1141 – 1,190 of 1,190 cards where the color identity ≤ R and (the set is “all” or the set is “hml” or the set is “ice” or the set is “fem” or the set is “drk” or the set is “leg” or the set is “atq” or the set is “arn” or the set is “leb” or the block is “mmq” or the block is “usg” …
Dust Bowl
Land
{T}: Add {C}.
{3}, {T}, Sacrifice a land: Destroy target nonbasic land.
Elephant Graveyard
Land
{T}: Add {C}.
{T}: Regenerate target Elephant.
Flood Plain
Land
Flood Plain enters the battlefield tapped.
{T}, Sacrifice Flood Plain: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Gemstone Mine
Land
Gemstone Mine enters the battlefield with three mining counters on it.
{T}, Remove a mining counter from Gemstone Mine: Add one mana of any color. If there are no mining counters on Gemstone Mine, sacrifice it.
Ghost Town
Land
{T}: Add {C}.
{0}: Return Ghost Town to its owner’s hand. Activate only if it’s not your turn.
Glacial Chasm
Land
Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When Glacial Chasm enters the battlefield, sacrifice a land.
Creatures you control can’t attack.
Prevent all damage that would be dealt to you.
Grasslands
Land
Grasslands enters the battlefield tapped.
{T}, Sacrifice Grasslands: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Griffin Canyon
Land
{T}: Add {C}.
{T}: Untap target Griffin. If it’s a creature, it gets +1/+1 until end of turn.
Halls of Mist
Land
Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Creatures that attacked during their controller’s last turn can’t attack.
Henge of Ramos
Land
{T}: Add {C}.
{2}, {T}: Add one mana of any color.
High Market
Land
{T}: Add {C}.
{T}, Sacrifice a creature: You gain 1 life.
Ice Floe
Land
You may choose not to untap Ice Floe during your untap step.
{T}: Tap target creature without flying that’s attacking you. It doesn’t untap during its controller’s untap step for as long as Ice Floe remains tapped.
Island of Wak-Wak
Land
{T}: Target creature with flying has base power 0 until end of turn.
Library of Alexandria
Land
{T}: Add {C}.
{T}: Draw a card. Activate only if you have exactly seven cards in hand.
Lotus Vale
Land
If Lotus Vale would enter the battlefield, sacrifice two untapped lands instead. If you do, put Lotus Vale onto the battlefield. If you don’t, put it into its owner’s graveyard.
{T}: Add three mana of any one color.
Maze of Ith
Land
{T}: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Maze of Shadows
Land
{T}: Add {C}.
{T}: Untap target attacking creature with shadow. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Mishra's Factory
Land
{T}: Add {C}.
{1}: Mishra’s Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It’s still a land.
{T}: Target Assembly-Worker creature gets +1/+1 until end of turn.
Mishra's Workshop
Land
{T}: Add {C}{C}{C}. Spend this mana only to cast artifact spells.
Mountain Stronghold
Land
Red legendary creatures you control have “bands with other legendary creatures.” (Any legendary creatures can attack in a band as long as at least one has “bands with other legendary creatures.” Bands are blocked as a group. If at least two legendary creatures you control, one of which has “bands with other legendary creatures,” are blocking or being blocked by the same creature, you divide that creature’s combat damage, not its controller, among any of the creatures it’s being blocked by or is blocking.)
Mountain Valley
Land
Mountain Valley enters the battlefield tapped.
{T}, Sacrifice Mountain Valley: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Oasis
Land
{T}: Prevent the next 1 damage that would be dealt to target creature this turn.
Quicksand
Land
{T}: Add {C}.
{T}, Sacrifice Quicksand: Target attacking creature without flying gets -1/-2 until end of turn.
Rainbow Vale
Land
{T}: Add one mana of any color. An opponent gains control of Rainbow Vale at the beginning of the next end step.
Rath's Edge
Legendary Land
{T}: Add {C}.
{4}, {T}, Sacrifice a land: Rath’s Edge deals 1 damage to any target.
Reflecting Pool
Land
{T}: Add one mana of any type that a land you control could produce.
Rhystic Cave
Land
{T}: Choose a color. Add one mana of that color unless any player pays {1}. Activate only as an instant.
Rishadan Port
Land
{T}: Add {C}.
{1}, {T}: Tap target land.
