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Animate Land
Animate Land Green (1)
Instant

Until end of turn, target land becomes a 3/3 creature that's still a land.

Nemesis (Uncommon)
Avalanche Caller
Avalanche Caller 1Blue (2)
Snow Creature — Human Wizard (1/3)

2: Target snow land you control becomes a 4/4 Elemental creature with hexproof and haste until end of turn. It's still a land. (A creature with hexproof can't be the target of spells or abilities your opponents control.)

Jumpstart 2022 (Uncommon)
Other Versions
Kaldheim (Uncommon)
Awaken the Ancient
Awaken the Ancient 1RedRedRed (4)
Enchantment — Aura

Enchant Mountain

Enchanted Mountain is a 7/7 red Giant creature with haste. It's still a land.

Magic 2014 Core Set (Rare)
Awakener Druid
Awakener Druid 2Green (3)
Creature — Human Druid (1/1)

When Awakener Druid enters the battlefield, target Forest becomes a 4/5 green Treefolk creature for as long as Awakener Druid remains on the battlefield. It's still a land.

Jumpstart (Uncommon)
Other Versions
Magic 2010 (Uncommon)
Magic 2011 (Uncommon)
Awakening of Vitu-Ghazi
Awakening of Vitu-Ghazi 3GreenGreen (5)
Instant

Put nine +1/+1 counters on target land you control. It becomes a legendary 0/0 Elemental creature with haste named Vitu-Ghazi. It's still a land.

War of the Spark (Rare)
Balduvian Conjurer
Balduvian Conjurer 1Blue (2)
Creature — Human Wizard (0/2)

Tap: Target snow land becomes a 2/2 creature until end of turn. It's still a land.

Masters Edition II (Common)
Other Versions
Ice Age (Uncommon)
Balduvian Frostwaker
Balduvian Frostwaker 2Blue (3)
Creature — Human Wizard (1/1)

Blue, Tap: Target snow land becomes a 2/2 blue Elemental creature with flying. It's still a land.

Coldsnap (Uncommon)
Blinkmoth Nexus
Blinkmoth Nexus (0)
Land

Tap: Add Colorless.

1: Blinkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land.

1, Tap: Target Blinkmoth creature gets +1/+1 until end of turn.

Historic Anthology 4 (Rare)
Other Versions
Darksteel (Rare)
Modern Masters (Rare)
Modern Masters 2015 Edition (Rare)
Double Masters (Rare)
Boiling Earth
Boiling Earth 1Red (2)
Sorcery

Boiling Earth deals 1 damage to each creature your opponents control.

Awaken 4—6Red (If you cast this spell for 6Red, 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.)

Battle for Zendikar (Common)
Brave the Wilds
Brave the Wilds Green (1)
Sorcery

Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)

If this spell was bargained, target land you control becomes a 3/3 Elemental creature with haste that's still a land.

Search your library for a basic land card, reveal it, put it into your hand, then shuffle.

Wilds of Eldraine (Common)
Cactus Preserve
Cactus Preserve (0)
Land — Desert

Cactus Preserve enters the battlefield tapped.

Tap: Add one mana of any type that a land you control could produce.

3: Until end of turn, Cactus Preserve becomes an X/X green Plant creature with reach, where X is the greatest mana value among your commanders. It's still a land.

Outlaws of Thunder Junction Commander (Rare)
Cave of the Frost Dragon
Cave of the Frost Dragon (0)
Land

If you control two or more other lands, Cave of the Frost Dragon enters the battlefield tapped.

Tap: Add White.

4White: Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.

Adventures in the Forgotten Realms (Rare)
Celestial Colonnade
Celestial Colonnade (0)
Land

Celestial Colonnade enters the battlefield tapped.

Tap: Add White or Blue.

3WhiteBlue: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.

Doctor Who Commander (Rare)
Other Versions
Worldwake (Rare)
Ultimate Masters (Rare)
Ultimate Box Toppers (Special)
Zendikar Rising Expeditions (Mythic Rare)
Clan Guildmage
Clan Guildmage RedGreen (2)
Creature — Human Shaman (2/2)

1Red, Tap: Target creature can't block this turn.

2Green, Tap: Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It's still a land.

Ravnica Allegiance (Uncommon)
Clutch of Currents
Clutch of Currents Blue (1)
Sorcery

Return target creature to its owner's hand.

