35 cards where the text includes “lands” and the text includes “still” and the text includes “creature”

A-Druid Class {1}{G}

Enchantment — Class

(Gain the next level as a sorcery to add its ability.)

Landfall — Whenever a land enters under your control, you gain 1 life.

{2}{G}: Level 2

You may play an additional land on each of your turns.

{2}{G}: 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.

Ambush Commander {3}{G}{G}

Creature — Elf

Forests you control are 1/1 green Elf creatures that are still lands.

{1}{G}, Sacrifice an Elf: Target creature gets +3/+3 until end of turn.

2/2
Anthousa, Setessan Hero {3}{G}{G}

Legendary Creature — Human Warrior

Heroic — Whenever you cast a spell that targets Anthousa, Setessan Hero, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They’re still lands.

4/5
Argothian Uprooting {X}{G}

Sorcery

Put two +1/+1 counters on each of X target lands you control. They each become 0/0 Elemental creatures with reach, haste, and “When this creature leaves the battlefield, conjure a card named Forest onto the battlefield tapped.” They’re still lands.

A-Tatyova, Steward of Tides {G}{G}{U}

Legendary Creature — Merfolk Druid

Land creatures you control have flying.

Whenever a land enters under your control, if you control seven or more lands, up to one target land you control becomes a 4/4 Elemental creature with haste. It’s still a land.

4/4
Cave of the Frost Dragon

Land

If you control two or more other lands, Cave of the Frost Dragon enters tapped.

{T}: Add {W}.

{4}{W}: Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It’s still a land.

Den of the Bugbear

Land

If you control two or more other lands, Den of the Bugbear enters tapped.

{T}: Add {R}.

{3}{R}: Until end of turn, Den of the Bugbear becomes a 3/2 red Goblin creature with “Whenever this creature attacks, create a 1/1 red Goblin creature token that’s tapped and attacking.” It’s still a land.

Druid Class {1}{G}

Enchantment — Class

(Gain the next level as a sorcery to add its ability.)

Landfall — Whenever a land you control enters, you gain 1 life.

{2}{G}: Level 2

You may play an additional land on each of your turns.

{4}{G}: 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.

Hall of Storm Giants

Land

If you control two or more other lands, Hall of Storm Giants enters tapped.

{T}: Add {U}.

{5}{U}: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward {3}. It’s still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)

Hive of the Eye Tyrant

Land

If you control two or more other lands, Hive of the Eye Tyrant enters tapped.

{T}: Add {B}.

{3}{B}: Until end of turn, Hive of the Eye Tyrant becomes a 3/3 black Beholder creature with menace and “Whenever this creature attacks, exile target card from defending player’s graveyard.” It’s still a land.

Hunting Wilds {3}{G}

Sorcery

Kicker {3}{G} (You may pay an additional {3}{G} as you cast this spell.)

Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle.

If this spell was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands.

Ignition Team {5}{R}{R}

Creature — Goblin Warrior

Ignition Team enters with X +1/+1 counters on it, where X is the number of tapped lands on the battlefield.

{2}{R}, Remove a +1/+1 counter from Ignition Team: Target land becomes a 4/4 red Elemental creature until end of turn. It’s still a land.

0/0
Jolrael, Empress of Beasts {3}{G}{G}

Legendary Creature — Human Spellshaper

{2}{G}, {T}, Discard two cards: All lands target player controls become 3/3 creatures until end of turn. They’re still lands.

3/3
Kamahl's Will {3}{G}

Instant

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.

Kormus Bell {4}

Artifact

All Swamps are 1/1 black creatures that are still lands.

Lair of the Hydra

Land

If you control two or more other lands, Lair of the Hydra enters tapped.

{T}: Add {G}.

{X}{G}: Until end of turn, Lair of the Hydra becomes an X/X green Hydra creature. It’s still a land. X can’t be 0.

Liege of the Tangle {6}{G}{G}

Creature — Elemental

Trample

Whenever Liege of the Tangle deals combat damage to a player, you may choose any number of target lands you control and put an awakening counter on each of them. Each of those lands is an 8/8 green Elemental creature for as long as it has an awakening counter on it. They’re still lands.

8/8
Life {G}

Sorcery

All lands you control become 1/1 creatures until end of turn. They’re still lands.

Death {1}{B}

Sorcery

Return target creature card from your graveyard to the battlefield. You lose life equal to its mana value.

Living Lands {3}{G}

Enchantment

All Forests are 1/1 creatures that are still lands.

Living Plane {2}{G}{G}

World Enchantment

All lands are 1/1 creatures that are still lands.

Natural Affinity {2}{G}

Instant

All lands become 2/2 creatures until end of turn. They’re still lands.

