Diamond 1
Land
As this enters the battlefield, you may pay 1 life and exile a basic land from your hand. If you don't, this enters the battlefield tapped. T: Add W, U or B.
Diamond 2
Land
As this enters the battlefield, you may exile a basic land from your hand. If you don't, this enters the battlefield tapped. T: Add W, U or B. You lose 1 life unless you control a permanent of any color.
It's not a conspiracy theory. The design space between a dual and a land that produces any color is so narrow that I think that filling it with many cycles of trilands may end up making it too easy to build multicolored decks. The full cycles of fetches already does that.
Prison of Defectors
Land T: Add C. T, Pay 1 life: Add one mana of any color. Activate this ability only during another player's turn.
Portal of Freedom
Land
Portal of Freedom enters the battlefield tapped.
When Portal of Freedom enters the battlefield, sacrifice it unless you sacrifice a basic land. T: Add two mana in any combination of colors.
Reveal Multicolor Dual
Land
As Reveal Multicolor Dual enters the battlefield, you may reveal a multicolored card from your hand. If you don't, Reveal Multicolor Dual enters the battlefield tapped. T: Add W or U.
Forgotten Graveyard
Land T: Add C. T: Choose a color of a creature or planeswalker card in your graveyard. Add one mana of that color.
No. I was referring to trilands that can enter untapped or they always enter untapped but the mana ability has some downside attached to it. There are dozens and dozens of possible drawbacks to full cycles of ten trilands.
I made like 10 or 20 cycles of trilands. All sorts of different drawbacks. Conditions to enter untapped, conditions to add mana, life loss or additional costs. I came to the conclusion that they don't make such cycles because they would inevitably devaluate all duals and all lands that add any color.
Metal Triland
Land T: Add C. Metalcraft — As long as you control three or more artifacts, Metal Triland has “T: Add W, U or G.”
TriCheck
Land
TriCheck enters the battlefield tapped unless you control three or more basic lands. T: Add W, U or B.
Worship Triland
Land T: Add C. T: Add W, U or G. Activate this ability only if you control two or more creatures.
Bounce Triland (closest as possible to Lairs)
Land
Bounce Triland enters the battlefield tapped unless you return an untapped land you control to its owner’s hand. T: Add W, R or B.
Hand Triland (too complicated, the condition itself is too wordy)
Land
As Hand Triland enters the battlefield, you may reveal a multicolored card with at least three different colors of mana anywhere on it from your hand. If you don’t, Hand Triland enters the battlefield tapped. T: Add R, U or G.
MultiCheck Triland
Land
MultiCheck Triland enters the battlefield tapped unless there are two or more colors among permanents you control. T: Add G, B or U.
Tricycle Pain (it needs some extra ability to offset being a worse Mana Confluence. But, won't the meta be warped by a whole cycle of ten?)
Land T, Pay 1 life: Add W, G or U.
Cycling 2 (2, Discard this card: Draw a card.)
TriMaze (that's how I see a non tribal Murmuring Bosk)
Land T, Pay 1 life: Add W. T: Add R or U. Activate this ability only if you control a white permanent.
TriMaze 2 (the previous one but the abilities are reversed)
Land T, Pay 1 life: Add G or U. T: Add W. Activate this only if you control a green or blue permanent.
Some ideas for conditions to enter untapped:
- You have less life than your opponent
- You have fewer cards in your hand than your opponent
I made duals with the above two. Not sure if it's too good for three colors.
I came to the conclusion that they aren't makign cycles of trilands except for the tapped ones for $$$$ reasons. If they make one, two or three cycles of ten trilands. The value of lands that produce any color of mana goes down.
Dominaria's Museum
Land
When Dominaria’s Museum enters the battlefield, if you control three or more basic lands, you may put target colorless card from your graveyard on top of your library. T: Add C.
Metamorphic Terrain
Land T, Sacrifice Metamorphic Terrain: Search your library for a non basic plains, island, mountain, forest or swamp and put it onto the battlefield. Shuffle your library afterwards. Activate this ability only if you control a basic land.
Draw Dual 1
Land
When Draw Dual enters the battlefield, draw a card if you control exactly one land. T: Add W or U. Activate this ability only if you control three or more lands.
Draw Dual 2
Land
Draw Dual 2 enters the battlefield tapped.
When Draw Dual 2 enters the battlefield, if you control five or more lands, you may draw a card. T: Add W or U.
Couple Dual
Land
Couple Dual doesn’t untap during your untap step unless you control two or more lands. T: Add W or U.
Double Dual
Land
Double dual enters the battlefield tapped unless you control three other lands.
