Springbloom Druid
Springbloom Druid
Creature — Elf Druid
1/1
When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
- While resolving Springbloom Druid's triggered ability, you can't sacrifice multiple lands to search for more than two basic land cards.
-
1
Sun Titan
Sun Titan
Creature — Giant
6/6
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
- A permanent card is an artifact, creature, enchantment, land, or planeswalker card.
- If a card in your graveyard has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0.
- The mana value of a card in your graveyard is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost has mana value 5.
- If the mana cost of a card in your graveyard includes , X is considered to be 0.
-
1
Sylvan Advocate
Sylvan Advocate
Creature — Elf Druid Ally
2/3
Vigilance
As long as you control six or more lands, this creature and land creatures you control get +2/+2.
- A “land creature” is a permanent that’s both a land and a creature.
- Damage remains marked on creatures until the turn ends. If Sylvan Advocate’s ability stops applying (because Sylvan Advocate leaves the battlefield or you no longer control six or more lands), then any land creatures that needed the toughness bonus to stay alive will be destroyed.
-
1
Trove Warden
Trove Warden
Creature — Cat Beast
3/4
Vigilance
Landfall — Whenever a land you control enters, exile target permanent card with mana value 3 or less from your graveyard.
When this creature dies, put each permanent card exiled with it onto the battlefield under the control of that card's owner.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Tuskguard Captain
Tuskguard Captain
Creature — Human Warrior
2/3
Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has trample.
- The cost to activate a creature's outlast ability includes the tap symbol ( ). A creature's outlast ability can't be activated unless that creature has been under your control continuously since the beginning of your turn.
- Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.
-
1
Waker of the Wilds
Waker of the Wilds
Creature — Merfolk Shaman
3/3
: Put X +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It's still a land.
- The land-animation effect lasts indefinitely. It doesn’t wear off during the cleanup step or when you lose control of Waker of the Wilds.
- If the ability targets a land that’s already a creature, that land creature’s base power and toughness will become 0/0, overwriting its previous base power and toughness. Other effects that modify its power and/or toughness (including any +1/+1 counters that were on it) will continue to apply.
-
1
Yavimaya Elder
Yavimaya Elder
Creature — Human Druid
2/1
When this creature dies, you may search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
, Sacrifice this creature: Draw a card.
- If you activate Yavimaya Elder's last ability, its triggered ability will trigger and go on the stack. It will resolve first, meaning you'll do the search and shuffle before drawing a card.
Instants 9
-
1
Condemn
Condemn
Instant
Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.
- Use the creature's toughness as it last existed on the battlefield to determine how much life its controller gains.
-
1
Crush Contraband
Crush Contraband
Instant
Choose one or both —
- Exile target artifact.
- Exile target enchantment.
- If you've chosen both modes and one of Crush Contraband's targets becomes an illegal target, the other is still exiled.
-
1
Harrow
Harrow
Instant
As an additional cost to cast this spell, sacrifice a land.
Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
- The two lands do not count toward your normal one land you can play each turn.
- The sacrifice of a land is part of the cost of casting Harrow. You can't pay this cost more than once to get a multiple effect.
-
1
Inspiring Call
Inspiring Call
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
- Creatures you control that have +1/+1 counters put on them after Inspiring Call resolves won't gain indestructible.
- Once a creature gains indestructible, it will have it for the turn, even if it loses all its +1/+1 counters.
-
1
Naya Charm
Naya Charm
Instant
Choose one —
- Naya Charm deals 3 damage to target creature.
- Return target card from a graveyard to its owner's hand.
- Tap all creatures target player controls.
- You can choose a mode only if you can choose legal targets for that mode. If you can't choose legal targets for any of the modes, you can't cast the spell.
- While the spell is on the stack, treat it as though its only text is the chosen mode. The other two modes are treated as though they don't exist. You don't choose targets for those modes.
- If this spell is copied, the copy will have the same mode as the original.
-
1
Return of the Wildspeaker
Return of the Wildspeaker
Instant
Choose one —
- Draw cards equal to the greatest power among non-Human creatures you control.
- Non-Human creatures you control get +3/+3 until end of turn.
-
1
Roiling Regrowth
Roiling Regrowth
Instant
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
-
1
Struggle // Survive
//
Struggle
Instant
- If a player has no cards in their graveyard when Survive resolves, that player just shuffles their library.
- Once you've started to cast a spell with aftermath from your graveyard, the card is immediately moved to the stack. Opponents can't try to stop the ability by exiling the card with an effect such as that of Crook of Condemnation.
- Each split card is a single card. For example, if you discard one, you've discarded one card, not two. If an effect counts the number of instant and sorcery cards in your graveyard, Destined // Lead counts once, not twice.
- Each split card has two names. If an effect instructs you to choose a card name, you may choose one, but not both.
- While not on the stack, the characteristics of a split card are the combination of its two halves. For example, Destined // Lead is a green and black card, it is both an instant card and a sorcery card, and its mana value is 6. This means that if an effect allows you to cast a card with mana value 2 from your hand, you can't cast Destined. This is a change from the previous rules for split cards.
- Split cards with aftermath have a new frame treatment—the half you can cast from your hand is oriented the same as other cards you'd cast from your hand, while the half you can cast from your graveyard is a traditional split card half. This frame treatment is for your convenience and has no rules significance.
- If another effect allows you to cast a split card with aftermath from any zone other than a graveyard, you can't cast the half with aftermath.
- If another effect allows you to cast a split card with aftermath from a graveyard, you may cast either half. If you cast the half that has aftermath, you'll exile the card if it would leave the stack.
- A spell with aftermath cast from a graveyard will always be exiled afterward, whether it resolves, it's countered, or it leaves the stack in some other way.
- If you cast the first half of a split card with aftermath during your turn, you'll have priority immediately after it resolves. You can cast the half with aftermath from your graveyard before any player can take any other action if it's legal for you to do so.
- All split cards have two card faces on a single card, and you put a split card onto the stack with only the half you're casting. The characteristics of the half of the card you didn't cast are ignored while the spell is on the stack. For example, if an effect prevents you from casting green spells, you can cast Destined of Destined // Lead, but not Lead.
-
1
Sylvan Reclamation
Sylvan Reclamation
Instant
Exile up to two target artifacts and/or enchantments.
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Sorceries 9
-
1
Circuitous Route
Circuitous Route
Sorcery
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
-
1
Far Wanderings
Far Wanderings
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Threshold — If seven or more cards are in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
-
1
Ground Assault
Ground Assault
Sorcery
Ground Assault deals damage to target creature equal to the number of lands you control.
-
1
Harmonize
Harmonize
Sorcery
Draw three cards.
-
1
Hour of Revelation
Hour of Revelation
Sorcery
This spell costs less to cast if there are ten or more nonland permanents on the battlefield.
Destroy all nonland permanents.
- There are many important moments in the story, but the most crucial—called “story spotlights”—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
- You determine the cost to cast Hour of Revelation before you pay any of that cost. For example, if the only nonland permanents on the battlefield are Tezzeret the Schemer and nine Etherium Cells he’s given you, Hour of Revelation costs to cast. You may sacrifice three Etherium Cells to pay this cost, even though there are no longer ten or more nonland permanents after you produce .
-
1
Kodama's Reach
Kodama's Reach
Sorcery — Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- You can get just one basic land card if you wish (or even none at all). If you get only one land card, you put it onto the battlefield tapped.
-
1
Nissa's Renewal
Nissa's Renewal
Sorcery
Search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle. You gain 7 life.
-
1
Planar Outburst
Planar Outburst
Sorcery
Destroy all nonland creatures.
Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
- A “nonland creature” is a creature that isn't also a land.
- You can cast a spell with awaken for its mana cost and get only its first effect. If you cast a spell for its awaken cost, you'll get both effects.
- If the non-awaken part of the spell requires a target, you must choose a legal target. You can't cast the spell if you can't choose a legal target for each instance of the word “target” (though you only need a legal target for the awaken ability if you're casting the spell for its awaken cost).
- If a spell with awaken has multiple targets (including the land you control), and some but not all of those targets become illegal by the time the spell tries to resolve, the spell won't affect the illegal targets in any way.