Awaken 3—4Blue (If you cast this spell for 4Blue, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

Battle for Zendikar (Common)
Coastal Discovery
Coastal Discovery 3Blue (4)
Sorcery

Draw two cards.

Awaken 4—5Blue (If you cast this spell for 5Blue, 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.)

Battle for Zendikar (Uncommon)
Corrupted Zendikon
Corrupted Zendikon 1Black (2)
Enchantment — Aura

Enchant land

Enchanted land is a 3/3 black Ooze creature. It's still a land.

When enchanted land dies, return that card to its owner's hand.

Worldwake (Common)
Cosmium Confluence
Cosmium Confluence 4Green (5)
Sorcery

Choose three. You may choose the same mode more than once.

• Search your library for a Cave card, put it onto the battlefield tapped, then shuffle.

• Put three +1/+1 counters on a Cave you control. It becomes a 0/0 Elemental creature with haste. It's still a land.

• Destroy target enchantment.

The Lost Caverns of Ixalan (Rare)
Crackling Emergence
Crackling Emergence 1Red (2)
Enchantment — Aura

Enchant land you control

Enchanted land is a 3/3 red Spirit creature with haste. It's still a land.

If enchanted land would be destroyed, instead sacrifice Crackling Emergence and that land gains indestructible until end of turn.

Kamigawa: Neon Dynasty (Common)
Crawling Barrens
Crawling Barrens (0)
Land

Tap: Add Colorless.

4: Put two +1/+1 counters on Crawling Barrens. Then you may have it become a 0/0 Elemental creature until end of turn. It's still a land.

Zendikar Rising (Rare)
Creeping Tar Pit
Creeping Tar Pit (0)
Land

Creeping Tar Pit enters the battlefield tapped.

Tap: Add Blue or Black.

1BlueBlack: Creeping Tar Pit becomes a 3/2 blue and black Elemental creature until end of turn and can't be blocked this turn. It's still a land.

Doctor Who Commander (Rare)
Other Versions
Worldwake (Rare)
Ultimate Masters (Rare)
Ultimate Box Toppers (Special)
Zendikar Rising Expeditions (Mythic Rare)
Streets of New Capenna Commander (Rare)
Commander Legends: Battle for Baldur's Gate (Rare)
Crusher Zendikon
Crusher Zendikon 2Red (3)
Enchantment — Aura

Enchant land

Enchanted land is a 4/2 red Beast creature with trample. It's still a land.

When enchanted land dies, return that card to its owner's hand.

Worldwake (Common)
Cyclone Sire
Cyclone Sire 4Blue (5)
Creature — Elemental (3/4)

Flying

When Cyclone Sire dies, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.

Oath of the Gatewatch (Uncommon)
Den of the Bugbear
Den of the Bugbear (0)
Land

If you control two or more other lands, Den of the Bugbear enters the battlefield tapped.

Tap: Add Red.

3Red: Until end of turn, Den of the Bugbear becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.

Adventures in the Forgotten Realms (Rare)
Destiny Spinner
Destiny Spinner 1Green (2)
Enchantment Creature — Human (2/3)

Creature and enchantment spells you control can't be countered.

3Green: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.

Wilds of Eldraine Commander (Uncommon)
Other Versions
Theros Beyond Death (Uncommon)
Commander Masters (Uncommon)
Disturbed Slumber
Disturbed Slumber 1Green (2)
Instant

Until end of turn, target land you control becomes a 4/4 Dinosaur creature with reach and haste. It's still a land. It must be blocked this turn if able.

The Lost Caverns of Ixalan (Common)
Dread Statuary
Dread Statuary (0)
Land

Tap: Add Colorless.

4: Dread Statuary becomes a 4/2 Golem artifact creature until end of turn. It's still a land.

Conspiracy: Take the Crown (Uncommon)
Other Versions
Worldwake (Uncommon)
Duel Decks: Jace vs. Vraska (Uncommon)
Druid Class
Druid Class 1Green (2)
Enchantment — Class

(Gain the next level as a sorcery to add its ability.)

Landfall — Whenever a land enters the battlefield under your control, you gain 1 life.

2Green: Level 2

//Level_2//

You may play an additional land on each of your turns.

4Green: Level 3

//Level_3//

When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.