When Double dual enters the battlefield untapped, all other lands you control gain “T: Add W or U.” until end of turn. T: Add W or U.
Double Dual 2
Land
Double Dual 2 enters the battlefield tapped unless you control four other lands.
When Double Dual 2 enters the battlefield untapped, it gains “T, Sacrifice Double Dual 2: Add CC.” until end of turn. T: Add W or U.
Glittering Cycle
Land
Glittering cycle enters the battlefield tapped. T: Add W. T: Add one mana of any color. Activate this ability only if you control two or more white permanents.
Priest of Light2W
Creature - Human Cleric
When Priest of Light enters the battlefield, exile target card from an opponent’s graveyard and you gain 3 life.
2/2
Ashiok's TutelageBU
Enchantment
Whenever an opponent casts a spell or activates an ability that targets you or a permanent you control, that player puts the top two cards of their library in their graveyard. UB, Sacrifice Ashiok’s Tutelage: Target player puts the top X cards of their library in their graveyard, where X is the number of cards in their hand.
Aurelia's JusticeWR
Enchantment
Whenever an opponent casts a spell or activates an ability that targets you or a permanent you control, Aurealia’s Justice deals 2 damage to that player. 2RW, Sacrifice Aurealia’s Justice: Aurealia’s Justice deals X damage to target player and you gain X life, where X is the number of cards in that player’s hand.
Blood DawnR
Enchantment
When Blood Dawn enters the battlefield, draw a card.
Whenever a player activates a non-mana ability of any land, Blood Dawn deals 1 damage to that player.
Mirrodin's Relic3
Artifact
Whenever you cast a multicolored spell, put one charge counter on Mirrodin’s Relic for each of that spell’s colors. 3, T: Remove all charge counters from Mirrodin’s Relic. For each charge counter removed this way, add one mana of any color.
Morbid Rebirth3GB
Sorcery
Exile target creature card from a graveyard. Then create a green X/X Beast creature token with Trample, where X is the exiled card’s power.
Student of the Dark Arts2B
Creature - Human Rogue
Menace
At the beginning of your upkeep you may pay 1 life and exile a card from your graveyard. If you do, draw a card.
2/2
Shaman of Winds1G
Creature - Human Shaman
Activated abilities of enchantments can't be activated.
Triggered abilities of enchantments can't be triggered.
2/2
Rotting Zombie2B
Creature - Zombie
Whenever another creature enters the battlefield, put a -1/-1 counter on Rotting Zombie.
When Rotting Zombie dies, target creature gets -5/-5 until end of turn.
5/5
Walking Cadaver2B
Creature - Zombie
When you lose life or discard a card, sacrifice Walking Cadaver.
5/5
Putrid Zombie 2BB
Creature - Zombie
When Putrid Zombie dies, destroy each creature with converted mana cost four or less and remove one loyalty counter from each planeswalker.
3/3
Keeper of Pain 2BB
Creature - Human Cleric
When Keeper of Pain enters the battlefield, choose a card type.
Whenever a card of the chosen type is put into an opponent's graveyard from anywhere, that player loses 1 life.
2/2
Storm Dragon3RR
Creature - Dragon
Flying
When Storm Dragon enters the battlefield, you may sacrifice a land. If you do, it gets +1/+1 and gains haste until end of turn.
4/4
Shaman of the Wild1G
Creature - Elf Shaman
Whenever a nontoken creature enters the battlefield under your control, add one mana of any color.
1/2
Morning FaerieUG
Creature - Faeri
Flying
Whenever Morning Faerie attacks, you may untap a land you control.
2/2
Electrolizer Mage1UR
Creature - Human Wizard
Haste
When Electrolizer Mage enters the battlefield, you may cast target instant or sorcery card with converted mana cost 3 or less from your graveyard without paying its mana cost.
2/2
Mystical FaeriWU
Creature - Faeri Wizard
Flying
As long as you have 3 or more cards in your hand, Mystical Faeri has hexproof and gets +2/+2.
1/1
Death Eater3BG
Creature - ???
Deathtouch, lifelink
Whenever a creature an opponent control dies, put a +1/+1 counter on Death Eater.
3/3
Angel of the Mystical Arts3WU
Creature - Angel
Flying, lifelink
Angel of the Mystical Arts gets +1/+1 for each artifact and/or enchantment you control.
2/2
Word of Banishment 2WU
Instant
Counter target triggered or activated ability. If a nonland card or permanent's ability is countered this way, exile it.
Surge of vitality 1WG
Instant
Until end of turn, target creature gains lifelink and gets +X/+X, where X is its power.