Natural Emergence {2}{R}{G}

Enchantment

When Natural Emergence enters, return a red or green enchantment you control to its owner’s hand.

Lands you control are 2/2 creatures with first strike. They’re still lands.

Nature's Revolt {3}{G}{G}

Enchantment

All lands are 2/2 creatures that are still lands.

Nissa of Shadowed Boughs {2}{B}{G}

Legendary Planeswalker — Nissa

Landfall — Whenever a land you control enters, put a loyalty counter on Nissa of Shadowed Boughs.

+1: Untap target land you control. You may have it become a 3/3 Elemental creature with haste and menace until end of turn. It’s still a land.

−5: You may put a creature card with mana value less than or equal to the number of lands you control onto the battlefield from your hand or graveyard with two +1/+1 counters on it.

Loyalty: 4
Nissa, Steward of Elements {X}{G}{U}

Legendary Planeswalker — Nissa

+2: Scry 2.

0: Look at the top card of your library. If it’s a land card or a creature card with mana value less than or equal to the number of loyalty counters on Nissa, Steward of Elements, you may put that card onto the battlefield.

−6: Untap up to two target lands you control. They become 5/5 Elemental creatures with flying and haste until end of turn. They’re still lands.

Loyalty: X
Nissa, Vastwood Seer {2}{G}

Legendary Creature — Elf Scout

When Nissa, Vastwood Seer enters, you may search your library for a basic Forest card, reveal it, put it into your hand, then shuffle.

Whenever a land you control enters, if you control seven or more lands, exile Nissa, then return her to the battlefield transformed under her owner’s control.

2/2
Nissa, Sage Animist

Legendary Planeswalker — Nissa

+1: Reveal the top card of your library. If it’s a land card, put it onto the battlefield. Otherwise, put it into your hand.

−2: Create Ashaya, the Awoken World, a legendary 4/4 green Elemental creature token.

−7: Untap up to six target lands. They become 6/6 Elemental creatures. They’re still lands.

Loyalty: 3
Nissa, Who Shakes the World {3}{G}{G}

Legendary Planeswalker — Nissa

Whenever you tap a Forest for mana, add an additional {G}.

+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, then shuffle.

Loyalty: 5
Nissa, Worldwaker {3}{G}{G}

Legendary Planeswalker — Nissa

+1: Target land you control becomes a 4/4 Elemental creature with trample. It’s still a land.

+1: Untap up to four target Forests.

−7: Search your library for any number of basic land cards, put them onto the battlefield, then shuffle. Those lands become 4/4 Elemental creatures with trample. They’re still lands.

Loyalty: 3
Primal Adversary {2}{G}

Creature — Wolf

Trample

When Primal Adversary enters, you may pay {1}{G} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Primal Adversary, then up to that many target lands you control become 3/3 Wolf creatures with haste that are still lands.

4/3
Rude Awakening {4}{G}

Sorcery

Choose one —

• Untap all lands you control.

• Until end of turn, lands you control become 2/2 creatures that are still lands.

Entwine {2}{G} (Choose both if you pay the entwine cost.)

Sylvan Awakening {2}{G}

Sorcery

Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They’re still lands.

Tatyova, Steward of Tides {G}{G}{U}

Legendary Creature — Merfolk Druid

Land creatures you control have flying.

Whenever a land you control enters, if you control seven or more lands, up to one target land you control becomes a 3/3 Elemental creature with haste. It’s still a land.

3/3
Thelonite Druid {2}{G}

Creature — Human Cleric Druid

{1}{G}, {T}, Sacrifice a creature: Forests you control become 2/3 creatures until end of turn. They’re still lands.

1/1
Titania, Gaea Incarnate

Legendary Creature — Elemental Avatar

Vigilance, reach, trample, haste

Titania, Gaea Incarnate’s power and toughness are each equal to the number of lands you control.

When Titania enters, return all land cards from your graveyard to the battlefield tapped.

{3}{G}: Put four +1/+1 counters on target land you control. It becomes a 0/0 Elemental creature with haste. It’s still a land.

*/*
Wrenn and Realmbreaker {1}{G}{G}

Legendary Planeswalker — Wrenn

Lands you control have “{T}: Add one mana of any color.”

+1: Up to one target land you control becomes a 3/3 Elemental creature with vigilance, hexproof, and haste until your next turn. It’s still a land.

−2: Mill three cards. You may put a permanent card from among the milled cards into your hand.

−7: You get an emblem with “You may play lands and cast permanent spells from your graveyard.”

Loyalty: 4

It is the moment of discovery, the triumph of the mind, and the end of these results.