Adventures in the Forgotten Realms (Uncommon)
Earthen Arms
Earthen Arms 1Green (2)
Sorcery

Put two +1/+1 counters on target permanent.

Awaken 4—6Green (If you cast this spell for 6Green, 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.)

Battle for Zendikar (Common)
Elemental Uprising
Elemental Uprising 1Green (2)
Instant

Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It's still a land. It must be blocked this turn if able.

Jumpstart (Common)
Other Versions
Oath of the Gatewatch (Common)
Embodiment of Fury
Embodiment of Fury 3Red (4)
Creature — Elemental (4/3)

Trample

Land creatures you control have trample.

Landfall — Whenever a land enters the battlefield under your control, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.

Oath of the Gatewatch (Uncommon)
Embodiment of Insight
Embodiment of Insight 4Green (5)
Creature — Elemental (4/4)

Vigilance

Land creatures you control have vigilance.

Landfall — Whenever a land enters the battlefield under your control, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.

Zendikar Rising Commander (Uncommon)
Other Versions
Oath of the Gatewatch (Uncommon)
Emergent Sequence
Emergent Sequence 1Green (2)
Sorcery

Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. That land becomes a 0/0 green and blue Fractal creature that's still a land. Put a +1/+1 counter on it for each land you had enter the battlefield under your control this turn.

Strixhaven: School of Mages (Uncommon)
Encircling Fissure
Encircling Fissure 2White (3)
Instant

Prevent all combat damage that would be dealt this turn by creatures target opponent controls.

Awaken 2—4White (If you cast this spell for 4White, also put two +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

Battle for Zendikar (Uncommon)
Faceless Haven
Faceless Haven (0)
Snow Land

Tap: Add Colorless.

SnowSnowSnow: Faceless Haven becomes a 4/3 creature with vigilance and all creature types until end of turn. It's still a land. (Snow can be paid with one mana from a snow source.)

Kaldheim (Rare)
Faerie Conclave
Faerie Conclave (0)
Land

Faerie Conclave enters the battlefield tapped.

Tap: Add Blue.

1Blue: Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land.

Wilds of Eldraine Commander (Uncommon)
Other Versions
Urza's Legacy (Uncommon)
Tenth Edition (Uncommon)
Commander 2013 Edition (Uncommon)
Commander Anthology (Uncommon)
Forbidding Watchtower
Forbidding Watchtower (0)
Land

Forbidding Watchtower enters the battlefield tapped.

Tap: Add White.

1White: Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It's still a land.

Tenth Edition (Uncommon)
Other Versions
Urza's Legacy (Uncommon)
Frostwalk Bastion
Frostwalk Bastion (0)
Snow Land

Tap: Add Colorless.

1Snow: Until end of turn, Frostwalk Bastion becomes a 2/3 Construct artifact creature. It's still a land. (Snow can be paid with one mana from a snow source.)

Whenever Frostwalk Bastion deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.

Modern Horizons (Uncommon)
Genju of the Cedars
Genju of the Cedars Green (1)
Enchantment — Aura

Enchant Forest

2: Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land.

When enchanted Forest is put into a graveyard, you may return Genju of the Cedars from your graveyard to your hand.

Duel Decks Anthology, Garruk vs. Liliana (Uncommon)
Other Versions
Betrayers of Kamigawa (Uncommon)
Duel Decks: Garruk vs. Liliana (Uncommon)
Genju of the Falls
Genju of the Falls Blue (1)
Enchantment — Aura

Enchant Island

2: Enchanted Island becomes a 3/2 blue Spirit creature with flying until end of turn. It's still a land.

When enchanted Island is put into a graveyard, you may return Genju of the Falls from your graveyard to your hand.

Masters 25 (Uncommon)
Other Versions
Betrayers of Kamigawa (Uncommon)
Genju of the Fens
Genju of the Fens Black (1)
Enchantment — Aura

Enchant Swamp

2: Until end of turn, enchanted Swamp becomes a 2/2 black Spirit creature with "Black: This creature gets +1/+1 until end of turn." It's still a land.

When enchanted Swamp is put into a graveyard, you may return Genju of the Fens from your graveyard to your hand.