- If the non-awaken part of the spell doesn't require a target and you cast the spell for its awaken cost, then the spell won't resolve if the target land you control becomes illegal before the spell resolves (such as due to being destroyed in response to the spell being cast).
- The land will retain any other types, subtypes, or supertypes it previously had. It will also retain any mana abilities it had as a result of those subtypes. For example, a Forest that's turned into a creature this way can still be tapped for .
- Awaken doesn't give the land you control a color. As most lands are colorless, in most cases the resulting land creature will also be colorless.
-
1
Treacherous Terrain
Treacherous Terrain
Sorcery
Treacherous Terrain deals damage to each opponent equal to the number of lands that player controls.
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Artifacts 3
-
1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Seer's Sundial
Seer's Sundial
Artifact
Landfall — Whenever a land you control enters, you may pay . If you do, draw a card.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- You choose whether to pay as the ability resolves. You may pay only once per resolution.
-
1
Sol Ring
Sol Ring
Artifact
: Add .
Enchantments 9
-
1
Abundance
Abundance
Enchantment
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
- If your library is empty, Abundance can prevent you from losing the game for being unable to draw a card. If an effect or turn-based action would cause you to draw a card, you can replace that draw with Abundance's replacement effect. (It doesn't matter that you'd be unable to actually draw a card.) Since Abundance's effect has you put a card into your hand instead of drawing a card, you'll never be forced to draw a card with an empty library.
- This replacement effect replaces the draw, so nothing that triggers on a draw will trigger.
- If you use this on a multi-card draw, each replaced draw is handled separately. In other words, you reveal and then put on the bottom of the library for the first card, then do the same for the second, and so on. In a multi-card draw you do not have to choose how many of those draws will be replaced before you do any drawing or use of this card.
- If no card of the chosen type is found before your library empties, you don't get a card, but you do get to order all the cards in your library any way you choose.
-
1
Banishing Light
Banishing Light
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
- If an Aura is exiled this way, its owner chooses what it will enchant as it returns to the battlefield. An Aura put onto the battlefield this way doesn’t target anything (so it could be attached to a permanent an opponent controls with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains in exile for the rest of the game.
- If Banishing Light leaves the battlefield before its triggered ability resolves, the target permanent won’t be exiled.
- Auras attached to the exiled permanent will be put into their owners’ graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
- If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
- If an Aura is exiled this way, its owner chooses what it will enchant as it returns to the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to a permanent with shroud, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, it remains in exile for the rest of the game.
- If Banishing Light leaves the battlefield before its triggered ability resolves, the target permanent won't be exiled.
- Auras attached to the exiled permanent will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
- If a token is exiled this way, it will cease to exist and won't return to the battlefield.
-
1
Khalni Heart Expedition
Khalni Heart Expedition
Enchantment
Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment.
Remove three quest counters from this enchantment and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Retreat to Emeria
Retreat to Emeria
Enchantment
Landfall — Whenever a land you control enters, choose one —
- Create a 1/1 white Kor Ally creature token.
- Creatures you control get +1/+1 until end of turn.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Retreat to Kazandu
Retreat to Kazandu
Enchantment
Landfall — Whenever a land you control enters, choose one —
- Put a +1/+1 counter on target creature.
- You gain 2 life.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Rites of Flourishing
Rites of Flourishing
Enchantment
At the beginning of each player's draw step, that player draws an additional card.
Each player may play an additional land on each of their turns.
- The triggered ability is put onto the stack after you have already drawn your card for the turn.
-
1
The Mending of Dominaria
The Mending of Dominaria
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Mill two cards, then you may return a creature card from your graveyard to your hand.
III — Return all land cards from your graveyard to the battlefield, then shuffle your graveyard into your library.
- As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.
- Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.
- A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the III chapter ability to trigger, but I and II won't trigger again.
- Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.
- If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
- If counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters. Removing lore counters won't cause a previous chapter ability to trigger.
- Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities—in the Dominaria set, this is always three—the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn't use the stack.
-
1
Together Forever
Together Forever
Enchantment
When this enchantment enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.)
: Choose target creature with a counter on it. When that creature dies this turn, return that card to its owner's hand.
- If a creature without counters receives enough -1/-1 counters to reduce its toughness to 0 or less, Together Forever's ability can't be activated before state-based actions put that creature into its owner's graveyard.
- Together Forever's activated ability checks whether the target creature has a counter on it as the ability is activated and as the ability resolves. If the creature loses its counters later in the turn, the delayed triggered ability will still return it to its owner's hand when it dies.
- If some, but not all, targets for a spell become illegal, the remaining targets are affected as appropriate. If all of a spell's targets become illegal, that spell doesn't resolve.
- If a spell with support has other abilities that target creatures, those abilities and the support ability can target the same creature.
- You can't put more than one +1/+1 counter on any one target using the support action.
- Support can target a creature another player controls.
-
1
Zendikar's Roil
Zendikar's Roil
Enchantment
Landfall — Whenever a land you control enters, create a 2/2 green Elemental creature token.
Lands 37
-
1
Blighted Woodland
Blighted Woodland
Land
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
-
1
Boros Garrison
Boros Garrison
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Boros Guildgate
Boros Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
-
1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Cryptic Caves
Cryptic Caves
Land
: Add .
, , Sacrifice this land: Draw a card. Activate only if you control five or more lands.
- Cryptic Caves can be one of the five lands you control. You don't need to control five other lands. It's okay that you'll only control four lands as you finish activating Cryptic Caves's last ability.
- If you control two Cryptic Caves and exactly three other lands, you can activate the last ability of only one of the Cryptic Caves. As soon as the cost for that ability is paid, you will no longer control enough lands to activate the ability of the second Cryptic Caves.
-
1
Evolving Wilds
Evolving Wilds
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
-
10
Forest
Forest
Basic Land — Forest
( : Add .)
-
1
Gruul Guildgate
Gruul Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
-
1
Gruul Turf
Gruul Turf
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Jungle Shrine
Jungle Shrine
Land
This land enters tapped.
: Add , , or .
-
1
Krosan Verge
Krosan Verge
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, then shuffle.
-
4
Mountain
Mountain
Basic Land — Mountain
( : Add .)
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Naya Panorama
Naya Panorama
Land
: Add .
, , Sacrifice this land: Search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle.
-
1
Needle Spires
Needle Spires
Land
This land enters tapped.
: Add or .
: This land becomes a 2/1 red and white Elemental creature with double strike until end of turn. It's still a land.
- A land that becomes a creature may be affected by "summoning sickness." You can't attack with it or use any of its abilities (including its mana abilities) unless it began your most recent turn on the battlefield under your control. Note that summoning sickness cares about when that permanent came under your control, not when it became a creature nor when it entered the battlefield.
- This land is colorless until the last ability gives it colors.
- When a land becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
- An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature (for example, if it was the target of a spell with awaken), this will overwrite the previous effect that set its power and toughness. Effects that modify its power or toughness will continue to apply no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness. For example, if Needle Spires has been made a 0/0 creature with three +1/+1 counters on it, activating its last ability will turn it into a 5/4 creature that's still a land.
-
7
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Selesnya Guildgate
Selesnya Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
-
1
Selesnya Sanctuary
Selesnya Sanctuary
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Terramorphic Expanse
Terramorphic Expanse
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
White 15
-
1
Abzan Falconer
Abzan Falconer
Creature — Human Soldier
2/3
Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has flying.
- The cost to activate a creature's outlast ability includes the tap symbol ( ). A creature's outlast ability can't be activated unless that creature has been under your control continuously since the beginning of your turn.
- Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.
-
1
Admonition Angel
Admonition Angel
Creature — Angel
6/6
Flying
Landfall — Whenever a land you control enters, you may exile target nonland permanent other than this creature.
When this creature leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- Admonition Angel's landfall ability and its last ability are linked. The last ability refers only to cards exiled with its landfall ability.
- If Admonition Angel's landfall ability triggers, but the Angel leaves the battlefield before it resolves, its last ability will trigger and resolve first. All previously exiled cards will be returned to the battlefield. Then the landfall ability will resolve and exile the targeted permanent forever.
