Azusa's ability is cumulative with other effects that allow you to play additional lands, such as that of Song of Creation (from the Ikoria: Lair of Behemoths set).
If an effect states that a land enters the battlefield tapped unless a condition is met, Splendid Reclamation's effect puts that land onto the battlefield tapped even if that condition is true. For example, you may reveal a Plains as Port Town (from the Shadows over Innistrad set) is returned to the battlefield, but Port Town will still enter tapped.
If one of these Forests is turned face up, the effect making it a Forest land will expire. The face-up permanent will again have its printed name, type line, mana cost, abilities, and so on.
If the face-down card has morph, you can pay its morph cost to turn it face up.
The face-down card has no name or colors. Its only type is land, its only subtype is Forest, and its only ability is "{T}: Add {G}."
Whenever another nontoken creature you control dies, you may return it to the battlefield face down under its owner's control. It's a Forest land. (It has no other types or abilities.)
Whenever you tap a Forest for mana, add an additional .
+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, thenshuffle
Nissa, Who Shakes the WorldLegendary Planeswalker — NissaNormal - ~$62.98
If Spelunking would enter the battlefield at the same time a land you control would enter the battlefield tapped, that land still enters the battlefield tapped.
If a land has an ability that says it enters the battlefield tapped, you choose the order in which that ability's effect and Spelunking's effect apply. This means you can choose to have the land enter tapped or untapped. If a land you control is simply put onto the battlefield tapped without a replacement effect being applied, it always enters untapped if you control Spelunking.
When this enchantment enters, draw a card, then you may put a land card from your hand onto the battlefield. If you put a Cave onto the battlefield this way, you gain 4 life.
Lands you control enter untapped.
If the permanent is still a legal target but is not destroyed (perhaps because it regenerated or has indestructible), its controller still gets the Beast token.
If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
Explore's effect allows you to play an additional land during your main phase. Doing so follows the normal timing rules for playing lands. In particular, you don't get to play a land as Explore resolves; Explore fully resolves first and you draw a card, perhaps a land you'll play later.
If you somehow manage to cast Explore when it's not your turn, you'll draw a card when it resolves, but you won't be able to play a land that turn.
The effects of multiple Explores in the same turn are cumulative. They're also cumulative with other effects that let you play additional lands, such as the one from Urban Evolution.
Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities are activated abilities and will have colons in their reminder text. Triggered abilities (starting with "when," "whenever," or "at") are unaffected by the cost reduction ability of Blossoming Tortoise.
Blossoming Tortoise's second ability affects only abilities of lands you control on the battlefield. The costs of activated abilities of land cards that work in other zones (such as cycling) won't be reduced.
Whenever this creature enters or attacks,millthree cards, then return a land card from your graveyard to the battlefield tapped.
Activated abilities of lands you control cost less to activate.
Land creatures you control get +1/+1.
Ramunap Excavator doesn't allow you to activate activated abilities (such as cycling) of land cards in your graveyard.
Ramunap Excavator doesn't change the times when you can play those land cards. You can still play only one land per turn, and only during your main phase when you have priority and the stack is empty.
Starting with the player whose turn it is, each player chooses a nonland permanent they control. Players get to know what permanents have been chose by players that chose before them as they make their choice. Then all nonland permanents that weren't chosen by any player are returned to their owners' hands at the same time.
Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.
Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
For the third ability, the power and toughness of the creature will change as the number of lands you control changes.
Gaining a level is a normal activated ability. It uses the stack and can be responded to.
Gaining a level won't remove abilities that a Class had at a previous level.
If you have more than one Druid Class at level 2 or higher, you can play that many additional lands per turn. For example, with two Druid Classes at level 2, you can play three lands during your turn.
Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
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.).
(Gain the next level as a sorcery to add its ability.)
Landfall — Whenever a land you control enters, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: 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.
If you control more than one Oracle of Mul Daya, the effects of their first abilities are cumulative. If you control two, for example, you can play three lands on your turn.