Duel Decks Anthology, Garruk vs. Liliana (Uncommon)
Other Versions
Betrayers of Kamigawa (Uncommon)
Duel Decks: Garruk vs. Liliana (Uncommon)
Genju of the Fields
Genju of the Fields White (1)
Enchantment — Aura

Enchant Plains

2: Until end of turn, enchanted Plains becomes a 2/5 white Spirit creature with "Whenever this creature deals damage, its controller gains that much life." It's still a land.

When enchanted Plains is put into a graveyard, you may return Genju of the Fields from your graveyard to your hand.

Betrayers of Kamigawa (Uncommon)
Genju of the Realm
Genju of the Realm WhiteBlueBlackRedGreen (5)
Legendary Enchantment — Aura

Enchant land

2: Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land.

When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand.

Betrayers of Kamigawa (Rare)
Genju of the Spires
Genju of the Spires Red (1)
Enchantment — Aura

Enchant Mountain

2: Enchanted Mountain becomes a 6/1 red Spirit creature until end of turn. It's still a land.

When enchanted Mountain is put into a graveyard, you may return Genju of the Spires from your graveyard to your hand.

Masters 25 (Uncommon)
Other Versions
Betrayers of Kamigawa (Uncommon)
Ghitu Encampment
Ghitu Encampment (0)
Land

Ghitu Encampment enters the battlefield tapped.

Tap: Add Red.

1Red: Ghitu Encampment becomes a 2/1 red Warrior creature with first strike until end of turn. It's still a land. (It deals combat damage before creatures without first strike.)

Duel Decks: Speed vs. Cunning (Uncommon)
Other Versions
Urza's Legacy (Uncommon)
Tenth Edition (Uncommon)
Premium Deck Series: Fire and Lightning (Uncommon)
Guardian Zendikon
Guardian Zendikon 2White (3)
Enchantment — Aura

Enchant land

Enchanted land is a 2/6 white Wall creature with defender. It's still a land.

When enchanted land dies, return that card to its owner's hand.

Magic: The Gathering—Conspiracy (Common)
Other Versions
Worldwake (Common)
Hall of Storm Giants
Hall of Storm Giants (0)
Land

If you control two or more other lands, Hall of Storm Giants enters the battlefield tapped.

Tap: Add Blue.

5Blue: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward 3. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3.)

Adventures in the Forgotten Realms (Rare)
Harmonious Emergence
Harmonious Emergence 3Green (4)
Enchantment — Aura

Enchant land you control

Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land.

If enchanted land would be destroyed, instead sacrifice Harmonious Emergence and that land gains indestructible until end of turn.

Kamigawa: Neon Dynasty (Common)
Hedge Whisperer
Hedge Whisperer Green (1)
Creature — Elf Druid Detective (0/3)

You may choose not to untap Hedge Whisperer during your untap step.

3Green, Tap, Collect evidence 4: Target land you control becomes a 5/5 green Plant Boar creature with haste for as long as Hedge Whisperer remains tapped. It's still a land. Activate only as a sorcery. (To collect evidence 4, exile cards with total mana value 4 or greater from your graveyard.)

Murders at Karlov Manor (Uncommon)
Hissing Quagmire
Hissing Quagmire (0)
Land

Hissing Quagmire enters the battlefield tapped.

Tap: Add Black or Green.

1BlackGreen: Hissing Quagmire becomes a 2/2 black and green Elemental creature with deathtouch until end of turn. It's still a land.

Oath of the Gatewatch (Rare)
Hive of the Eye Tyrant
Hive of the Eye Tyrant (0)
Land

If you control two or more other lands, Hive of the Eye Tyrant enters the battlefield tapped.

Tap: Add Black.

3Black: Until end of turn, Hive of the Eye Tyrant becomes a 3/3 black Beholder creature with menace and "Whenever this creature attacks, exile target card from defending player's graveyard." It's still a land.

Adventures in the Forgotten Realms (Rare)
Hostile Desert
Hostile Desert (0)
Land — Desert

Tap: Add Colorless.

2, Exile a land card from your graveyard: Hostile Desert becomes a 3/4 Elemental creature until end of turn. It's still a land.

Murders at Karlov Manor Commander (Rare)
Other Versions
Hour of Devastation (Rare)
Ikoria Commander (Rare)
Hydroform
Hydroform GreenBlue (2)
Instant

Target land becomes a 3/3 Elemental creature with flying until end of turn. It's still a land.