-
1
Banishing Light
Banishing Light
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
- If an Aura is exiled this way, its owner chooses what it will enchant as it returns to the battlefield. An Aura put onto the battlefield this way doesn’t target anything (so it could be attached to a permanent an opponent controls with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains in exile for the rest of the game.
- If Banishing Light leaves the battlefield before its triggered ability resolves, the target permanent won’t be exiled.
- Auras attached to the exiled permanent will be put into their owners’ graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
- If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
- If an Aura is exiled this way, its owner chooses what it will enchant as it returns to the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to a permanent with shroud, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, it remains in exile for the rest of the game.
- If Banishing Light leaves the battlefield before its triggered ability resolves, the target permanent won't be exiled.
- Auras attached to the exiled permanent will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
- If a token is exiled this way, it will cease to exist and won't return to the battlefield.
-
1
Condemn
Condemn
Instant
Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.
- Use the creature's toughness as it last existed on the battlefield to determine how much life its controller gains.
-
1
Crush Contraband
Crush Contraband
Instant
Choose one or both —
- Exile target artifact.
- Exile target enchantment.
- If you've chosen both modes and one of Crush Contraband's targets becomes an illegal target, the other is still exiled.
-
1
Elite Scaleguard
Elite Scaleguard
Creature — Human Soldier
2/3
When this creature enters, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
- Bolster itself doesn't target any creature, though some spells and abilities that bolster may have other effects that target creatures. For example, you could put counters on a creature with protection from white with Abzan Skycaptain's bolster ability.
- You determine which creature to put counters on as the spell or ability that instructs you to bolster resolves.
-
1
Emeria Angel
Emeria Angel
Creature — Angel
3/3
Flying
Landfall — Whenever a land you control enters, you may create a 1/1 white Bird creature token with flying.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Emeria Shepherd
Emeria Shepherd
Creature — Angel
4/4
Flying
Landfall — Whenever a land you control enters, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- A "nonland permanent card" is an artifact, creature, enchantment, or planeswalker card.
- If you return an Aura to the battlefield this way, you choose what it will enchant as it enters the battlefield. This doesn't target any player or permanent, so you could attach an Aura to a permanent with hexproof controlled by an opponent, for example. If there's nothing the Aura can legally enchant, it stays in the graveyard.
-
1
Hour of Revelation
Hour of Revelation
Sorcery
This spell costs less to cast if there are ten or more nonland permanents on the battlefield.
Destroy all nonland permanents.
- There are many important moments in the story, but the most crucial—called “story spotlights”—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
- You determine the cost to cast Hour of Revelation before you pay any of that cost. For example, if the only nonland permanents on the battlefield are Tezzeret the Schemer and nine Etherium Cells he’s given you, Hour of Revelation costs to cast. You may sacrifice three Etherium Cells to pay this cost, even though there are no longer ten or more nonland permanents after you produce .
-
1
Kor Cartographer
Kor Cartographer
Creature — Kor Scout
2/2
When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
-
1
Planar Outburst
Planar Outburst
Sorcery
Destroy all nonland creatures.
Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
- A “nonland creature” is a creature that isn't also a land.
- You can cast a spell with awaken for its mana cost and get only its first effect. If you cast a spell for its awaken cost, you'll get both effects.
- If the non-awaken part of the spell requires a target, you must choose a legal target. You can't cast the spell if you can't choose a legal target for each instance of the word “target” (though you only need a legal target for the awaken ability if you're casting the spell for its awaken cost).
- If a spell with awaken has multiple targets (including the land you control), and some but not all of those targets become illegal by the time the spell tries to resolve, the spell won't affect the illegal targets in any way.
- If the non-awaken part of the spell doesn't require a target and you cast the spell for its awaken cost, then the spell won't resolve if the target land you control becomes illegal before the spell resolves (such as due to being destroyed in response to the spell being cast).
- The land will retain any other types, subtypes, or supertypes it previously had. It will also retain any mana abilities it had as a result of those subtypes. For example, a Forest that's turned into a creature this way can still be tapped for .
- Awaken doesn't give the land you control a color. As most lands are colorless, in most cases the resulting land creature will also be colorless.
-
1
Retreat to Emeria
Retreat to Emeria
Enchantment
Landfall — Whenever a land you control enters, choose one —
- Create a 1/1 white Kor Ally creature token.
- Creatures you control get +1/+1 until end of turn.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Sun Titan
Sun Titan
Creature — Giant
6/6
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
- A permanent card is an artifact, creature, enchantment, land, or planeswalker card.
- If a card in your graveyard has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0.
- The mana value of a card in your graveyard is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost has mana value 5.
- If the mana cost of a card in your graveyard includes , X is considered to be 0.
-
1
Together Forever
Together Forever
Enchantment
When this enchantment enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.)
: Choose target creature with a counter on it. When that creature dies this turn, return that card to its owner's hand.
- If a creature without counters receives enough -1/-1 counters to reduce its toughness to 0 or less, Together Forever's ability can't be activated before state-based actions put that creature into its owner's graveyard.
- Together Forever's activated ability checks whether the target creature has a counter on it as the ability is activated and as the ability resolves. If the creature loses its counters later in the turn, the delayed triggered ability will still return it to its owner's hand when it dies.
- If some, but not all, targets for a spell become illegal, the remaining targets are affected as appropriate. If all of a spell's targets become illegal, that spell doesn't resolve.
- If a spell with support has other abilities that target creatures, those abilities and the support ability can target the same creature.
- You can't put more than one +1/+1 counter on any one target using the support action.
- Support can target a creature another player controls.
-
1
Trove Warden
Trove Warden
Creature — Cat Beast
3/4
Vigilance
Landfall — Whenever a land you control enters, exile target permanent card with mana value 3 or less from your graveyard.
When this creature dies, put each permanent card exiled with it onto the battlefield under the control of that card's owner.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
Green 33
-
1
Abundance
Abundance
Enchantment
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
- If your library is empty, Abundance can prevent you from losing the game for being unable to draw a card. If an effect or turn-based action would cause you to draw a card, you can replace that draw with Abundance's replacement effect. (It doesn't matter that you'd be unable to actually draw a card.) Since Abundance's effect has you put a card into your hand instead of drawing a card, you'll never be forced to draw a card with an empty library.
- This replacement effect replaces the draw, so nothing that triggers on a draw will trigger.
- If you use this on a multi-card draw, each replaced draw is handled separately. In other words, you reveal and then put on the bottom of the library for the first card, then do the same for the second, and so on. In a multi-card draw you do not have to choose how many of those draws will be replaced before you do any drawing or use of this card.
- If no card of the chosen type is found before your library empties, you don't get a card, but you do get to order all the cards in your library any way you choose.
-
1
Acidic Slime
Acidic Slime
Creature — Ooze
2/2
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When this creature enters, destroy target artifact, enchantment, or land.
-
1
Armorcraft Judge
Armorcraft Judge
Creature — Elf Artificer
3/3
When this creature enters, draw a card for each creature you control with a +1/+1 counter on it.
- The number of creatures you control with +1/+1 counters on them is counted only as Armorcraft Judge's triggered ability resolves. Players may respond to the triggered ability by trying to change that number.
- Armorcraft Judge's ability counts the number of creatures, not the number of counters. A creature with more than one +1/+1 counter won't cause you to draw more than one card.
-
1
Beanstalk Giant // Fertile Footsteps
//
Beanstalk Giant
Creature — Giant
*/*
- The ability that defines Beanstalk Giant's power and toughness works in all zones, not just the battlefield.
- An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Giant Killer is a white creature card whose mana value is 1. It can't be the target of the triggered ability of Mystic Sanctuary.
- When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.
- If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if Giant Killer is exiled with the last ability of Vivien, Champion of the Wilds, you can't cast it as Chop Down.
- If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.
- If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell.
- You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty.
- If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent.
- If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.
- If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
- Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.