If you play your first land of the turn from the top of your library, and the new top card is another land card, you can play that one too.
Oracle of Mul Daya doesn't change the times when you can play a land card from the top of your library. You can play a land only during your main phase when you have priority and the stack is empty. Doing so counts as one of your land plays for the turn.
If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, the new top card won't be revealed until you finish doing so.
The top card of your library isn't in your hand, so you can't suspend it, cycle it, discard it, or activate any of its activated abilities.
When playing with the top card of your library revealed, if an effect tells you to draw several cards, reveal each one before you draw it.
You may play an additional land on each of your turns.
Play with the top card of your library revealed.
You may play lands from the top of your library.
Oracle of Mul DayaCreature — Elf ShamanNormal - ~$9.97
Ashaya, Soul of the Wild #179Legendary Creature — Elemental
A land that's a Forest has the intrinsic mana ability "{T}: Add {G}."
As long as Ashaya is on the battlefield, it's affected by its second ability and thus its first ability counts itself.
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Ashaya may become lethal if lands you control leave the battlefield during that turn.
The ability that defines Ashaya's power and toughness applies in all zones, not just the battlefield.
You can't play creature cards as lands; you'll still have to cast them as spells, and they'll enter the battlefield as lands (in addition to their other types).
Ashaya's power and toughness are each equal to the number of lands you control.
Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)
Ashaya, Soul of the WildLegendary Creature — ElementalNormal - ~$8.21
Lotus Cobra's ability isn't a mana ability. Opponents may respond to it before you have that mana.
Lotus Cobra's ability uses the stack and players may respond to it. It isn't a mana ability because the event that causes it to trigger isn't a mana ability.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
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 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.).
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 planeswalker with indestructible still loses loyalty counters as it's dealt damage and will still be put into its owner's graveyard if its loyalty reaches 0.
The set of permanents affected by Heroic Intervention is determined as the spell resolves. Permanents you begin to control later in the turn won't gain hexproof and indestructible.
A battle with indestructible still loses defense counters as it's dealt damage. If it's a Siege, it will still be exiled when the last defense counter is removed from it, and its controller may still cast it transformed without paying its mana cost.
Aesi's ability is cumulative with other effects that let you play additional lands, such as the one from Exploration.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
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.).
Putting a land card from your hand onto the battlefield is not the same as playing a land. You may do it even if you have already played a land on your turn, or if you're casting Eureka Moment on your opponent's turn.
Farseek can find any land with any of the listed land types, including nonbasic ones, even if that land is a Forest in addition to one or more of those types.
Broken Bond’s effect doesn’t count as playing a land. It can put a land card onto the battlefield even if you’ve already played your land for the turn.
If the target artifact or enchantment is an illegal target by the time Broken Bond tries to resolve, the spell doesn’t resolve. You won’t put a land card onto the battlefield.
You can’t cast Broken Bond unless you choose an artifact or enchantment as a target.
Dryad of the Ilysian Grove’s first ability is cumulative if you control more than one. It’s also cumulative with other effects that let you play additional lands, such as the one from Escape to the Wilds.
Each land you control will have the land types Plains, Island, Swamp, Mountain, and Forest. They’ll also have the mana ability of each basic land type (for example, Forests have “{T}: Add {G}.”). They’ll still have their other subtypes and abilities.
Giving a land additional basic land types doesn’t change its name or whether it’s legendary or basic.
Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
Whatever you do, don't eat the delicious cards.
You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with ", ,Sacrificethis token: You gain 3 life." Treasure is an artifact with ",Sacrificethis token: Add one mana of any color.")
If Dryad Arbor is changed into another basic land type (such as by Sea's Claim), it continues to be a creature and a Dryad.
Although originally printed with a characteristic-defining ability that defined its color, this card now has a color indicator. This color indicator can't be affected by text-changing effects (such as the one created by Crystal Spray), although color-changing effects can still overwrite it.