Gatecrash (Common)
Ignition Team
Ignition Team 5RedRed (7)
Creature — Goblin Warrior (0/0)

Ignition Team enters the battlefield with X +1/+1 counters on it, where X is the number of tapped lands on the battlefield.

2Red, Remove a +1/+1 counter from Ignition Team: Target land becomes a 4/4 red Elemental creature until end of turn. It's still a land.

Magic: The Gathering—Conspiracy (Rare)
Inkmoth Nexus
Inkmoth Nexus (0)
Land

Tap: Add Colorless.

1: Inkmoth Nexus becomes a 1/1 Phyrexian Blinkmoth artifact creature with flying and infect until end of turn. It's still a land. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

Secret Lair Drop (Rare)
Other Versions
Mirrodin Besieged (Rare)
Jolrael, Voice of Zhalfir
Jolrael, Voice of Zhalfir 2GreenBlue (4)
Legendary Creature — Human Druid (3/3)

At the beginning of combat on your turn, up to one target land you control becomes an X/X green and blue Bird creature with flying and haste until end of turn, where X is the number of cards in your hand. It's still a land.

Whenever a land creature you control deals combat damage to a player, draw a card.

March of the Machine: The Aftermath (Rare)
Kamahl, Fist of Krosa
Kamahl, Fist of Krosa 4GreenGreen (6)
Legendary Creature — Human Druid (4/3)

Green: Target land becomes a 1/1 creature until end of turn. It's still a land.

2GreenGreenGreen: Creatures you control get +3/+3 and gain trample until end of turn.

Dominaria Remastered (Mythic Rare)
Other Versions
Onslaught (Rare)
Archenemy (Rare)
Kamahl, Heart of Krosa
Kamahl, Heart of Krosa 6GreenGreen (8)
Legendary Creature — Human Druid (5/5)

At the beginning of combat on your turn, creatures you control get +3/+3 and gain trample until end of turn.

1Green: Until end of turn, target land you control becomes a 1/1 Elemental creature with vigilance, indestructible, and haste. It's still a land.

Partner (You can have two commanders if both have partner.)

Commander Legends (Mythic Rare)
Koth of the Hammer
Koth of the Hammer 2RedRed (4)
Legendary Planeswalker — Koth (3)

+1: Untap target Mountain. It becomes a 4/4 red Elemental creature until end of turn. It's still a land.

−2: Add Red for each Mountain you control.

−5: You get an emblem with "Mountains you control have ‘Tap: This land deals 1 damage to any target.'"

Duel Decks: Venser vs. Koth (Mythic Rare)
Other Versions
Scars of Mirrodin (Mythic Rare)
Lair of the Hydra
Lair of the Hydra (0)
Land

If you control two or more other lands, Lair of the Hydra enters the battlefield tapped.

Tap: Add Green.

Variable ColorlessGreen: Until end of turn, Lair of the Hydra becomes an X/X green Hydra creature. It's still a land. X can't be 0.

Adventures in the Forgotten Realms (Rare)
Lavaclaw Reaches
Lavaclaw Reaches (0)
Land

Lavaclaw Reaches enters the battlefield tapped.

Tap: Add Black or Red.

1BlackRed: Until end of turn, Lavaclaw Reaches becomes a 2/2 black and red Elemental creature with "Variable Colorless: This creature gets +X/+0 until end of turn." It's still a land.

Doctor Who Commander (Rare)
Other Versions
Worldwake (Rare)
Ultimate Masters (Rare)
Ultimate Box Toppers (Special)
Lifespark Spellbomb
Lifespark Spellbomb 1 (1)
Artifact

Green, Sacrifice Lifespark Spellbomb: Until end of turn, target land becomes a 3/3 creature that's still a land.

1, Sacrifice Lifespark Spellbomb: Draw a card.

Mirrodin (Common)
Living Terrain
Living Terrain 2GreenGreen (4)
Enchantment — Aura

Enchant land

Enchanted land is a 5/6 green Treefolk creature that's still a land.

Prophecy (Uncommon)
Other Versions
Eighth Edition (Uncommon)
Llanowar Loamspeaker
Llanowar Loamspeaker 1Green (2)
Creature — Elf Druid (1/3)

Tap: Add one mana of any color.

Tap: Target land you control becomes a 3/3 Elemental creature with haste until end of turn. It's still a land. Activate only as a sorcery.