-
1
Circuitous Route
Circuitous Route
Sorcery
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
-
1
Elvish Rejuvenator
Elvish Rejuvenator
Creature — Elf Druid
1/1
When this creature enters, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
-
1
Embodiment of Insight
Embodiment of Insight
Creature — Elemental
4/4
Vigilance
Land creatures you control have vigilance.
Landfall — Whenever a land you control enters, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.
- A “land creature” is a permanent that’s both a land and a creature.
- You may target a land that’s already a creature. For example, if you target a land that’s also a 0/0 creature and has three +1/+1 counters on it, the resulting land creature will be 6/6.
-
1
Evolution Sage
Evolution Sage
Creature — Elf Druid
3/2
Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
-
1
Far Wanderings
Far Wanderings
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Threshold — If seven or more cards are in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
-
1
Fertilid
Fertilid
Creature — Elemental
0/0
This creature enters with two +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles.
- Although the targeted player doesn't need to find a basic land card if they don't want to, that player must shuffle their library.
-
1
Harmonize
Harmonize
Sorcery
Draw three cards.
-
1
Harrow
Harrow
Instant
As an additional cost to cast this spell, sacrifice a land.
Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
- The two lands do not count toward your normal one land you can play each turn.
- The sacrifice of a land is part of the cost of casting Harrow. You can't pay this cost more than once to get a multiple effect.
-
1
Inspiring Call
Inspiring Call
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
- Creatures you control that have +1/+1 counters put on them after Inspiring Call resolves won't gain indestructible.
- Once a creature gains indestructible, it will have it for the turn, even if it loses all its +1/+1 counters.
-
1
Keeper of Fables
Keeper of Fables
Creature — Cat
4/5
Whenever one or more non-Human creatures you control deal combat damage to a player, draw a card.
- If non-Human creatures you control deal combat damage to two or more players at the same time, Keeper of Fables's ability triggers for each of those players.
- Keeper of Fables's ability triggers even if it's dealt lethal damage at the same time that non-Humans you control deal combat damage to a player.
- Because creatures with first strike deal combat damage before creatures without first strike, Keeper of Fables's ability can trigger twice during one combat if your creatures deal combat damage to one player at different times.
-
1
Khalni Heart Expedition
Khalni Heart Expedition
Enchantment
Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment.
Remove three quest counters from this enchantment and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Kodama's Reach
Kodama's Reach
Sorcery — Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- You can get just one basic land card if you wish (or even none at all). If you get only one land card, you put it onto the battlefield tapped.
-
1
Multani, Yavimaya's Avatar
Multani, Yavimaya's Avatar
Legendary Creature — Elemental Avatar
0/0
Reach, trample
Multani gets +1/+1 for each land you control and each land card in your graveyard.
, Return two lands you control to their owner's hand: Return Multani from your graveyard to your hand.
- Multani's ability that modifies its power and toughness applies only while it's on the battlefield. In all other zones, it's a 0/0 creature card.
- To activate Multani's last ability, you must return lands you control from the battlefield to their owner's hand. Land cards in your graveyard can't be returned this way.
-
1
Nissa's Renewal
Nissa's Renewal
Sorcery
Search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle. You gain 7 life.
-
1
Rampaging Baloths
Rampaging Baloths
Creature — Beast
6/6
Trample
Landfall — Whenever a land you control enters, you may create a 4/4 green Beast creature token.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Retreat to Kazandu
Retreat to Kazandu
Enchantment
Landfall — Whenever a land you control enters, choose one —
- Put a +1/+1 counter on target creature.
- You gain 2 life.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Return of the Wildspeaker
Return of the Wildspeaker
Instant
Choose one —
- Draw cards equal to the greatest power among non-Human creatures you control.
- Non-Human creatures you control get +3/+3 until end of turn.
-
1
Rites of Flourishing
Rites of Flourishing
Enchantment
At the beginning of each player's draw step, that player draws an additional card.
Each player may play an additional land on each of their turns.
- The triggered ability is put onto the stack after you have already drawn your card for the turn.
-
1
Roiling Regrowth
Roiling Regrowth
Instant
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
-
1
Satyr Wayfinder
Satyr Wayfinder
Creature — Satyr
1/1
When this creature enters, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
-
1
Sporemound
Sporemound
Creature — Fungus
3/3
Landfall — Whenever a land you control enters, create a 1/1 green Saproling creature token.
- Sporemound's ability triggers whenever you play a land and also whenever a land enters the battlefield under your control for some other reason, such as the ability of Into the Wilds.
-
1
Springbloom Druid
Springbloom Druid
Creature — Elf Druid
1/1
When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
- While resolving Springbloom Druid's triggered ability, you can't sacrifice multiple lands to search for more than two basic land cards.
-
1
Struggle // Survive
//
Struggle
Instant
- If a player has no cards in their graveyard when Survive resolves, that player just shuffles their library.
- Once you've started to cast a spell with aftermath from your graveyard, the card is immediately moved to the stack. Opponents can't try to stop the ability by exiling the card with an effect such as that of Crook of Condemnation.
- Each split card is a single card. For example, if you discard one, you've discarded one card, not two. If an effect counts the number of instant and sorcery cards in your graveyard, Destined // Lead counts once, not twice.
- Each split card has two names. If an effect instructs you to choose a card name, you may choose one, but not both.
- While not on the stack, the characteristics of a split card are the combination of its two halves. For example, Destined // Lead is a green and black card, it is both an instant card and a sorcery card, and its mana value is 6. This means that if an effect allows you to cast a card with mana value 2 from your hand, you can't cast Destined. This is a change from the previous rules for split cards.
- Split cards with aftermath have a new frame treatment—the half you can cast from your hand is oriented the same as other cards you'd cast from your hand, while the half you can cast from your graveyard is a traditional split card half. This frame treatment is for your convenience and has no rules significance.
- If another effect allows you to cast a split card with aftermath from any zone other than a graveyard, you can't cast the half with aftermath.
- If another effect allows you to cast a split card with aftermath from a graveyard, you may cast either half. If you cast the half that has aftermath, you'll exile the card if it would leave the stack.
- A spell with aftermath cast from a graveyard will always be exiled afterward, whether it resolves, it's countered, or it leaves the stack in some other way.
- If you cast the first half of a split card with aftermath during your turn, you'll have priority immediately after it resolves. You can cast the half with aftermath from your graveyard before any player can take any other action if it's legal for you to do so.
- All split cards have two card faces on a single card, and you put a split card onto the stack with only the half you're casting. The characteristics of the half of the card you didn't cast are ignored while the spell is on the stack. For example, if an effect prevents you from casting green spells, you can cast Destined of Destined // Lead, but not Lead.
-
1
Sylvan Advocate
Sylvan Advocate
Creature — Elf Druid Ally
2/3
Vigilance
As long as you control six or more lands, this creature and land creatures you control get +2/+2.
- A “land creature” is a permanent that’s both a land and a creature.
- Damage remains marked on creatures until the turn ends. If Sylvan Advocate’s ability stops applying (because Sylvan Advocate leaves the battlefield or you no longer control six or more lands), then any land creatures that needed the toughness bonus to stay alive will be destroyed.
-
1
The Mending of Dominaria
The Mending of Dominaria
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Mill two cards, then you may return a creature card from your graveyard to your hand.
III — Return all land cards from your graveyard to the battlefield, then shuffle your graveyard into your library.
- As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.
- Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.
- A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the III chapter ability to trigger, but I and II won't trigger again.
- Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.
- If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
- If counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters. Removing lore counters won't cause a previous chapter ability to trigger.
- Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities—in the Dominaria set, this is always three—the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn't use the stack.
-
1
Tuskguard Captain
Tuskguard Captain
Creature — Human Warrior
2/3
Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has trample.
- The cost to activate a creature's outlast ability includes the tap symbol ( ). A creature's outlast ability can't be activated unless that creature has been under your control continuously since the beginning of your turn.
- Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.
-
1
Waker of the Wilds
Waker of the Wilds
Creature — Merfolk Shaman
3/3
: Put X +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It's still a land.
- The land-animation effect lasts indefinitely. It doesn’t wear off during the cleanup step or when you lose control of Waker of the Wilds.