Art of creation2BG
Instant
Choose one —
• Remove all counters from target creature, artifact or enchantment
• Double the number of counters on target creature, artifact or enchantment
Reverse SpellWU
Instant
Counter target spell unless its controller pays 3. If that spell is countered this way, you gain 3 life.
Pulse of Bright Light1WG
Instant
Choose one —
• Destroy target artifact and all other artifacts with the same converted mana cost
• Destroy target enchantment and all other enchantments with the same converted mana cost
Outnumbered1B
Instant
Until end of turn, target creature gets -X/-X, where X is the number of creatures you control.
Death's DeceptionUB
Instant
As an additional cost to cast Death's Deception, sacrifice a permanent.
You may cast target spell from your graveyard with converted mana equal or less than the sacrificed permanent without paying its mana cost. Exile Death's Deception.
Last Though1UU
Instant
Last Thought can't be countered.
Counter target spell unless its controller pays 3.
Miscalculated MoveU
Instant
You may return an island you control to its owner's hand rather than pay Miscalculated Move casting cost.
Counter target triggered or activated ability of a nonland card.
Unexpected Mistake1U
Instant
Counter target spell, activated ability or triggered ability unless its controller pays 1.
Draw a card.
Reckless LightningRR
Instant
Reckless Lightning deals 3 damage to any target you don't control. That target or target's controller may have Reckless Lightning deal 2 damage to any target or their choice. If that player does, Reckless Lightning deals an additional 2 damage to any target of your choice.
Engulfed by DarknessB
Instant
Target creature gets -1/-1 for each color it is until end of turn. If that creature is put in a graveyard this turn, draw a card.
Precision StrikeBG
Instant
Destroy target permanent if with more than one permanent type.
Draw a card.
March of the Lost Souls3
Sorcery
Exile all cards from all graveyards. Each player creates a black and white 1/1 Spirit creature token for each card that was exiled from their graveyard this way.
Blessed Time3WUU
Sorcery
Take an extra turn after this one. Until the end of your next turn, prevent all damage that would be dealt to you or permanents you control. Exile Blessed Time.
Bolas' CrueltyRBU
Sorcery
Target opponent chooses two —
• Bolas' Cruelty 2 deals 3 damage to any target they control
• Return target permanent they control to its owner's hand
• They discard 2 cards.
Aether Fracture3UU
Sorcery
Return all artifacts, creatures and enchantments to their owner's hand.
Bond with Aether2UU
Sorcery
Return two target nonland permanents with the same converted mana cost to their owner's hand.
Ancient Power2G
Sorcery
Put X +1/+1 counters on target creature, where X is the number of artifacts and/or enchantments you control.
Solar Mox0
Artifact T: Add one mana of any color that a non-artifact legendary permanent you control could produce.
Singular Orb2
Artifact
Spells can't be copied.
If one or more tokens would be created, no tokens are created instead.
Unity Diamond2
Artifact
Unity Diamond enters the battlefield tapped. T: Add one mana of any color among creatures you control.
Sphere of Restrain2
Artifact
Spells or activated abilities that have more than one target cost 1 more to cast or activated for each target beyond the first.
Tesla Coil3
Artifact
Creatures can't be enchanted or equipped. 1WG, T, Sacrifice Tesla Coil: Destroy all Auras and Equipments.
Artificer's Ring4
Artifact T: Add CC.
Metalcraft — If you control three or more artifacts, Artificer's Ring cost 2 less to be cast.
Paincheck Diamond2
Artifact T: Add W. You lose 1 life unless you control a white permanent. T: Add U. You lose 1 life unless you control a blue permanent.
Dark Secrets1B
Enchantment
At the beginning of your upkeep, you lose 1 life, exile a card from your graveyard and draw a card.
When there are no cards in your graveyard, sacrifice Dark Secrets.
Circle of Bind2G
Enchantment
Spells that target another spell or an ability cost 1 more to be cast.
Activated abilities that target another ability or a spell cost 1 more to activate.
Maro's Mantle1G
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2.
Sacrifice Maro's Mantle: Until end of turn, enchanted creature gains trample and gets +X/+X, where X is the number of cards in your hand.
Windgrace's Blessing1G
Enchantment
At the beginning of each opponent's untap step, untap up to two lands you control.
Punish Time1R
Enchantment
Whenever a player casts a spell or activates an ability during another player's turn, Punish Time deals 2 damage to that player.
Death's BargainBBB
Enchantment B, Sacrifice a creature: You lose life equal to that creature's power and draw that many cards.
Strange Evolution2UG
Legendary Enchantment - Aura
Enchant a creature you control.
Creatures you control have base power and toughness equal to enchanted creature.