Dominaria United (Rare)
Lumbering Falls
Lumbering Falls (0)
Land

Lumbering Falls enters the battlefield tapped.

Tap: Add Green or Blue.

2GreenBlue: Lumbering Falls becomes a 3/3 green and blue Elemental creature with hexproof until end of turn. It's still a land.

Adventures in the Forgotten Realms Commander (Rare)
Other Versions
Battle for Zendikar (Rare)
Commander 2021 (Rare)
Mire's Malice
Mire's Malice 3Black (4)
Sorcery

Target opponent discards two cards.

Awaken 3—5Black (If you cast this spell for 5Black, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

Battle for Zendikar (Common)
Mishra's Factory
Mishra's Factory (0)
Land

Tap: Add Colorless.

1: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.

Tap: Target Assembly-Worker creature gets +1/+1 until end of turn.

Dominaria Remastered (Uncommon)
Other Versions
Fourth Edition (Uncommon)
Antiquities (Uncommon)
Masters Edition (Uncommon)
Duel Decks: Elspeth vs. Tezzeret (Uncommon)
Eternal Masters (Uncommon)
Masters 25 (Uncommon)
Double Masters (Uncommon)
Modern Horizons 2 (Uncommon)
Adventures in the Forgotten Realms Commander (Uncommon)
Jumpstart 2022 (Uncommon)
Mishra's Foundry
Mishra's Foundry (0)
Land

Tap: Add Colorless.

2: Mishra's Foundry becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.

1, Tap: Target attacking Assembly-Worker gets +2/+2 until end of turn.

The Brothers' War (Rare)
Mishra's Groundbreaker
Mishra's Groundbreaker 4 (4)
Artifact

Tap, Sacrifice Mishra's Groundbreaker: Target land becomes a 3/3 artifact creature that's still a land. <I>(This effect lasts indefinitely.)</I>

Masters Edition II (Uncommon)
Other Versions
Alliances (Uncommon)
Mobilized District
Mobilized District (0)
Land

Tap: Add Colorless.

4: Mobilized District becomes a 3/3 Citizen creature with vigilance until end of turn. It's still a land. This ability costs 1 less to activate for each legendary creature and planeswalker you control.

Commander Masters (Rare)
Other Versions
War of the Spark (Rare)
Dominaria United Commander (Rare)
Mutavault
Mutavault (0)
Land

Tap: Add Colorless.

1: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.

Commander Legends: Battle for Baldur's Gate (Rare)
Other Versions
Morningtide (Rare)
Magic 2014 Core Set (Rare)
Nantuko Monastery
Nantuko Monastery (0)
Land

Tap: Add Colorless.

Threshold — GreenWhite: Nantuko Monastery becomes a 4/4 green and white Insect Monk creature with first strike until end of turn. It's still a land. Activate only if seven or more cards are in your graveyard.

Dominaria Remastered (Uncommon)
Other Versions
Judgment (Uncommon)
Archenemy (Uncommon)
Needle Spires
Needle Spires (0)
Land

Needle Spires enters the battlefield tapped.

Tap: Add Red or White.

2RedWhite: Needle Spires becomes a 2/1 red and white Elemental creature with double strike until end of turn. It's still a land.

Murders at Karlov Manor Commander (Rare)
Other Versions
Oath of the Gatewatch (Rare)
Zendikar Rising Commander (Rare)
Nissa of Shadowed Boughs
Nissa of Shadowed Boughs 2BlackGreen (4)
Legendary Planeswalker — Nissa (4)

Landfall — Whenever a land enters the battlefield under your control, put a loyalty counter on Nissa of Shadowed Boughs.

+1: Untap target land you control. You may have it become a 3/3 Elemental creature with haste and menace until end of turn. It's still a land.

−5: You may put a creature card with mana value less than or equal to the number of lands you control onto the battlefield from your hand or graveyard with two +1/+1 counters on it.

Zendikar Rising (Mythic Rare)
Nissa, Vital Force
Nissa, Vital Force 3GreenGreen (5)
Legendary Planeswalker — Nissa (5)

+1: Untap target land you control. Until your next turn, it becomes a 5/5 Elemental creature with haste. It's still a land.

−3: Return target permanent card from your graveyard to your hand.

−6: You get an emblem with "Whenever a land enters the battlefield under your control, you may draw a card."