- If the ability targets a land that’s already a creature, that land creature’s base power and toughness will become 0/0, overwriting its previous base power and toughness. Other effects that modify its power and/or toughness (including any +1/+1 counters that were on it) will continue to apply.
-
1
Yavimaya Elder
Yavimaya Elder
Creature — Human Druid
2/1
When this creature dies, you may search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
, Sacrifice this creature: Draw a card.
- If you activate Yavimaya Elder's last ability, its triggered ability will trigger and go on the stack. It will resolve first, meaning you'll do the search and shuffle before drawing a card.
-
1
Zendikar's Roil
Zendikar's Roil
Enchantment
Landfall — Whenever a land you control enters, create a 2/2 green Elemental creature token.
Multicolor 9
-
1
Ground Assault
Ground Assault
Sorcery
Ground Assault deals damage to target creature equal to the number of lands you control.
-
1
Living Twister
Living Twister
Creature — Elemental
2/5
, Discard a land card: This creature deals 2 damage to any target.
: Return a tapped land you control to its owner's hand.
-
1
Mina and Denn, Wildborn
Mina and Denn, Wildborn
Legendary Creature — Elf Ally
4/4
You may play an additional land on each of your turns.
, Return a land you control to its owner's hand: Target creature gains trample until end of turn.
- Once you announce that you’re activating the last ability, it’s too late for anyone to interrupt you by trying to remove the land you returned.
-
1
Murasa Rootgrazer
Murasa Rootgrazer
Creature — Beast
2/3
Vigilance
: You may put a basic land card from your hand onto the battlefield.
: Return target basic land you control to its owner's hand.
-
1
Naya Charm
Naya Charm
Instant
Choose one —
- Naya Charm deals 3 damage to target creature.
- Return target card from a graveyard to its owner's hand.
- Tap all creatures target player controls.
- You can choose a mode only if you can choose legal targets for that mode. If you can't choose legal targets for any of the modes, you can't cast the spell.
- While the spell is on the stack, treat it as though its only text is the chosen mode. The other two modes are treated as though they don't exist. You don't choose targets for those modes.
- If this spell is copied, the copy will have the same mode as the original.
-
1
Obuun, Mul Daya Ancestor
Obuun, Mul Daya Ancestor
Legendary Creature — Elf Spirit
3/3
At the beginning of combat on your turn, up to one target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is Obuun's power. It's still a land.
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- Obuun's first ability doesn't remove any abilities the land creature has.
- Obuun's first ability can target a land that's already a creature. This overwrites any previous effects that set the land creature's power and/or toughness to specific values. Other effects that set these characteristics to specific values that start to apply after the ability resolves will overwrite that part of the effect.
- Effects that modify the power or toughness of the land creature without setting it will apply to its new base power and toughness no matter when they started to take effect. The same is true for counters that change its power and toughness.
-
1
Omnath, Locus of Rage
Omnath, Locus of Rage
Legendary Creature — Elemental
5/5
Landfall — Whenever a land you control enters, create a 5/5 red and green Elemental creature token.
Whenever Omnath or another Elemental you control dies, Omnath deals 3 damage to any target.
- Omanth doesn't have the land type Locus.
- If Omnath dies at the same time as any other Elementals you control, Omnath's last ability will trigger for each of them (and once for itself).
-
1
Sylvan Reclamation
Sylvan Reclamation
Instant
Exile up to two target artifacts and/or enchantments.
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
-
1
Treacherous Terrain
Treacherous Terrain
Sorcery
Treacherous Terrain deals damage to each opponent equal to the number of lands that player controls.
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Colorless 5
-
1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Sandstone Oracle
Sandstone Oracle
Artifact Creature — Sphinx
4/4
Flying
When this creature enters, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
- You choose an opponent while Sandstone Oracle's ability is resolving. No player may take actions between the time you make this choice and the time you draw cards.
- To draw cards equal to the difference, first determine how many cards you'll draw, then draw that many cards, as modified by replacement effects. For example, if you have two cards in hand and the chosen opponent has five, Thought Reflection will cause you to draw six cards instead of three.
-
1
Scaretiller
Scaretiller
Artifact Creature — Scarecrow
1/4
Whenever this creature becomes tapped, choose one —
- You may put a land card from your hand onto the battlefield tapped.
- Return target land card from your graveyard to the battlefield tapped.
- Scaretiller's ability is a triggered ability, not an activated ability. It doesn't allow you to tap it whenever you want; rather, you need some other way of tapping it, such as by attacking.
- If Scaretiller becomes tapped while casting a spell or activating an ability, that spell or ability resolves after Scaretiller's triggered ability has resolved.
- Neither mode of Scaretiller's ability counts as playing a land. It can put a land card onto the battlefield even if you've already played your land for the turn, and even if it's not your turn.
-
1
Seer's Sundial
Seer's Sundial
Artifact
Landfall — Whenever a land you control enters, you may pay . If you do, draw a card.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- You choose whether to pay as the ability resolves. You may pay only once per resolution.
-
1
Sol Ring
Sol Ring
Artifact
: Add .
Lands 37
-
1
Blighted Woodland
Blighted Woodland
Land
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
-
1
Boros Garrison
Boros Garrison
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Boros Guildgate
Boros Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
-
1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Cryptic Caves
Cryptic Caves
Land
: Add .
, , Sacrifice this land: Draw a card. Activate only if you control five or more lands.
- Cryptic Caves can be one of the five lands you control. You don't need to control five other lands. It's okay that you'll only control four lands as you finish activating Cryptic Caves's last ability.
- If you control two Cryptic Caves and exactly three other lands, you can activate the last ability of only one of the Cryptic Caves. As soon as the cost for that ability is paid, you will no longer control enough lands to activate the ability of the second Cryptic Caves.
-
1
Evolving Wilds
Evolving Wilds
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
-
10
Forest
Forest
Basic Land — Forest
( : Add .)
-
1
Gruul Guildgate
Gruul Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
-
1
Gruul Turf
Gruul Turf
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Jungle Shrine
Jungle Shrine
Land
This land enters tapped.
: Add , , or .
-
1
Krosan Verge
Krosan Verge
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, then shuffle.
-
4
Mountain
Mountain
Basic Land — Mountain
( : Add .)
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Naya Panorama
Naya Panorama
Land
: Add .
, , Sacrifice this land: Search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle.
-
1
Needle Spires
Needle Spires
Land
This land enters tapped.
: Add or .
: This land becomes a 2/1 red and white Elemental creature with double strike until end of turn. It's still a land.
- A land that becomes a creature may be affected by "summoning sickness." You can't attack with it or use any of its abilities (including its mana abilities) unless it began your most recent turn on the battlefield under your control. Note that summoning sickness cares about when that permanent came under your control, not when it became a creature nor when it entered the battlefield.
- This land is colorless until the last ability gives it colors.
- When a land becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
- An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature (for example, if it was the target of a spell with awaken), this will overwrite the previous effect that set its power and toughness. Effects that modify its power or toughness will continue to apply no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness. For example, if Needle Spires has been made a 0/0 creature with three +1/+1 counters on it, activating its last ability will turn it into a 5/4 creature that's still a land.
-
7
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Selesnya Guildgate
Selesnya Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
-
1
Selesnya Sanctuary
Selesnya Sanctuary
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Terramorphic Expanse
Terramorphic Expanse
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
1 2
2 7
-
1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Ground Assault
Ground Assault
Sorcery
Ground Assault deals damage to target creature equal to the number of lands you control.
-
1
Khalni Heart Expedition
Khalni Heart Expedition
Enchantment
Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment.
Remove three quest counters from this enchantment and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Murasa Rootgrazer
Murasa Rootgrazer
Creature — Beast
2/3
Vigilance
: You may put a basic land card from your hand onto the battlefield.
: Return target basic land you control to its owner's hand.
-
1
Satyr Wayfinder
Satyr Wayfinder
Creature — Satyr
1/1
When this creature enters, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
-
1
Sylvan Advocate
Sylvan Advocate
Creature — Elf Druid Ally
2/3
Vigilance
As long as you control six or more lands, this creature and land creatures you control get +2/+2.
- A “land creature” is a permanent that’s both a land and a creature.