Vigor CloakWG
Enchantment - Aura
Enchant creature
Enchanted creature has trample.
Whenever you gain life, enchanted creature gets +X/+X until end of turn, where X is the amount of life you gained.
Greater Greed2BG
Enchantment
Pay 2 life, sacrifice a permanent: Draw a card.
Prowess for All2WG
Enchantment
Whenever you cast a spell, target creature you control gets +2/+2 until end of turn.
Artificer's CircleWG
Enchantment
Activated abilities of artifacts and enchantments your opponents control cost 1 more to activate.
Whenever you cast an artifact or enchantment spell, you gain 1 life.
Blood Mana1BB
Enchantment
All spells cost an additional 1 life to cast.
Ugin's Resting Place
Land
Whenever you cast your first colorless spell on each of your turns, you gain 1 life. T: Add C.
Sac Land 1
Land
Sac Land 1 enters the battlefield tapped. T: Add W or U.
Pay 1 life T, Sacrifice Sac Land 1: Add WU.
Jace's Library
Land - Island
(T: Add U.)
Jace's Library enters the battlefield tapped.
When Jace's Library enters the battlefield, if you control three or more basic lands, scry 2.
Serra's Encamptment
(T: Add W.)
Serras's Encampment enters the battlefield tapped.
When Serras's Encampment enters the battlefield, If you control three or more basic lands, you gain 4 life.
Nissa's Genesis Forest
Land - Forest
(T: Add G.)
Nissa's Genesis Forest enters the battlefield tapped.
When Nissa's Genesis Forest enters the battlefield, if you control three or more basic lands, you may put a land card from your hand onto the battlefield.
Liliana's Marsh of Doubt
Land - Swamp
(T: Add B.)
Liliana's Marsh of Doubt enters the battlefield tapped.
When Marsh of Doubt enters the battlefield, if you control three or more basic lands, target opponent discards a card.
Chandra's Pyrochamber
Land - Mountain
(T: Add R.)
Chandra's Pyrochamber enters the battlefield tapped.
When Chandra's Pyrochamber enters the battlefield, if you control three or more basic lands, add RR.
Convergence of Alara
Legendary land
Domain — As long as you control a land of each basic type, damage dealt to you by creatures is reduced by 1. T: Add C.
Trick Dual
Land
Trick Dual enters the battlefield tapped.
When Trick Dual enters the battlefield, up to one target land you control gains “T: Add W or U.” until end of turn. T: Add W or U.
Cast into the Fire1R
Instant
Destroy target artifact. If you control two or more red permanents, Cast into the Fire deals 3 damage to any target.
Drown a Spell1UU
Instant
Counter target spell. If you control two or more blue permanents, draw a card.
Convergence Field
Land T: Add C. T, Pay 1 life: Add one mana of any color that a land you control could produce.
Threshold Cycle
Land T: Add C.
Threshold — T: Add W, U or G. Activate this ability only if seven or more cards are in your graveyard
Sorcery Dual
Land T: Add C. T: Add W or U. Activate this ability only at any time you could cast a sorcery.
Shiva, Chamber of Echoes
Legendary Land
Shiva, Chamber of Echoes enters the battlefield tapped. T: Add R. 2RR, T, Sacrifice Shiva, Chamber of Echoes: Copy target instant or sorcery spell that has one target. You may choose new targets for the copy.
Ruins of Alexandria
Land T: Add C. T, Sacrifice Ruins of Alexandria: Draw a card. Activate this ability only if you have no cards in your hand and only at any time you could cast a sorcery.
Revolt Dual
Land
Revolt Dual enters the battlefield tapped unless a permanent you controlled left the battlefield this turn. T: Add U or R.
Reversed Check Cycle
Land - Plains Island
Reversed Check Cycle enters the battlefield tapped if you control a nonland permanent.
Refract Cycle
Land T: Add C. T: Add W or U. Activate this ability only if you control a permanent of one or more colors.
Negative Triland
Land T: Add W, U or G. If you control a colored permanent, add C instead.
Negative Painland
Land T: Add W or U. If it’s not your turn, Negative Painland deals 1 damage to you.
Negative Dual
Land T: Add W. If you control a white creature, add C instead. T: Add U. If you control a blue creature, add C instead.
Mono Dual
Land T: Add W or U. Spend this mana only to cast monocolored spells or pay the activation costs of monocolored cards.
Desperation Zone
Land T: Add C. T: Add one mana of any color. Activate this ability only if you have half or less your starting life total.
Cheaper Bycicle
Land
Cheaper Bycicle enters the battlefield tapped. T: Add W or U.
Cycling ( , Discard this card: Draw a card.)