Dryad Arbor is played as a land. It doesn't use the stack, it's not a spell, it can't be responded to, it has no mana cost, and it counts as your land play for the turn.
Due to its color indicator (appearing to the left of its type line), Dryad Arbor is green. Color indicators apply in all zones, not just the battlefield.
Forest is a land type and Dryad is a creature type.
If Dryad Arbor is changed into another basic land type, it continues to be a green Dryad creature.
If a Dryad Arbor gains flash, or you have the ability to play Dryad Arbor as though it had flash (due to Teferi, Mage of Zhalfir or Scout's Warning, for example), you can ignore the normal timing rules for when during your turn you can play a land, but not any other restrictions. You can't play Dryad Arbor during another player's turn, and you can't play Dryad Arbor if you don't have any land plays remaining.
Exploration’s ability is cumulative with other effects that allow you to play additional lands, including ones created by other Explorations you control.
This land enters tapped.
: Add .
, ,Sacrificethis land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, thenshuffle
The first ability of Conduit of Worlds doesn't change the times when you can play those land cards. You can still play only one land per turn, and only during your main phase when you have priority and the stack is empty.
The second ability of Conduit of Worlds allows you to cast the target card as the ability resolves. You can't wait and cast that card later in the turn. If you cast it, you can't cast any other spells this turn, even if another effect would allow you to.
The second ability of Conduit of Worlds will count spells you cast earlier in the turn even if Conduit of Worlds wasn't on the battlefield or under your control at that time. It will also count a spell you cast that subsequently was countered or failed to resolve. Notably, it will also include Conduit of Worlds itself on the turn you cast it.
You may play lands from your graveyard.
: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.
If Lair of the Hydra enters the battlefield at the same time as one or more other lands, it doesn't take those lands into consideration when determining how many other lands you control.
If you turn Lair of the Hydra into a creature but haven't controlled it continuously since your most recent turn began, you won't be able to activate its mana ability or attack with it.
If you control two or more other lands, this land enters tapped.
: Add .
: Until end of turn, this land becomes an X/X green Hydra creature. It's still a land. X can't be 0.
Counters on Crawling Barrens remain on it when it stops being a creature. If it becomes a creature later, they'll apply to it.
If this becomes a creature but you haven't controlled it continuously since your most recent turn began, you won't be able to activate its mana ability or attack with it that turn.
Unless Crawling Barrens is already a creature, its second ability causes the +1/+1 counters to be put onto a noncreature land. Abilities that apply or trigger when counters are put on a creature you control won't do so.
You can activate Crawling Barrens's second ability even if it's already a creature.
If this becomes a creature because of an effect other than its own ability, its last ability will still trigger whenever it attacks.
If this becomes a creature but you haven't controlled it continuously since your most recent turn began, you won't be able to activate its mana ability or attack with it that turn.
This land enters tapped.
: Add or .
: Until end of turn, this land becomes a 5/5 green and blue Plant creature with trample. It's still a land.
Whenever this land attacks, up to one other target creature has base power and toughness 3/3 until end of turn.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
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.).
Landfall — Whenever a land you control enters, you may put a questcounteron this enchantment.
Remove three quest counters from this enchantment andsacrificeit: Search your library for up to two basic land cards, put them onto the battlefield tapped, thenshuffle
Land cards not on the battlefield aren't Forests while Yavimaya is on the battlefield.
Yavimaya's ability causes each land on the battlefield to have the land type Forest. Any land that's a Forest has the ability "{T}: Add {G}." Nothing else changes about those lands, including their names, other subtypes, and whether they're legendary, basic, or snow.
Yavimaya, Cradle of Growth isn't a Forest while it's not on the battlefield.
The controller of the countered spell doesn't choose how many cards to draw until the relevant ability resolves. The player may draw 0, 1, or 2 cards. They choose the number before drawing any cards.
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
,Sacrificethis land: Search your library for a basic land card, put it onto the battlefield tapped, thenshuffle Then if you control four or more lands, untap that land.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
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.).