- Damage remains marked on creatures until the turn ends. If Sylvan Advocate’s ability stops applying (because Sylvan Advocate leaves the battlefield or you no longer control six or more lands), then any land creatures that needed the toughness bonus to stay alive will be destroyed.
-
1
Together Forever
Together Forever
Enchantment
When this enchantment enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.)
: Choose target creature with a counter on it. When that creature dies this turn, return that card to its owner's hand.
- If a creature without counters receives enough -1/-1 counters to reduce its toughness to 0 or less, Together Forever's ability can't be activated before state-based actions put that creature into its owner's graveyard.
- Together Forever's activated ability checks whether the target creature has a counter on it as the ability is activated and as the ability resolves. If the creature loses its counters later in the turn, the delayed triggered ability will still return it to its owner's hand when it dies.
- If some, but not all, targets for a spell become illegal, the remaining targets are affected as appropriate. If all of a spell's targets become illegal, that spell doesn't resolve.
- If a spell with support has other abilities that target creatures, those abilities and the support ability can target the same creature.
- You can't put more than one +1/+1 counter on any one target using the support action.
- Support can target a creature another player controls.
3 17
-
1
Abzan Falconer
Abzan Falconer
Creature — Human Soldier
2/3
Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has flying.
- The cost to activate a creature's outlast ability includes the tap symbol ( ). A creature's outlast ability can't be activated unless that creature has been under your control continuously since the beginning of your turn.
- Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.
-
1
Banishing Light
Banishing Light
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
- If an Aura is exiled this way, its owner chooses what it will enchant as it returns to the battlefield. An Aura put onto the battlefield this way doesn’t target anything (so it could be attached to a permanent an opponent controls with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains in exile for the rest of the game.
- If Banishing Light leaves the battlefield before its triggered ability resolves, the target permanent won’t be exiled.
- Auras attached to the exiled permanent will be put into their owners’ graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
- If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
- If an Aura is exiled this way, its owner chooses what it will enchant as it returns to the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to a permanent with shroud, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, it remains in exile for the rest of the game.
- If Banishing Light leaves the battlefield before its triggered ability resolves, the target permanent won't be exiled.
- Auras attached to the exiled permanent will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
- If a token is exiled this way, it will cease to exist and won't return to the battlefield.
-
1
Elvish Rejuvenator
Elvish Rejuvenator
Creature — Elf Druid
1/1
When this creature enters, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
-
1
Evolution Sage
Evolution Sage
Creature — Elf Druid
3/2
Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
-
1
Far Wanderings
Far Wanderings
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Threshold — If seven or more cards are in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
-
1
Fertilid
Fertilid
Creature — Elemental
0/0
This creature enters with two +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles.
- Although the targeted player doesn't need to find a basic land card if they don't want to, that player must shuffle their library.
-
1
Harrow
Harrow
Instant
As an additional cost to cast this spell, sacrifice a land.
Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
- The two lands do not count toward your normal one land you can play each turn.
- The sacrifice of a land is part of the cost of casting Harrow. You can't pay this cost more than once to get a multiple effect.
-
1
Inspiring Call
Inspiring Call
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
- Creatures you control that have +1/+1 counters put on them after Inspiring Call resolves won't gain indestructible.
- Once a creature gains indestructible, it will have it for the turn, even if it loses all its +1/+1 counters.
-
1
Kodama's Reach
Kodama's Reach
Sorcery — Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- You can get just one basic land card if you wish (or even none at all). If you get only one land card, you put it onto the battlefield tapped.
-
1
Living Twister
Living Twister
Creature — Elemental
2/5
, Discard a land card: This creature deals 2 damage to any target.
: Return a tapped land you control to its owner's hand.
-
1
Naya Charm
Naya Charm
Instant
Choose one —
- Naya Charm deals 3 damage to target creature.
- Return target card from a graveyard to its owner's hand.
- Tap all creatures target player controls.
- You can choose a mode only if you can choose legal targets for that mode. If you can't choose legal targets for any of the modes, you can't cast the spell.
- While the spell is on the stack, treat it as though its only text is the chosen mode. The other two modes are treated as though they don't exist. You don't choose targets for those modes.
- If this spell is copied, the copy will have the same mode as the original.
-
1
Retreat to Kazandu
Retreat to Kazandu
Enchantment
Landfall — Whenever a land you control enters, choose one —
- Put a +1/+1 counter on target creature.
- You gain 2 life.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Rites of Flourishing
Rites of Flourishing
Enchantment
At the beginning of each player's draw step, that player draws an additional card.
Each player may play an additional land on each of their turns.
- The triggered ability is put onto the stack after you have already drawn your card for the turn.
-
1
Roiling Regrowth
Roiling Regrowth
Instant
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
-
1
Springbloom Druid
Springbloom Druid
Creature — Elf Druid
1/1
When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
- While resolving Springbloom Druid's triggered ability, you can't sacrifice multiple lands to search for more than two basic land cards.
-
1
Tuskguard Captain
Tuskguard Captain
Creature — Human Warrior
2/3
Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has trample.
- The cost to activate a creature's outlast ability includes the tap symbol ( ). A creature's outlast ability can't be activated unless that creature has been under your control continuously since the beginning of your turn.
- Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.
-
1
Yavimaya Elder
Yavimaya Elder
Creature — Human Druid
2/1
When this creature dies, you may search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
, Sacrifice this creature: Draw a card.
- If you activate Yavimaya Elder's last ability, its triggered ability will trigger and go on the stack. It will resolve first, meaning you'll do the search and shuffle before drawing a card.
4 14
-
1
Abundance
Abundance
Enchantment
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
- If your library is empty, Abundance can prevent you from losing the game for being unable to draw a card. If an effect or turn-based action would cause you to draw a card, you can replace that draw with Abundance's replacement effect. (It doesn't matter that you'd be unable to actually draw a card.) Since Abundance's effect has you put a card into your hand instead of drawing a card, you'll never be forced to draw a card with an empty library.
- This replacement effect replaces the draw, so nothing that triggers on a draw will trigger.
- If you use this on a multi-card draw, each replaced draw is handled separately. In other words, you reveal and then put on the bottom of the library for the first card, then do the same for the second, and so on. In a multi-card draw you do not have to choose how many of those draws will be replaced before you do any drawing or use of this card.
- If no card of the chosen type is found before your library empties, you don't get a card, but you do get to order all the cards in your library any way you choose.
-
1
Armorcraft Judge
Armorcraft Judge
Creature — Elf Artificer
3/3
When this creature enters, draw a card for each creature you control with a +1/+1 counter on it.
- The number of creatures you control with +1/+1 counters on them is counted only as Armorcraft Judge's triggered ability resolves. Players may respond to the triggered ability by trying to change that number.
- Armorcraft Judge's ability counts the number of creatures, not the number of counters. A creature with more than one +1/+1 counter won't cause you to draw more than one card.
-
1
Circuitous Route
Circuitous Route
Sorcery
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
-
1
Crush Contraband
Crush Contraband
Instant
Choose one or both —
- Exile target artifact.
- Exile target enchantment.
- If you've chosen both modes and one of Crush Contraband's targets becomes an illegal target, the other is still exiled.
-
1
Emeria Angel
Emeria Angel
Creature — Angel
3/3
Flying
Landfall — Whenever a land you control enters, you may create a 1/1 white Bird creature token with flying.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Harmonize
Harmonize
Sorcery
Draw three cards.
-
1
Kor Cartographer
Kor Cartographer
Creature — Kor Scout
2/2
When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
-
1
Mina and Denn, Wildborn
Mina and Denn, Wildborn
Legendary Creature — Elf Ally
4/4
You may play an additional land on each of your turns.
, Return a land you control to its owner's hand: Target creature gains trample until end of turn.
- Once you announce that you’re activating the last ability, it’s too late for anyone to interrupt you by trying to remove the land you returned.
-
1
Obuun, Mul Daya Ancestor
Obuun, Mul Daya Ancestor
Legendary Creature — Elf Spirit
3/3
At the beginning of combat on your turn, up to one target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is Obuun's power. It's still a land.