Cast Lands
Land
Cast Lands enters the battlefield tapped unless you have cast a spell this turn. T: Add W or U.
Counter target spell if all lands of its controller are tapped.
Diamond 1
Land
As this enters the battlefield, you may pay 1 life and exile a basic land from your hand. If you don't, this enters the battlefield tapped.
T: Add W, U or B.
Diamond 2
Land
As this enters the battlefield, you may exile a basic land from your hand. If you don't, this enters the battlefield tapped.
T: Add W, U or B. You lose 1 life unless you control a permanent of any color.
Prison of Defectors
Land
T: Add C.
T, Pay 1 life: Add one mana of any color. Activate this ability only during another player's turn.
Portal of Freedom
Land
Portal of Freedom enters the battlefield tapped.
When Portal of Freedom enters the battlefield, sacrifice it unless you sacrifice a basic land.
T: Add two mana in any combination of colors.
Reveal Multicolor Dual
Land
As Reveal Multicolor Dual enters the battlefield, you may reveal a multicolored card from your hand. If you don't, Reveal Multicolor Dual enters the battlefield tapped.
T: Add W or U.
Forgotten Graveyard
Land
T: Add C.
T: Choose a color of a creature or planeswalker card in your graveyard. Add one mana of that color.
Are they going to reprint manlands? Are they going to complete that incomplete cycle of duals?
Devoid and eldrazi are out of question.
Land
T: Add C.
Metalcraft — As long as you control three or more artifacts, Metal Triland has “T: Add W, U or G.”
TriCheck
Land
TriCheck enters the battlefield tapped unless you control three or more basic lands.
T: Add W, U or B.
Worship Triland
Land
T: Add C.
T: Add W, U or G. Activate this ability only if you control two or more creatures.
Bounce Triland (closest as possible to Lairs)
Land
Bounce Triland enters the battlefield tapped unless you return an untapped land you control to its owner’s hand.
T: Add W, R or B.
Hand Triland (too complicated, the condition itself is too wordy)
Land
As Hand Triland enters the battlefield, you may reveal a multicolored card with at least three different colors of mana anywhere on it from your hand. If you don’t, Hand Triland enters the battlefield tapped.
T: Add R, U or G.
MultiCheck Triland
Land
MultiCheck Triland enters the battlefield tapped unless there are two or more colors among permanents you control.
T: Add G, B or U.
Tricycle Pain (it needs some extra ability to offset being a worse Mana Confluence. But, won't the meta be warped by a whole cycle of ten?)
Land
T, Pay 1 life: Add W, G or U.
Cycling 2 (2, Discard this card: Draw a card.)
TriMaze (that's how I see a non tribal Murmuring Bosk)
Land
T, Pay 1 life: Add W.
T: Add R or U. Activate this ability only if you control a white permanent.
TriMaze 2 (the previous one but the abilities are reversed)
Land
T, Pay 1 life: Add G or U.
T: Add W. Activate this only if you control a green or blue permanent.
Some ideas for conditions to enter untapped:
- You have less life than your opponent
- You have fewer cards in your hand than your opponent
I made duals with the above two. Not sure if it's too good for three colors.
I came to the conclusion that they aren't makign cycles of trilands except for the tapped ones for $$$$ reasons. If they make one, two or three cycles of ten trilands. The value of lands that produce any color of mana goes down.
Dominaria's Museum
Land
When Dominaria’s Museum enters the battlefield, if you control three or more basic lands, you may put target colorless card from your graveyard on top of your library.
T: Add C.
Metamorphic Terrain
Land
T, Sacrifice Metamorphic Terrain: Search your library for a non basic plains, island, mountain, forest or swamp and put it onto the battlefield. Shuffle your library afterwards. Activate this ability only if you control a basic land.
Draw Dual 1
Land
When Draw Dual enters the battlefield, draw a card if you control exactly one land.
T: Add W or U. Activate this ability only if you control three or more lands.
Draw Dual 2
Land
Draw Dual 2 enters the battlefield tapped.
When Draw Dual 2 enters the battlefield, if you control five or more lands, you may draw a card.
T: Add W or U.
Couple Dual
Land
Couple Dual doesn’t untap during your untap step unless you control two or more lands.
T: Add W or U.
Double Dual
Land
Double dual enters the battlefield tapped unless you control three other lands.
When Double dual enters the battlefield untapped, all other lands you control gain “T: Add W or U.” until end of turn.
T: Add W or U.
Double Dual 2
Land
Double Dual 2 enters the battlefield tapped unless you control four other lands.
When Double Dual 2 enters the battlefield untapped, it gains “T, Sacrifice Double Dual 2: Add CC.” until end of turn.
