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Arch of Orazca
( 0)
Land
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) : Add . , : Draw a card. Activate only if you have the city's blessing.
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Barren Moor
( 0)
Land
Barren Moor enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Dakmor Salvage
( 0)
Land
Dakmor Salvage enters tapped. : Add . Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)
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Domesticated Watercourse (playtest)
( 0)
Land
CARDNAME enters the battlefield tapped. : Add or . : Until end of turn, CARDNAME becomes an Equipment artifact with equip . Whenever equipped creature deals combat damage to a player, draw a card.
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Drifting Meadow
( 0)
Land
Drifting Meadow enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Forgotten Cave
( 0)
Land
Forgotten Cave enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Library of Alexandria
( 0)
Land
: Add . : Draw a card. Activate only if you have exactly seven cards in hand.
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Lonely Sandbar
( 0)
Land
Lonely Sandbar enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Polluted Mire
( 0)
Land
Polluted Mire enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Remote Isle
( 0)
Land
Remote Isle enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Restless Vents
( 0)
Land
Restless Vents enters tapped. : Add or . : 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.
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Rift (playtest)
( 0)
Legendary Land
Before drawing your hand, you may start the game with CARDNAME in your opening hand. If you do, draw one fewer card. (Mulligans continue as normal.) CARDNAME enters the battlefield tapped. : Add .
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Scene of the Crime
( 0)
Artifact Land — Clue
Scene of the Crime enters tapped. : Add . , Tap an untapped creature you control: Add one mana of any color. , Sacrifice Scene of the Crime: Draw a card.
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Secluded Steppe
( 0)
Land
Secluded Steppe enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Shadows' Lair
( 0)
Land — Cave
(Transforms from Grasping Shadows.) : Add . , , Remove a dread counter from Shadows' Lair: You draw a card and you lose 1 life.
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Slippery Karst
( 0)
Land
Slippery Karst enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Smoldering Crater
( 0)
Land
Smoldering Crater enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Spymaster's Vault
( 0)
Land
Spymaster's Vault enters tapped unless you control a Swamp. : Add . , : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
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Tranquil Thicket
( 0)
Land
Tranquil Thicket enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Treasure Cove
( 0)
Land
(Transforms from Treasure Map.) : Add . , Sacrifice a Treasure: Draw a card.
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Urza's Saga
( 0)
Enchantment Land — Urza’s Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Urza's Saga gains ": Add ." II — Urza's Saga gains ", : Create a 0/0 colorless Construct artifact creature token with ‘This creature gets +1/+1 for each artifact you control.'" III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
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Value Town (adventurer)(playtest)
( 0)
Land — — Town
Value Town enters the battlefield tapped. : Add or . -- Take a Trip to . . . Sorcery — Adventure Draw two cards. This spell deals 2 damage to each opponent. (Then exile this card. You may play the land later from exile.)
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