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- Obuun's first ability doesn't remove any abilities the land creature has.
- Obuun's first ability can target a land that's already a creature. This overwrites any previous effects that set the land creature's power and/or toughness to specific values. Other effects that set these characteristics to specific values that start to apply after the ability resolves will overwrite that part of the effect.
- Effects that modify the power or toughness of the land creature without setting it will apply to its new base power and toughness no matter when they started to take effect. The same is true for counters that change its power and toughness.
-
1
Retreat to Emeria
Retreat to Emeria
Enchantment
Landfall — Whenever a land you control enters, choose one —
- Create a 1/1 white Kor Ally creature token.
- Creatures you control get +1/+1 until end of turn.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Scaretiller
Scaretiller
Artifact Creature — Scarecrow
1/4
Whenever this creature becomes tapped, choose one —
- You may put a land card from your hand onto the battlefield tapped.
- Return target land card from your graveyard to the battlefield tapped.
- Scaretiller's ability is a triggered ability, not an activated ability. It doesn't allow you to tap it whenever you want; rather, you need some other way of tapping it, such as by attacking.
- If Scaretiller becomes tapped while casting a spell or activating an ability, that spell or ability resolves after Scaretiller's triggered ability has resolved.
- Neither mode of Scaretiller's ability counts as playing a land. It can put a land card onto the battlefield even if you've already played your land for the turn, and even if it's not your turn.
-
1
Seer's Sundial
Seer's Sundial
Artifact
Landfall — Whenever a land you control enters, you may pay . If you do, draw a card.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- You choose whether to pay as the ability resolves. You may pay only once per resolution.
-
1
Trove Warden
Trove Warden
Creature — Cat Beast
3/4
Vigilance
Landfall — Whenever a land you control enters, exile target permanent card with mana value 3 or less from your graveyard.
When this creature dies, put each permanent card exiled with it onto the battlefield under the control of that card's owner.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Waker of the Wilds
Waker of the Wilds
Creature — Merfolk Shaman
3/3
: Put X +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It's still a land.
- The land-animation effect lasts indefinitely. It doesn’t wear off during the cleanup step or when you lose control of Waker of the Wilds.
- If the ability targets a land that’s already a creature, that land creature’s base power and toughness will become 0/0, overwriting its previous base power and toughness. Other effects that modify its power and/or toughness (including any +1/+1 counters that were on it) will continue to apply.
5 11
-
1
Acidic Slime
Acidic Slime
Creature — Ooze
2/2
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When this creature enters, destroy target artifact, enchantment, or land.
-
1
Elite Scaleguard
Elite Scaleguard
Creature — Human Soldier
2/3
When this creature enters, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
- Bolster itself doesn't target any creature, though some spells and abilities that bolster may have other effects that target creatures. For example, you could put counters on a creature with protection from white with Abzan Skycaptain's bolster ability.
- You determine which creature to put counters on as the spell or ability that instructs you to bolster resolves.
-
1
Embodiment of Insight
Embodiment of Insight
Creature — Elemental
4/4
Vigilance
Land creatures you control have vigilance.
Landfall — Whenever a land you control enters, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.
- A “land creature” is a permanent that’s both a land and a creature.
- You may target a land that’s already a creature. For example, if you target a land that’s also a 0/0 creature and has three +1/+1 counters on it, the resulting land creature will be 6/6.
-
1
Keeper of Fables
Keeper of Fables
Creature — Cat
4/5
Whenever one or more non-Human creatures you control deal combat damage to a player, draw a card.
- If non-Human creatures you control deal combat damage to two or more players at the same time, Keeper of Fables's ability triggers for each of those players.
- Keeper of Fables's ability triggers even if it's dealt lethal damage at the same time that non-Humans you control deal combat damage to a player.
- Because creatures with first strike deal combat damage before creatures without first strike, Keeper of Fables's ability can trigger twice during one combat if your creatures deal combat damage to one player at different times.
-
1
Planar Outburst
Planar Outburst
Sorcery
Destroy all nonland creatures.
Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
- A “nonland creature” is a creature that isn't also a land.
- You can cast a spell with awaken for its mana cost and get only its first effect. If you cast a spell for its awaken cost, you'll get both effects.
- If the non-awaken part of the spell requires a target, you must choose a legal target. You can't cast the spell if you can't choose a legal target for each instance of the word “target” (though you only need a legal target for the awaken ability if you're casting the spell for its awaken cost).
- If a spell with awaken has multiple targets (including the land you control), and some but not all of those targets become illegal by the time the spell tries to resolve, the spell won't affect the illegal targets in any way.
- If the non-awaken part of the spell doesn't require a target and you cast the spell for its awaken cost, then the spell won't resolve if the target land you control becomes illegal before the spell resolves (such as due to being destroyed in response to the spell being cast).
- The land will retain any other types, subtypes, or supertypes it previously had. It will also retain any mana abilities it had as a result of those subtypes. For example, a Forest that's turned into a creature this way can still be tapped for .
- Awaken doesn't give the land you control a color. As most lands are colorless, in most cases the resulting land creature will also be colorless.
-
1
Return of the Wildspeaker
Return of the Wildspeaker
Instant
Choose one —
- Draw cards equal to the greatest power among non-Human creatures you control.
- Non-Human creatures you control get +3/+3 until end of turn.
-
1
Sporemound
Sporemound
Creature — Fungus
3/3
Landfall — Whenever a land you control enters, create a 1/1 green Saproling creature token.
- Sporemound's ability triggers whenever you play a land and also whenever a land enters the battlefield under your control for some other reason, such as the ability of Into the Wilds.
-
1
Struggle // Survive
//
Struggle
Instant
- If a player has no cards in their graveyard when Survive resolves, that player just shuffles their library.
- Once you've started to cast a spell with aftermath from your graveyard, the card is immediately moved to the stack. Opponents can't try to stop the ability by exiling the card with an effect such as that of Crook of Condemnation.
- Each split card is a single card. For example, if you discard one, you've discarded one card, not two. If an effect counts the number of instant and sorcery cards in your graveyard, Destined // Lead counts once, not twice.
- Each split card has two names. If an effect instructs you to choose a card name, you may choose one, but not both.
- While not on the stack, the characteristics of a split card are the combination of its two halves. For example, Destined // Lead is a green and black card, it is both an instant card and a sorcery card, and its mana value is 6. This means that if an effect allows you to cast a card with mana value 2 from your hand, you can't cast Destined. This is a change from the previous rules for split cards.
- Split cards with aftermath have a new frame treatment—the half you can cast from your hand is oriented the same as other cards you'd cast from your hand, while the half you can cast from your graveyard is a traditional split card half. This frame treatment is for your convenience and has no rules significance.
- If another effect allows you to cast a split card with aftermath from any zone other than a graveyard, you can't cast the half with aftermath.
- If another effect allows you to cast a split card with aftermath from a graveyard, you may cast either half. If you cast the half that has aftermath, you'll exile the card if it would leave the stack.
- A spell with aftermath cast from a graveyard will always be exiled afterward, whether it resolves, it's countered, or it leaves the stack in some other way.
- If you cast the first half of a split card with aftermath during your turn, you'll have priority immediately after it resolves. You can cast the half with aftermath from your graveyard before any player can take any other action if it's legal for you to do so.
- All split cards have two card faces on a single card, and you put a split card onto the stack with only the half you're casting. The characteristics of the half of the card you didn't cast are ignored while the spell is on the stack. For example, if an effect prevents you from casting green spells, you can cast Destined of Destined // Lead, but not Lead.
-
1
Sylvan Reclamation
Sylvan Reclamation
Instant
Exile up to two target artifacts and/or enchantments.
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
-
1
The Mending of Dominaria
The Mending of Dominaria
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Mill two cards, then you may return a creature card from your graveyard to your hand.
III — Return all land cards from your graveyard to the battlefield, then shuffle your graveyard into your library.
- As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.
- Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.
- A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the III chapter ability to trigger, but I and II won't trigger again.
- Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.
- If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
- If counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters. Removing lore counters won't cause a previous chapter ability to trigger.
- Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities—in the Dominaria set, this is always three—the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn't use the stack.