Kaladesh Remastered (Mythic Rare)
Other Versions
Kaladesh (Mythic Rare)
Nissa, Who Shakes the World
Nissa, Who Shakes the World 3GreenGreen (5)
Legendary Planeswalker — Nissa (5)

Whenever you tap a Forest for mana, add an additional Green.

+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.

−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.

War of the Spark (Rare)
Nissa, Worldwaker
Nissa, Worldwaker 3GreenGreen (5)
Legendary Planeswalker — Nissa (3)

+1: Target land you control becomes a 4/4 Elemental creature with trample. It's still a land.

+1: Untap up to four target Forests.

−7: Search your library for any number of basic land cards, put them onto the battlefield, then shuffle. Those lands become 4/4 Elemental creatures with trample. They're still lands.

Archenemy: Nicol Bolas (Mythic Rare)
Other Versions
Magic 2015 Core Set (Mythic Rare)
Nissa's Zendikon
Nissa's Zendikon 3Green (4)
Enchantment — Aura

Enchant land

Enchanted land is a 4/4 Elemental creature with reach and haste. It's still a land.

When enchanted land dies, return that card to its owner's hand.

Zendikar Rising (Common)
Noyan Dar, Roil Shaper
Noyan Dar, Roil Shaper 3WhiteBlue (5)
Legendary Creature — Merfolk Ally (4/4)

Whenever you cast an instant or sorcery spell, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.

Battle for Zendikar (Rare)
Obuun, Mul Daya Ancestor
Obuun, Mul Daya Ancestor 1RedGreenWhite (4)
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 enters the battlefield under your control, put a +1/+1 counter on target creature.

Zendikar Rising Commander (Mythic Rare)
Ondu Rising
Ondu Rising 1White (2)
Sorcery

Whenever a creature attacks this turn, it gains lifelink until end of turn.

Awaken 4—4White (If you cast this spell for 4White, 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.)

Battle for Zendikar (Uncommon)
Part the Waterveil
Part the Waterveil 4BlueBlue (6)
Sorcery

Take an extra turn after this one. Exile Part the Waterveil.

Awaken 6—6BlueBlueBlue (If you cast this spell for 6BlueBlueBlue, also put six +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

Battle for Zendikar (Mythic Rare)
Planar Outburst
Planar Outburst 3WhiteWhite (5)
Sorcery

Destroy all nonland creatures.

Awaken 4—5WhiteWhiteWhite (If you cast this spell for 5WhiteWhiteWhite, 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.)

Streets of New Capenna Commander (Rare)
Other Versions
Battle for Zendikar (Rare)
Zendikar Rising Commander (Rare)
Quirion Druid
Quirion Druid 2Green (3)
Creature — Elf Druid (1/2)

Green, Tap: Target land becomes a 2/2 green creature that's still a land. <I>(This effect lasts indefinitely.)</I>

Visions (Rare)
Raging Ravine
Raging Ravine (0)
Land

Raging Ravine enters the battlefield tapped.

Tap: Add Red or Green.

2RedGreen: Until end of turn, Raging Ravine becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land.

Commander Legends: Battle for Baldur's Gate (Rare)
Other Versions
Worldwake (Rare)
Ultimate Masters (Rare)
Ultimate Box Toppers (Special)
Kamigawa: Neon Dynasty Commander (Rare)
Rampaging Growth
Rampaging Growth 3Green (4)
Instant

Search your library for a basic land card, put it onto the battlefield, then shuffle. Until end of turn, that land becomes a 4/3 Insect creature with reach and haste. It's still a land.

Jumpstart 2022 (Uncommon)
Restless Anchorage
Restless Anchorage (0)
Land

Restless Anchorage enters the battlefield tapped.

Tap: Add White or Blue.

1WhiteBlue: Until end of turn, Restless Anchorage becomes a 2/3 white and blue Bird creature with flying. It's still a land.

Whenever Restless Anchorage attacks, create a Map token.

The Lost Caverns of Ixalan (Rare)
Restless Bivouac
Restless Bivouac (0)
Land

Restless Bivouac enters the battlefield tapped.

Tap: Add Red or White.

1RedWhite: Restless Bivouac becomes a 2/2 red and white Ox creature until end of turn. It's still a land.

Whenever Restless Bivouac attacks, put a +1/+1 counter on target creature you control.