If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."
Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
Return all nonland permanents to their owners' hands.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
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.).
Landfall — Whenever a land you control enters, choose one —
• You may tap or untap target creature.
• Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
If an effect puts this land onto the battlefield tapped, you may pay 2 life, but it still enters tapped.
Unlike most dual lands, this land has two basic land types. It's not basic, so cards such as District Guide can't find it, but it does have the appropriate land types for effects such as that of Drowned Catacomb (from the Ixalan set).
"Solved — [Triggered ability]" means "[Triggered ability]. This ability triggers only if this Case is solved." Triggered abilities use the word "when," "whenever," or "at." They're often written as "[Trigger condition], [effect]."
"Solved — [static ability]" means "As long as this Case is solved, [static ability]." Static abilities are written as statements, such as "Creatures you control get +1/+1" or "Instant and sorcery spells you cast cost {1} less to cast."
"To Solve — [condition]" means "At the beginning of your end step, if [condition] and this Case is not solved, it becomes solved."
"To solve" abilities will check for their condition twice: once when the ability would trigger, and once when it resolves. If the condition isn't true at the beginning of your end step, the ability won't trigger at all. If the condition isn't true when the ability resolves, the Case won't become solved.
Being solved is not part of a permanent's copiable values. A permanent that becomes a copy of a solved Case is not solved. A solved Case that somehow becomes a copy of a different Case stays solved.
Cases don't lose their other abilities when they become solved.
Each Case has two special keyword abilities: to solve and solved.
Once a Case becomes solved, it stays solved until it leaves the battlefield.
The effect of Case of the Locked Hothouse that allows you to play an additional land is cumulative with similar effects. For example, if you control two Case of the Locked Hothouses, you'll be able to play three lands during each of your turns.
The meaning of "solved" differs based on what type of ability follows it. "Solved — [activated ability]" means "[Activated ability]. Activate only if this Case is solved." Activated abilities contain a colon. They're generally written "[Cost]: [Effect]."
You may play an additional land on each of your turns.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
Case of the Locked HothouseEnchantment — CaseCase - ~$4.38
Beau's power and toughness change as the number of lands you control changes.
Putting a land card onto the battlefield with Bonny Pall's last ability doesn't count as playing a land. You can put a land card onto the battlefield even if you've already played your land for the turn.
Reach
When Bonny Pall enters, create Beau, a legendary blue Ox creature token with "Beau's power and toughness are each equal to the number of lands you control."
Whenever you attack, draw a card, then you may put a land card from your hand or graveyard onto the battlefield.
Llanowar Scout’s effect doesn’t count as playing a land. It can put a land card onto the battlefield even if you’ve already played as many lands as able this turn or if it’s not your turn.
If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
Look at the top four cards of your library. You may put a land card from among them onto the battlefield tapped. If you don't, put a card from among them into your hand. Put the rest on the bottom of your library in a random order.
An ability that triggers whenever you play a land won't trigger an additional time.
Ancient Greenwarden allows you to play a modal double-faced card's land face, but not a nonland face.
Ancient Greenwarden doesn't allow you to activate abilities (such as cycling) of land cards in your graveyard.
Ancient Greenwarden doesn't change the times when you can play those lands. You can still play only one land per turn, and only during your main phase when you have priority and the stack is empty.
Ancient Greenwarden's effect doesn't copy the triggered ability; it causes the ability to trigger twice. Any choices made as you put the ability onto the stack, such as modes and targets, are made separately for each instance of the ability. Any choices made on resolution, such as whether to put counters on a permanent, are also made individually.
Ancient Greenwarden's third ability affects a land's own enters-the-battlefield triggered abilities as well as other triggered abilities that trigger when that land enters the battlefield, such as landfall abilities. Such triggered abilities start with "when" or "whenever."
