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1 – 20 of 27 cards where the text includes “becomes” and the color identity ≤ UW and the card types include “land”

Blinkmoth Nexus (Double Masters #311)

Blinkmoth Nexus

Land

{T}: Add {C}.

{1}: Blinkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It’s still a land.

{1}, {T}: Target Blinkmoth creature gets +1/+1 until end of turn.

Illustrated by Sam Burley

Standard
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Cactus Preserve (Outlaws of Thunder Junction Commander #40)

Cactus Preserve

Land — Desert

Cactus Preserve enters the battlefield tapped.

{T}: Add one mana of any type that a land you control could produce.

{3}: Until end of turn, Cactus Preserve becomes an X/X green Plant creature with reach, where X is the greatest mana value among your commanders. It’s still a land.

Illustrated by Jonas De Ro

Standard
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Cave of the Frost Dragon (Adventures in the Forgotten Realms #253)

Cave of the Frost Dragon

Land

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

Illustrated by Johannes Voss

Standard
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Cavernous Maw (The Lost Caverns of Ixalan #270)

Cavernous Maw

Land — Cave

{T}: Add {C}.

{2}: Cavernous Maw becomes a 3/3 Elemental creature until end of turn. It’s still a Cave land. Activate only if the number of other Caves you control plus the number of Cave cards in your graveyard is three or greater.

Many footprints lead into the cave. None lead out.

Illustrated by Alfven Ato

Standard
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Celestial Colonnade (Ultimate Masters #238)

Celestial Colonnade

Land

Celestial Colonnade enters the battlefield tapped.

{T}: Add {W} or {U}.

{3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It’s still a land.

Illustrated by Eric Deschamps

Standard
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City of Brass (Double Masters 2022 #321)

City of Brass

Land

Whenever City of Brass becomes tapped, it deals 1 damage to you.

{T}: Add one mana of any color.

“There is much to learn here, but few can endure the ringing of the spires.”
—Nulakam the Archivist

Illustrated by Kirsten Zirngibl

Standard
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Dread Statuary (Conspiracy: Take the Crown #217)

Dread Statuary

Land

{T}: Add {C}.

{4}: Dread Statuary becomes a 4/2 Golem artifact creature until end of turn. It’s still a land.

The last reliable landmark in Tazeem just walked away.

Illustrated by Jason A. Engle

Standard
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Faceless Haven (Kaldheim #255)

Faceless Haven

Snow Land

{T}: Add {C}.

{S}{S}{S}: Faceless Haven becomes a 4/3 creature with vigilance and all creature types until end of turn. It’s still a land. ({S} can be paid with one mana from a snow source.)

It is everywhere and nowhere, a place unbound by logic, just beyond the real.

Illustrated by Titus Lunter

Standard
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Faerie Conclave (Commander Anthology #248)

Faerie Conclave

Land

Faerie Conclave enters the battlefield tapped.

{T}: Add {U}.

{1}{U}: Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It’s still a land.

Illustrated by Stephan Martiniere

Standard
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Forbidding Watchtower (Duel Decks: Mirrodin Pure vs. New Phyrexia #39)

Forbidding Watchtower

Land

Forbidding Watchtower enters the battlefield tapped.

{T}: Add {W}.

{1}{W}: Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It’s still a land.

Watermark: Mirran

Illustrated by Aleksi Briclot

Standard
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Frostwalk Bastion (Modern Horizons #240)

Frostwalk Bastion

Snow Land

{T}: Add {C}.

{1}{S}: Until end of turn, Frostwalk Bastion becomes a 2/3 Construct artifact creature. It’s still a land. ({S} can be paid with one mana from a snow source.)

Whenever Frostwalk Bastion deals combat damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.

Illustrated by Jedd Chevrier

Standard
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Hall of Storm Giants (Adventures in the Forgotten Realms #257)

Hall of Storm Giants

Land

If you control two or more other lands, Hall of Storm Giants enters the battlefield 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}.)

Illustrated by Johannes Voss

Standard
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Hostile Desert (Murders at Karlov Manor Commander #266)

Hostile Desert

Land — Desert

{T}: Add {C}.

{2}, Exile a land card from your graveyard: Hostile Desert becomes a 3/4 Elemental creature until end of turn. It’s still a land.

Amonkhet’s desiccated land thirsts for blood.

Illustrated by Josh Hass

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Inkmoth Nexus (Mirrodin Besieged #145)

Inkmoth Nexus

Land

{T}: Add {C}.

{1}: Inkmoth Nexus becomes a 1/1 Phyrexian Blinkmoth artifact creature with flying and infect until end of turn. It’s still a land. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

Watermark: Phyrexian

Illustrated by Jung Park

Standard
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Mech Hangar (Kamigawa: Neon Dynasty #270)

Mech Hangar

Land

{T}: Add {C}.

{T}: Add one mana of any color. Spend this mana only to cast a Pilot or Vehicle spell.

{3}, {T}: Target Vehicle becomes an artifact creature until end of turn.

Illustrated by Julian Kok Joon Wen

Standard
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Mishra's Factory (Dominaria Remastered #251)

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.

Illustrated by Scott Chou

Standard
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Mishra's Foundry (The Brothers' War #265)

Mishra's Foundry

Land

{T}: Add {C}.

{2}: Mishra’s Foundry becomes a 2/2 Assembly-Worker artifact creature until end of turn. It’s still a land.

{1}, {T}: Target attacking Assembly-Worker gets +2/+2 until end of turn.

Illustrated by Leon Tukker

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Mobilized District (Commander Masters #1011)

Mobilized District

Land

{T}: Add {C}.

{4}: Mobilized District becomes a 3/3 Citizen creature with vigilance until end of turn. It’s still a land. This ability costs {1} less to activate for each legendary creature and planeswalker you control.

Sometimes the strongest weapon you can hold in your hand is another hand.

Illustrated by Jedd Chevrier

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Mutavault (Commander Legends: Battle for Baldur's Gate #903)

Mutavault

Land

{T}: Add {C}.

{1}: Mutavault becomes a 2/2 creature with all creature types until end of turn. It’s still a land.

Some worlds possess a hidden core where life’s essence constantly surges.

Illustrated by Fred Fields

Standard
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Restless Anchorage (The Lost Caverns of Ixalan #280)

Restless Anchorage

Land

Restless Anchorage enters the battlefield tapped.

{T}: Add {W} or {U}.

{1}{W}{U}: Until end of turn, Restless Anchorage becomes a 2/3 white and blue Bird creature with flying. It’s still a land.

Whenever Restless Anchorage attacks, create a Map token.

Illustrated by Leon Tukker

Standard
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