Rocky Tar Pit
Land
Rocky Tar Pit enters the battlefield tapped.
{T}, Sacrifice Rocky Tar Pit: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Safe Haven
Land
{2}, {T}: Exile target creature you control.
At the beginning of your upkeep, you may sacrifice Safe Haven. If you do, return each card exiled with Safe Haven to the battlefield under its owner’s control.
School of the Unseen
Land
{T}: Add {C}.
{2}, {T}: Add one mana of any color.
Scorched Ruins
Land
If Scorched Ruins would enter the battlefield, sacrifice two untapped lands instead. If you do, put Scorched Ruins onto the battlefield. If you don’t, put it into its owner’s graveyard.
{T}: Add {C}{C}{C}{C}.
Seafarer's Quay
Land
Blue legendary creatures you control have “bands with other legendary creatures.” (Any legendary creatures can attack in a band as long as at least one has “bands with other legendary creatures.” Bands are blocked as a group. If at least two legendary creatures you control, one of which has “bands with other legendary creatures,” are blocking or being blocked by the same creature, you divide that creature’s combat damage, not its controller, among any of the creatures it’s being blocked by or is blocking.)
Sheltered Valley
Land
If Sheltered Valley would enter the battlefield, instead sacrifice each other permanent named Sheltered Valley you control, then put Sheltered Valley onto the battlefield.
At the beginning of your upkeep, if you control three or fewer lands, you gain 1 life.
{T}: Add {C}.
Sorrow's Path
Land
{T}: Choose two target blocking creatures an opponent controls. If each of those creatures could block all creatures that the other is blocking, remove both of them from combat. Each one then blocks all creatures the other was blocking.
Whenever Sorrow’s Path becomes tapped, it deals 2 damage to you and each creature you control.
Stalking Stones
Land
{T}: Add {C}.
{6}: Stalking Stones becomes a 3/3 Elemental artifact creature that’s still a land. (This effect lasts indefinitely.)
Strip Mine
Land
{T}: Add {C}.
{T}, Sacrifice Strip Mine: Destroy target land.
Terrain Generator
Land
{T}: Add {C}.
{2}, {T}: You may put a basic land card from your hand onto the battlefield tapped.
Thawing Glaciers
Land
Thawing Glaciers enters the battlefield tapped.
{1}, {T}: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Return Thawing Glaciers to its owner’s hand at the beginning of the next cleanup step.
The Tabernacle at Pendrell Vale
Legendary Land
All creatures have “At the beginning of your upkeep, destroy this creature unless you pay {1}.”
Thran Quarry
Land
At the beginning of the end step, if you control no creatures, sacrifice Thran Quarry.
{T}: Add one mana of any color.
Tower of the Magistrate
Land
{T}: Add {C}.
{1}, {T}: Target creature gains protection from artifacts until end of turn.
Undiscovered Paradise
Land
{T}: Add one mana of any color. During your next untap step, as you untap your permanents, return Undiscovered Paradise to its owner’s hand.
Unholy Citadel
Land
Black legendary creatures you control have “bands with other legendary creatures.” (Any legendary creatures can attack in a band as long as at least one has “bands with other legendary creatures.” Bands are blocked as a group. If at least two legendary creatures you control, one of which has “bands with other legendary creatures,” are blocking or being blocked by the same creature, you divide that creature’s combat damage, not its controller, among any of the creatures it’s being blocked by or is blocking.)
Urza's Mine
Land — Urza's Mine
{T}: Add {C}. If you control an Urza’s Power-Plant and an Urza’s Tower, add {C}{C} instead.
Urza's Power Plant
Land — Urza's Power-Plant
{T}: Add {C}. If you control an Urza’s Mine and an Urza’s Tower, add {C}{C} instead.
Urza's Tower
Land — Urza's Tower
{T}: Add {C}. If you control an Urza’s Mine and an Urza’s Power-Plant, add {C}{C}{C} instead.
Wasteland
Land
{T}: Add {C}.
{T}, Sacrifice Wasteland: Destroy target nonbasic land.
Winding Canyons
Land
{T}: Add {C}.
{2}, {T}: You may cast creature spells this turn as though they had flash.
Wintermoon Mesa
Land
Wintermoon Mesa enters the battlefield tapped.
{T}: Add {C}.
{2}, {T}, Sacrifice Wintermoon Mesa: Tap two target lands.
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