T: Add W or U.
Glittering Cycle
Land
Glittering cycle enters the battlefield tapped.
T: Add W.
T: Add one mana of any color. Activate this ability only if you control two or more white permanents.
Priest of Light 2W
Creature - Human Cleric
When Priest of Light enters the battlefield, exile target card from an opponent’s graveyard and you gain 3 life.
2/2
Ashiok's Tutelage BU
Enchantment
Whenever an opponent casts a spell or activates an ability that targets you or a permanent you control, that player puts the top two cards of their library in their graveyard.
UB, Sacrifice Ashiok’s Tutelage: Target player puts the top X cards of their library in their graveyard, where X is the number of cards in their hand.
Aurelia's Justice WR
Enchantment
Whenever an opponent casts a spell or activates an ability that targets you or a permanent you control, Aurealia’s Justice deals 2 damage to that player.
2RW, Sacrifice Aurealia’s Justice: Aurealia’s Justice deals X damage to target player and you gain X life, where X is the number of cards in that player’s hand.
Blood Dawn R
Enchantment
When Blood Dawn enters the battlefield, draw a card.
Whenever a player activates a non-mana ability of any land, Blood Dawn deals 1 damage to that player.
Mirrodin's Relic 3
Artifact
Whenever you cast a multicolored spell, put one charge counter on Mirrodin’s Relic for each of that spell’s colors.
3, T: Remove all charge counters from Mirrodin’s Relic. For each charge counter removed this way, add one mana of any color.
Morbid Rebirth 3GB
Sorcery
Exile target creature card from a graveyard. Then create a green X/X Beast creature token with Trample, where X is the exiled card’s power.
Creature - Human Rogue
Menace
At the beginning of your upkeep you may pay 1 life and exile a card from your graveyard. If you do, draw a card.
2/2
Shaman of Winds 1G
Creature - Human Shaman
Activated abilities of enchantments can't be activated.
Triggered abilities of enchantments can't be triggered.
2/2
Rotting Zombie 2B
Creature - Zombie
Whenever another creature enters the battlefield, put a -1/-1 counter on Rotting Zombie.
When Rotting Zombie dies, target creature gets -5/-5 until end of turn.
5/5
Walking Cadaver 2B
Creature - Zombie
When you lose life or discard a card, sacrifice Walking Cadaver.
5/5
Putrid Zombie 2BB
Creature - Zombie
When Putrid Zombie dies, destroy each creature with converted mana cost four or less and remove one loyalty counter from each planeswalker.
3/3
Keeper of Pain 2BB
Creature - Human Cleric
When Keeper of Pain enters the battlefield, choose a card type.
Whenever a card of the chosen type is put into an opponent's graveyard from anywhere, that player loses 1 life.
2/2
Storm Dragon 3RR
Creature - Dragon
Flying
When Storm Dragon enters the battlefield, you may sacrifice a land. If you do, it gets +1/+1 and gains haste until end of turn.
4/4
Shaman of the Wild 1G
Creature - Elf Shaman
Whenever a nontoken creature enters the battlefield under your control, add one mana of any color.
1/2
Morning Faerie UG
Creature - Faeri
Flying
Whenever Morning Faerie attacks, you may untap a land you control.
2/2
Electrolizer Mage 1UR
Creature - Human Wizard
Haste
When Electrolizer Mage enters the battlefield, you may cast target instant or sorcery card with converted mana cost 3 or less from your graveyard without paying its mana cost.
2/2
Mystical Faeri WU
Creature - Faeri Wizard
Flying
As long as you have 3 or more cards in your hand, Mystical Faeri has hexproof and gets +2/+2.
1/1
Death Eater 3BG
Creature - ???
Deathtouch, lifelink
Whenever a creature an opponent control dies, put a +1/+1 counter on Death Eater.
3/3
Angel of the Mystical Arts 3WU
Creature - Angel
Flying, lifelink
Angel of the Mystical Arts gets +1/+1 for each artifact and/or enchantment you control.
2/2
Word of Banishment 2WU
Instant
Counter target triggered or activated ability. If a nonland card or permanent's ability is countered this way, exile it.
Surge of vitality 1WG
Instant
Until end of turn, target creature gains lifelink and gets +X/+X, where X is its power.
Art of creation 2BG
Instant
Choose one —
• Remove all counters from target creature, artifact or enchantment
• Double the number of counters on target creature, artifact or enchantment
Reverse Spell WU
Instant
Counter target spell unless its controller pays 3. If that spell is countered this way, you gain 3 life.
