This land enters tapped.
, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
: Add .
, : Add , , or .
Hobs bury their kin far from home. They believe the dry, open ground keeps hags from stealing the bones and gwyllions from stealing the spirits.
This land enters tapped.
: Add . ( represents colorless mana.)
: Put a +1/+1 counter on target colorless creature that entered this turn.
This land enters tapped.
: Add , , or .
That which endures, survives.
This land enters tapped.
: Add , , or .
Jund is a world as cruel as those who call it home. Their brutal struggles scar the land even as it carves them in its image, a vicious circle spiraling out of control.
(: Add or .)
This land enters tapped.
Cycling (, Discard this card: Draw a card.)
: Add .
, , Sacrifice a Desert: Exile all graveyards.
When the last scrap of flesh is scoured away, the Curse of Wandering ends. Then the dead may sleep.
: Add . ( represents colorless mana.)
, : Draw a card. Activate only if you have no cards in hand.
Once a center for knowledge, Sea Gate now serves as a reminder of what was lost.
This land enters tapped.
: Add , , or .
For wisdom's sake, it was built high to gaze on all things. For glory's sake, it was built high as a testament of power. For strength's sake, it was built high to repel all attacks.
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
(: Add or .)
This land enters tapped.
Cycling (, Discard this card: Draw a card.)
As this land enters, you may reveal a Plains or Swamp card from your hand. If you don't, this land enters tapped.
: Add or .
A flickering beacon of righteous corruption.
: Add .
: Add . Spend this mana only to cast colorless spells. Activate only if you control seven or more lands.
The gods known to the merfolk as Ula, Emeria, and Cosi were nothing more than false memories of a monstrous trinity: the Eldrazi titans Ulamog, Emrakul, and Kozilek.
, : Add .
Remote but always watching, the soaring city of Otawara moves over Kamigawa with a purpose that few understand.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
The continent of Guul Draz is a geothermal swampland reeking of heat and decay.
, : Add .
On Otaria, peace and harmony are rare. Places that provide both are cherished.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
On the continent of Tazeem, rushing waters plunge through narrow canyons into mist-cloaked lakes.
: Add .
: Add or . Activate only if you control a Swamp.
: Add .
: Add or . Activate only if you control a Swamp.
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
: Add . Activate only if you control five or more lands.
"When gods become apathetic, the people will worship anyone who answers their pleas."
—Kiora
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
: Add .
, : You gain 1 life for each colorless creature you control.
"The voice calls me here, yet I see only bones. Is this more dragon trickery?"
—Sarkhan Vol
: Add .
, : Target legendary creature becomes a God in addition to its other types. Put a +1/+1 counter on it.
, , Sacrifice this land: Put an indestructible counter on target God.
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
: Add . If you control an Urza's Power-Plant and an Urza's Tower, add instead.
In his hunger for power and knowledge, Urza dug deep into Dominaria's ancient past.
: Add . If you control an Urza's Mine and an Urza's Tower, add instead.
Urza threw himself into his research, pushing the boundaries of both possibility and morality.
: Add . If you control an Urza's Mine and an Urza's Power-Plant, add instead.
Urza studied the creations of the Thran not simply to learn from them, but to surpass them.
: Add .
, , Pay life equal to the number of colors in your commanders' color identity: Draw a card.
A figure is moved on a map, and the tide of war changes.
: Add .
: Add .
When you cast this spell, if you have fewer than seven cards in hand, draw cards equal to the difference.
Menace
Discard a card with mana value X: Counter target spell with mana value X.
Changeling (This card is every creature type.)
As Morophon enters, choose a creature type.
Spells of the chosen type you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
Other creatures you control of the chosen type get +1/+1.
When you cast this spell, exile two target permanents.
Indestructible
Whenever Ulamog attacks, defending player exiles the top twenty cards of their library.
When Urza enters, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
Tap an untapped artifact you control: Add .
: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever a Human deals damage to you, destroy it.
Other non-Human creatures you control get +1/+1 and have undying. (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.)
At the beginning of each of your postcombat main phases, add for each 1 life your opponents have lost this turn.
"Live an exemplary life. Die a worthy death. Rise in eternal glory."
You don't lose unspent green mana as steps and phases end.
Omnath gets +1/+1 for each unspent green mana you have.
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Eminence — As long as The Ur-Dragon is in the command zone or on the battlefield, other Dragon spells you cast cost less to cast.
Flying
Whenever one or more Dragons you control attack, draw that many cards, then you may put a permanent card from your hand onto the battlefield.
, Sacrifice this artifact: Add three mana of any one color. Spend this mana only to cast your commander.
Goad all creatures you don't control. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Strixhaven Star food critic Aspen Van Gnoot's coverage of the fight would go on to win a student journalism award for outstanding war reporting.