-
1
Zendikar's Roil
Zendikar's Roil
Enchantment
Landfall — Whenever a land you control enters, create a 2/2 green Elemental creature token.
6 7
-
1
Admonition Angel
Admonition Angel
Creature — Angel
6/6
Flying
Landfall — Whenever a land you control enters, you may exile target nonland permanent other than this creature.
When this creature leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- Admonition Angel's landfall ability and its last ability are linked. The last ability refers only to cards exiled with its landfall ability.
- If Admonition Angel's landfall ability triggers, but the Angel leaves the battlefield before it resolves, its last ability will trigger and resolve first. All previously exiled cards will be returned to the battlefield. Then the landfall ability will resolve and exile the targeted permanent forever.
-
1
Geode Rager
Geode Rager
Creature — Elemental
4/3
First strike
Landfall — Whenever a land you control enters, goad each creature target player controls. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Attacking with a goaded creature doesn't cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
- If a creature you control has been goaded by multiple opponents, it must attack one of your opponents that hasn't goaded it, as that fulfills the maximum number of goad requirements. If a creature you control has been goaded by each of your opponents, the creature must attack an opponent (rather than a planeswalker or battle), but you choose which opponent it attacks.
- Being goaded isn't an ability the creature has. Once it's been goaded, it must attack as detailed above even if it loses all abilities.
- If, during a player's declare attackers step, a creature that player controls that's been goaded is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack a player, its controller isn't forced to pay that cost, so it doesn't have to attack that player.
- If the creature doesn't meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can't attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent controls, or a player who goaded it.
- Creatures that enter the battlefield or come under the target player's control after Geode Rager's ability has resolved won't be goaded.
- If you leave the game, any creatures you've goaded remain goaded until your next turn would have begun. They don't immediately stop being goaded and don't remain goaded indefinitely.
- Being goaded more than once by the same player is redundant.
-
1
Hour of Revelation
Hour of Revelation
Sorcery
This spell costs less to cast if there are ten or more nonland permanents on the battlefield.
Destroy all nonland permanents.
- There are many important moments in the story, but the most crucial—called “story spotlights”—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
- You determine the cost to cast Hour of Revelation before you pay any of that cost. For example, if the only nonland permanents on the battlefield are Tezzeret the Schemer and nine Etherium Cells he’s given you, Hour of Revelation costs to cast. You may sacrifice three Etherium Cells to pay this cost, even though there are no longer ten or more nonland permanents after you produce .
-
1
Multani, Yavimaya's Avatar
Multani, Yavimaya's Avatar
Legendary Creature — Elemental Avatar
0/0
Reach, trample
Multani gets +1/+1 for each land you control and each land card in your graveyard.
, Return two lands you control to their owner's hand: Return Multani from your graveyard to your hand.
- Multani's ability that modifies its power and toughness applies only while it's on the battlefield. In all other zones, it's a 0/0 creature card.
- To activate Multani's last ability, you must return lands you control from the battlefield to their owner's hand. Land cards in your graveyard can't be returned this way.
-
1
Nissa's Renewal
Nissa's Renewal
Sorcery
Search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle. You gain 7 life.
-
1
Rampaging Baloths
Rampaging Baloths
Creature — Beast
6/6
Trample
Landfall — Whenever a land you control enters, you may create a 4/4 green Beast creature token.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Sun Titan
Sun Titan
Creature — Giant
6/6
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
- A permanent card is an artifact, creature, enchantment, land, or planeswalker card.
- If a card in your graveyard has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0.
- The mana value of a card in your graveyard is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost has mana value 5.
- If the mana cost of a card in your graveyard includes , X is considered to be 0.
7+ 5
-
1
Beanstalk Giant // Fertile Footsteps
//
Beanstalk Giant
Creature — Giant
*/*
- The ability that defines Beanstalk Giant's power and toughness works in all zones, not just the battlefield.
- An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Giant Killer is a white creature card whose mana value is 1. It can't be the target of the triggered ability of Mystic Sanctuary.
- When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.
- If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if Giant Killer is exiled with the last ability of Vivien, Champion of the Wilds, you can't cast it as Chop Down.
- If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.
- If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell.
- You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty.
- If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent.
- If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.
- If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
- Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.
-
1
Emeria Shepherd
Emeria Shepherd
Creature — Angel
4/4
Flying
Landfall — Whenever a land you control enters, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- A "nonland permanent card" is an artifact, creature, enchantment, or planeswalker card.
- If you return an Aura to the battlefield this way, you choose what it will enchant as it enters the battlefield. This doesn't target any player or permanent, so you could attach an Aura to a permanent with hexproof controlled by an opponent, for example. If there's nothing the Aura can legally enchant, it stays in the graveyard.
-
1
Omnath, Locus of Rage
Omnath, Locus of Rage
Legendary Creature — Elemental
5/5
Landfall — Whenever a land you control enters, create a 5/5 red and green Elemental creature token.
Whenever Omnath or another Elemental you control dies, Omnath deals 3 damage to any target.
- Omanth doesn't have the land type Locus.
- If Omnath dies at the same time as any other Elementals you control, Omnath's last ability will trigger for each of them (and once for itself).
-
1
Sandstone Oracle
Sandstone Oracle
Artifact Creature — Sphinx
4/4
Flying
When this creature enters, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
- You choose an opponent while Sandstone Oracle's ability is resolving. No player may take actions between the time you make this choice and the time you draw cards.
- To draw cards equal to the difference, first determine how many cards you'll draw, then draw that many cards, as modified by replacement effects. For example, if you have two cards in hand and the chosen opponent has five, Thought Reflection will cause you to draw six cards instead of three.
-
1
Treacherous Terrain
Treacherous Terrain
Sorcery
Treacherous Terrain deals damage to each opponent equal to the number of lands that player controls.
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Lands 37
-
1
Blighted Woodland
Blighted Woodland
Land
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
-
1
Boros Garrison
Boros Garrison
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Boros Guildgate
Boros Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
-
1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Cryptic Caves
Cryptic Caves
Land
: Add .
, , Sacrifice this land: Draw a card. Activate only if you control five or more lands.
- Cryptic Caves can be one of the five lands you control. You don't need to control five other lands. It's okay that you'll only control four lands as you finish activating Cryptic Caves's last ability.
- If you control two Cryptic Caves and exactly three other lands, you can activate the last ability of only one of the Cryptic Caves. As soon as the cost for that ability is paid, you will no longer control enough lands to activate the ability of the second Cryptic Caves.
-
1
Evolving Wilds
Evolving Wilds
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
-
10
Forest
Forest
Basic Land — Forest
( : Add .)
-
1
Gruul Guildgate
Gruul Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
-
1
Gruul Turf
Gruul Turf
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Jungle Shrine
Jungle Shrine
Land
This land enters tapped.
: Add , , or .
-
1
Krosan Verge
Krosan Verge
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, then shuffle.
-
4
Mountain
Mountain
Basic Land — Mountain
( : Add .)
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Naya Panorama
Naya Panorama
Land
: Add .
, , Sacrifice this land: Search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle.
-
1
Needle Spires
Needle Spires
Land
This land enters tapped.
: Add or .
: This land becomes a 2/1 red and white Elemental creature with double strike until end of turn. It's still a land.
- A land that becomes a creature may be affected by "summoning sickness." You can't attack with it or use any of its abilities (including its mana abilities) unless it began your most recent turn on the battlefield under your control. Note that summoning sickness cares about when that permanent came under your control, not when it became a creature nor when it entered the battlefield.
- This land is colorless until the last ability gives it colors.
- When a land becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
- An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature (for example, if it was the target of a spell with awaken), this will overwrite the previous effect that set its power and toughness. Effects that modify its power or toughness will continue to apply no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness. For example, if Needle Spires has been made a 0/0 creature with three +1/+1 counters on it, activating its last ability will turn it into a 5/4 creature that's still a land.
-
7
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Selesnya Guildgate
Selesnya Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
-
1
Selesnya Sanctuary
Selesnya Sanctuary
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Terramorphic Expanse
Terramorphic Expanse
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.