Pulse of Bright Light 1WG
Instant
Choose one —
• Destroy target artifact and all other artifacts with the same converted mana cost
• Destroy target enchantment and all other enchantments with the same converted mana cost
Outnumbered 1B
Instant
Until end of turn, target creature gets -X/-X, where X is the number of creatures you control.
Death's Deception UB
Instant
As an additional cost to cast Death's Deception, sacrifice a permanent.
You may cast target spell from your graveyard with converted mana equal or less than the sacrificed permanent without paying its mana cost. Exile Death's Deception.
Last Though 1UU
Instant
Last Thought can't be countered.
Counter target spell unless its controller pays 3.
Miscalculated Move U
Instant
You may return an island you control to its owner's hand rather than pay Miscalculated Move casting cost.
Counter target triggered or activated ability of a nonland card.
Unexpected Mistake 1U
Instant
Counter target spell, activated ability or triggered ability unless its controller pays 1.
Draw a card.
Reckless Lightning RR
Instant
Reckless Lightning deals 3 damage to any target you don't control. That target or target's controller may have Reckless Lightning deal 2 damage to any target or their choice. If that player does, Reckless Lightning deals an additional 2 damage to any target of your choice.
Engulfed by Darkness B
Instant
Target creature gets -1/-1 for each color it is until end of turn. If that creature is put in a graveyard this turn, draw a card.
Precision Strike BG
Instant
Destroy target permanent if with more than one permanent type.
Draw a card.
March of the Lost Souls 3
Sorcery
Exile all cards from all graveyards. Each player creates a black and white 1/1 Spirit creature token for each card that was exiled from their graveyard this way.
Blessed Time 3WUU
Sorcery
Take an extra turn after this one. Until the end of your next turn, prevent all damage that would be dealt to you or permanents you control. Exile Blessed Time.
Bolas' Cruelty RBU
Sorcery
Target opponent chooses two —
• Bolas' Cruelty 2 deals 3 damage to any target they control
• Return target permanent they control to its owner's hand
• They discard 2 cards.
Aether Fracture 3UU
Sorcery
Return all artifacts, creatures and enchantments to their owner's hand.
Bond with Aether 2UU
Sorcery
Return two target nonland permanents with the same converted mana cost to their owner's hand.
Ancient Power 2G
Sorcery
Put X +1/+1 counters on target creature, where X is the number of artifacts and/or enchantments you control.
Solar Mox 0
Artifact
T: Add one mana of any color that a non-artifact legendary permanent you control could produce.
Singular Orb 2
Artifact
Spells can't be copied.
If one or more tokens would be created, no tokens are created instead.
Unity Diamond 2
Artifact
Unity Diamond enters the battlefield tapped.
T: Add one mana of any color among creatures you control.
Sphere of Restrain 2
Artifact
Spells or activated abilities that have more than one target cost 1 more to cast or activated for each target beyond the first.
Tesla Coil 3
Artifact
Creatures can't be enchanted or equipped.
1WG, T, Sacrifice Tesla Coil: Destroy all Auras and Equipments.
Artificer's Ring 4
Artifact
T: Add CC.
Metalcraft — If you control three or more artifacts, Artificer's Ring cost 2 less to be cast.
Paincheck Diamond 2
Artifact
T: Add W. You lose 1 life unless you control a white permanent.
T: Add U. You lose 1 life unless you control a blue permanent.
Dark Secrets 1B
Enchantment
At the beginning of your upkeep, you lose 1 life, exile a card from your graveyard and draw a card.
When there are no cards in your graveyard, sacrifice Dark Secrets.
Circle of Bind 2G
Enchantment
Spells that target another spell or an ability cost 1 more to be cast.
Activated abilities that target another ability or a spell cost 1 more to activate.
Maro's Mantle 1G
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2.
Sacrifice Maro's Mantle: Until end of turn, enchanted creature gains trample and gets +X/+X, where X is the number of cards in your hand.
Windgrace's Blessing 1G
Enchantment
At the beginning of each opponent's untap step, untap up to two lands you control.
Punish Time 1R
Enchantment
Whenever a player casts a spell or activates an ability during another player's turn, Punish Time deals 2 damage to that player.
Death's Bargain BBB
Enchantment
B, Sacrifice a creature: You lose life equal to that creature's power and draw that many cards.
Strange Evolution 2UG
Legendary Enchantment - Aura
Enchant a creature you control.
Creatures you control have base power and toughness equal to enchanted creature.
Vigor Cloak WG
Enchantment - Aura
Enchant creature
Enchanted creature has trample.
Whenever you gain life, enchanted creature gets +X/+X until end of turn, where X is the amount of life you gained.