If a land entering the battlefield at the same time as Ancient Greenwarden (including Ancient Greenwarden itself if an effect causes it to be a land) causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
If you control two Ancient Greenwardens, a land entering the battlefield causes abilities to trigger three times, not four. A third Ancient Greenwarden causes abilities to trigger four times, a fourth causes abilities to trigger five times, and so on.
Look at each permanent as it exists on the battlefield, taking into account continuous effects, to determine whether any triggered abilities will trigger multiple times. For example, if you control Ashaya, Soul of the Wild, a nontoken creature entering the battlefield will cause any appropriate abilities to trigger an additional time.
Replacement effects are unaffected by Ancient Greenwarden's third ability. This includes any abilities that apply "as [this land] enters the battlefield" and any ability that says the land enters the battlefield with counters.
The trigger event doesn't have to specifically refer to "lands." For example, an ability that triggers "whenever a creature enters the battlefield under your control" would trigger twice if the entering land is also a creature.
Reach (This creature can block creatures with flying.)
You may play lands from your graveyard.
If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Ancient GreenwardenCreature — ElementalNormal - ~$11.93
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
When this land enters,sacrificeit. When you do, search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, thenshuffleand you gain 1 life.
If the target creature is an illegal target by the time Pongify tries to resolve, the spell won't resolve. No player creates an Ape token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create an Ape token.
Courser of Kruphix doesn't change when you can play lands. You can do so only during your main phase when you have priority and the stack is empty.
If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you don't reveal the new top card until you finish doing so. This means that if you play a land from the top of your library, you can't look at the next one until you've handled any replacement effects that modify that land entering the battlefield, such as that of Vesuva.
Playing a land from the top of your library counts as your land play for the turn. Once you play a land during your turn, you won't be able to play an additional land from the top of your library unless another effect (such as that of Azusa, Lost but Seeking) allows you to.
While playing with the top card of your library revealed, if you draw multiple cards, reveal each one before you draw it. If you put multiple cards on top of your library at once, reveal only the one new top card.
Play with the top card of your library revealed.
You may play lands from the top of your library.
Landfall — Whenever a land you control enters, you gain 1 life.
Courser of KruphixEnchantment Creature — CentaurNormal
Titania, Protector of Argoth #MH2-287Legendary Creature — Elemental
When Titania enters, return target land card from your graveyard to the battlefield.
Whenever a land you control is put into a graveyard from the battlefield, create a 5/3 green Elemental creature token.
Titania, Protector of ArgothLegendary Creature — ElementalNormal - ~$0.96
If an awakening counter is moved from an affected land to another land, this doesn't cause the recipient to be affected by Liege of the Tangle's ability.
Whether an affected land remains an 8/8 green Elemental creature depends only on whether it still has an awakening counter on it, not on whether Liege of the Tangle is still on the battlefield.
Trample
Whenever this creature deals combat damage to a player, you may choose any number of target lands you control and put an awakeningcounteron each of them. Each of those lands is an 8/8 green Elemental creature for as long as it has an awakeningcounteron it. They're still lands.
Liege of the TangleCreature — ElementalNormal - ~$2.71
Nissa, Vital Force #172Legendary Planeswalker — Nissa
+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 you control enters, you may draw a card."
When this creature enters, you maysacrificea land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, thenshuffle
Count the number of opponents you currently have, not how many you started with. If your four-player game is down to you and a single opponent, the land enters the battlefield tapped.
If an effect puts the land onto the battlefield tapped, having two or more opponents won't untap it.
If Scute Swarm leaves the battlefield before its triggered ability resolves, the token will still enter the battlefield as a copy of Scute Swarm, using Scute Swarm's copiable values from when it was last on the battlefield.
The token copy will have Scute Swarm's ability. It will also be able to create copies of itself.
The token copy won't copy counters or damage marked on Scute Swarm, nor will it copy other effects that have changed Scute Swarm's power, toughness, types, color, and so on. Normally, this means the token will simply be a Scute Swarm, but if any copy effects have affected the original Scute Swarm, the token will take those into account.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
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.).
Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.
Crucible of Worlds doesn't allow you to activate abilities (such as cycling) of land cards in your graveyard.
Crucible of Worlds doesn't change the times when you can play those land cards. You can still play only one land per turn, and only during your main phase when you have priority and the stack is empty.
The land won’t be a creature as it enters the battlefield unless some other effect is making it one. Abilities that trigger whenever a creature enters the battlefield won’t trigger.
The last sentence of Emergent Sequence’s ability counts the land it put onto the battlefield.
Search your library for a basic land card, put it onto the battlefield tapped, thenshuffle That land becomes a 0/0 green and blue Fractal creature that's still a land. Put a +1/+1counteron it for each land you had enter the battlefield under your control this turn.
If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
If a spell's kicker cost was paid, the spell is "kicked."
If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
The kicker ability doesn't let you pay a kicker cost more than once.
To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
Kicker (You may pay an additional as you cast this spell.)
Scry 2, then draw a card. If this spell was kicked, you may put a land card from your hand onto the battlefield.
A land that becomes a creature because of the first mode will retain any other supertypes, card types, subtypes, and abilities it had.
Even though the card is named after a specific character, controlling any commander will satisfy its condition.
If some but not all of the targets become illegal, Kamahl's Will will resolve but have no effect on illegal targets. If the target of the second mode becomes illegal, no damage will be dealt.
If you choose both modes, the effects happen in the listed order. The lands will become 1/1 creatures in time to deal damage to the target of the second mode.
Once you've announced that you're casting a spell, players can't take any actions until you've finished doing so. Notably, opponents can't try to remove your commander to change how many modes you may choose.
Once you've chosen both modes for the spell, it doesn't matter whether you continue to control a commander. This is true even if you somehow no longer control a commander as you finish casting the spell.
The commander you control doesn't have to be your commander.
There's no extra bonus if you control more than one commander.
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Until end of turn, any number of target lands you control become 1/1 Elemental creatures with vigilance, indestructible, and haste. They're still lands.
• Choose target creature you don't control. Each creature you control deals damage equal to its power to that creature.
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with ",Sacrificethis token: Add one mana of any color.")
You sacrifice the lands as part of the resolution of Entish Restoration. It isn't an additional cost. If Entish Restoration is countered, you won't sacrifice any lands.
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, thenshuffle If you control a creature with power 4 or greater, instead search your library for up to three basic land cards, put them onto the battlefield tapped, thenshuffle
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
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.).
Jolrael's last ability applies to any land creature you control that deals combat damage to a player, not only lands that become land creatures because of Jolrael's first ability.
Use the number of cards in your hand as Jolrael's first ability resolves to determine the value of X. Once the ability resolves, that value is locked in. The power and toughness of the land creature won't change if the number of cards in your hand changes later in the turn.
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.
Jolrael, Voice of ZhalfirLegendary Creature — Human DruidNormal - ~$0.23
Growth Spiral's effect doesn't count as playing a land. It can put a land card onto the battlefield even if it's not your turn or if you've already played your land for the turn.
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.
As an additional cost to cast this spell,sacrificea land.
Search your library for up to two basic land cards, put them onto the battlefield, thenshuffle
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.
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.
Embodiment of InsightCreature — ElementalNormal - ~$0.43
If you have multiple commanders, Jyoti's first ability will create a 1/1 green Forest Dryad land creature token for each time you've cast either of them. For example, if you've cast one commander once and one twice, you'll create three Forest Dryads.
If your commander was countered, that time you cast it still counts.
The value of X in Jyoti's last ability is calculated only once, as Jyoti's ability resolves.
When Jyoti enters, create a 1/1 green Forest Dryad land creature token for each time you've cast your commander from the command zone this game. (They're affected by summoning sickness.)
At the beginning of each combat, land creatures you control get +X/+X until end of turn, where X is Jyoti's power.