Wilds of Eldraine (Rare)
Restless Cottage
Restless Cottage (0)
Land

Restless Cottage enters the battlefield tapped.

Tap: Add Black or Green.

2BlackGreen: Restless Cottage becomes a 4/4 black and green Horror creature until end of turn. It's still a land.

Whenever Restless Cottage attacks, create a Food token and exile up to one target card from a graveyard.

Wilds of Eldraine (Rare)
Restless Fortress
Restless Fortress (0)
Land

Restless Fortress enters the battlefield tapped.

Tap: Add White or Black.

2WhiteBlack: Restless Fortress becomes a 1/4 white and black Nightmare creature until end of turn. It's still a land.

Whenever Restless Fortress attacks, defending player loses 2 life and you gain 2 life.

Wilds of Eldraine (Rare)
Restless Prairie
Restless Prairie (0)
Land

Restless Prairie enters the battlefield tapped.

Tap: Add Green or White.

2GreenWhite: Restless Prairie becomes a 3/3 green and white Llama creature until end of turn. It's still a land.

Whenever Restless Prairie attacks, other creatures you control get +1/+1 until end of turn.

The Lost Caverns of Ixalan (Rare)
Restless Reef
Restless Reef (0)
Land

Restless Reef enters the battlefield tapped.

Tap: Add Blue or Black.

2BlueBlack: Until end of turn, Restless Reef becomes a 4/4 blue and black Shark creature with deathtouch. It's still a land.

Whenever Restless Reef attacks, target player mills four cards.

The Lost Caverns of Ixalan (Rare)
Restless Ridgeline
Restless Ridgeline (0)
Land

Restless Ridgeline enters the battlefield tapped.

Tap: Add Red or Green.

2RedGreen: Restless Ridgeline becomes a 3/4 red and green Dinosaur creature until end of turn. It's still a land.

Whenever Restless Ridgeline attacks, another target attacking creature gets +2/+0 until end of turn. Untap that creature.

The Lost Caverns of Ixalan (Rare)
Restless Spire
Restless Spire (0)
Land

Restless Spire enters the battlefield tapped.

Tap: Add Blue or Red.

BlueRed: Until end of turn, Restless Spire becomes a 2/1 blue and red Elemental creature with "As long as it's your turn, this creature has first strike." It's still a land.

Whenever Restless Spire attacks, scry 1.

Wilds of Eldraine (Rare)
Restless Vents
Restless Vents (0)
Land

Restless Vents enters the battlefield tapped.

Tap: Add Black or Red.

1BlackRed: Until end of turn, Restless Vents becomes a 2/3 black and red Insect creature with menace. It's still a land.

Whenever Restless Vents attacks, you may discard a card. If you do, draw a card.

The Lost Caverns of Ixalan (Rare)
Restless Vinestalk
Restless Vinestalk (0)
Land

Restless Vinestalk enters the battlefield tapped.

Tap: Add Green or Blue.

3GreenBlue: Until end of turn, Restless Vinestalk becomes a 5/5 green and blue Plant creature with trample. It's still a land.

Whenever Restless Vinestalk attacks, up to one other target creature has base power and toughness 3/3 until end of turn.

Wilds of Eldraine (Rare)
Rising Miasma
Rising Miasma 3Black (4)
Sorcery

All creatures get -2/-2 until end of turn.

Awaken 3—5BlackBlack (If you cast this spell for 5BlackBlack, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

Battle for Zendikar (Uncommon)
Roaring Earth
Roaring Earth 1Green (2)
Enchantment

Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on target creature or Vehicle you control.

Channel — Variable ColorlessGreenGreen, Discard Roaring Earth: Put X +1/+1 counters on target land you control. It becomes a 0/0 green Spirit creature with haste. It's still a land.

Kamigawa: Neon Dynasty (Uncommon)
Roil Spout
Roil Spout 1WhiteBlue (3)
Sorcery

Put target creature on top of its owner's library.

Awaken 4—4WhiteBlue (If you cast this spell for 4WhiteBlue, 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.)

Battle for Zendikar (Uncommon)
Ruinous Path
Ruinous Path 1BlackBlack (3)
Sorcery

Destroy target creature or planeswalker.

Awaken 4—5BlackBlack (If you cast this spell for 5BlackBlack, 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.)

Commander 2018 (Rare)
Other Versions
Battle for Zendikar (Rare)
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