Greater Greed 2BG
Enchantment
Pay 2 life, sacrifice a permanent: Draw a card.
Prowess for All 2WG
Enchantment
Whenever you cast a spell, target creature you control gets +2/+2 until end of turn.
Artificer's Circle WG
Enchantment
Activated abilities of artifacts and enchantments your opponents control cost 1 more to activate.
Whenever you cast an artifact or enchantment spell, you gain 1 life.
Blood Mana 1BB
Enchantment
All spells cost an additional 1 life to cast.
Ugin's Resting Place
Land
Whenever you cast your first colorless spell on each of your turns, you gain 1 life.
T: Add C.
Sac Land 1
Land
Sac Land 1 enters the battlefield tapped.
T: Add W or U.
Pay 1 life T, Sacrifice Sac Land 1: Add WU.
Jace's Library
Land - Island
(T: Add U.)
Jace's Library enters the battlefield tapped.
When Jace's Library enters the battlefield, if you control three or more basic lands, scry 2.
Serra's Encamptment
(T: Add W.)
Serras's Encampment enters the battlefield tapped.
When Serras's Encampment enters the battlefield, If you control three or more basic lands, you gain 4 life.
Nissa's Genesis Forest
Land - Forest
(T: Add G.)
Nissa's Genesis Forest enters the battlefield tapped.
When Nissa's Genesis Forest enters the battlefield, if you control three or more basic lands, you may put a land card from your hand onto the battlefield.
Liliana's Marsh of Doubt
Land - Swamp
(T: Add B.)
Liliana's Marsh of Doubt enters the battlefield tapped.
When Marsh of Doubt enters the battlefield, if you control three or more basic lands, target opponent discards a card.
Chandra's Pyrochamber
Land - Mountain
(T: Add R.)
Chandra's Pyrochamber enters the battlefield tapped.
When Chandra's Pyrochamber enters the battlefield, if you control three or more basic lands, add RR.
Convergence of Alara
Legendary land
Domain — As long as you control a land of each basic type, damage dealt to you by creatures is reduced by 1.
T: Add C.
Trick Dual
Land
Trick Dual enters the battlefield tapped.
When Trick Dual enters the battlefield, up to one target land you control gains “T: Add W or U.” until end of turn.
T: Add W or U.
Cast into the Fire 1R
Instant
Destroy target artifact. If you control two or more red permanents, Cast into the Fire deals 3 damage to any target.
Drown a Spell 1UU
Instant
Counter target spell. If you control two or more blue permanents, draw a card.
Land
T: Add C.
T, Pay 1 life: Add one mana of any color that a land you control could produce.
Threshold Cycle
Land
T: Add C.
Threshold — T: Add W, U or G. Activate this ability only if seven or more cards are in your graveyard
Sorcery Dual
Land
T: Add C.
T: Add W or U. Activate this ability only at any time you could cast a sorcery.
Shiva, Chamber of Echoes
Legendary Land
Shiva, Chamber of Echoes enters the battlefield tapped.
T: Add R.
2RR, T, Sacrifice Shiva, Chamber of Echoes: Copy target instant or sorcery spell that has one target. You may choose new targets for the copy.
Ruins of Alexandria
Land
T: Add C.
T, Sacrifice Ruins of Alexandria: Draw a card. Activate this ability only if you have no cards in your hand and only at any time you could cast a sorcery.
Revolt Dual
Land
Revolt Dual enters the battlefield tapped unless a permanent you controlled left the battlefield this turn.
T: Add U or R.
Reversed Check Cycle
Land - Plains Island
Reversed Check Cycle enters the battlefield tapped if you control a nonland permanent.
Refract Cycle
Land
T: Add C.
T: Add W or U. Activate this ability only if you control a permanent of one or more colors.
Negative Triland
Land
T: Add W, U or G. If you control a colored permanent, add C instead.
Negative Painland
Land
T: Add W or U. If it’s not your turn, Negative Painland deals 1 damage to you.
Negative Dual
Land
T: Add W. If you control a white creature, add C instead.
T: Add U. If you control a blue creature, add C instead.
Mono Dual
Land
T: Add W or U. Spend this mana only to cast monocolored spells or pay the activation costs of monocolored cards.
Desperation Zone
Land
T: Add C.
T: Add one mana of any color. Activate this ability only if you have half or less your starting life total.
Cheaper Bycicle
Land
Cheaper Bycicle enters the battlefield tapped.
T: Add W or U.
Cycling ( , Discard this card: Draw a card.)
Cast Lands
Land
Cast Lands enters the battlefield tapped unless you have cast a spell this turn.
T: Add W or U.