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1 – 20 of 104 cards where the text includes “becomes” and the text includes “a” and the text includes “creature” and the text includes “still” and the text includes “land”

Invalid expression “c:l” was ignored. Unknown color “l”

A-Druid Class (Adventures in the Forgotten Realms #A-180)

A-Druid Class {1}{G}

Enchantment — Class

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

Landfall — Whenever a land enters the battlefield 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.

Illustrated by Svetlin Velinov

Standard
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A-Llanowar Loamspeaker (Dominaria United #A-170)

A-Llanowar Loamspeaker {1}{G}

Creature — Elf Druid

{T}: Add one mana of any color.

{T}: Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It’s still a land. Activate only as a sorcery.

1/3

Illustrated by Zara Alfonso

Standard
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Animate Land (Nemesis #101)

Animate Land {G}

Instant

Until end of turn, target land becomes a 3/3 creature that’s still a land.

Irony is getting walked on by the earth instead of the other way around.

Illustrated by Rebecca Guay

Standard
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A-Tatyova, Steward of Tides (Dominaria United #A-222)

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

Legendary Creature — Merfolk Druid

Land creatures you control have flying.

Whenever a land enters the battlefield 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

Illustrated by Howard Lyon

Standard
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Avalanche Caller (Kaldheim #45)

Avalanche Caller {1}{U}

Snow Creature — Human Wizard

{2}: Target snow land you control becomes a 4/4 Elemental creature with hexproof and haste until end of turn. It’s still a land. (A creature with hexproof can’t be the target of spells or abilities your opponents control.)

1/3

Illustrated by Mathias Kollros

Standard
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Awakener Druid (Jumpstart #379)

Awakener Druid {2}{G}

Creature — Human Druid

When Awakener Druid enters the battlefield, target Forest becomes a 4/5 green Treefolk creature for as long as Awakener Druid remains on the battlefield. It’s still a land.

The druids of Mazar treat each seedcone with respect for the warrior it will become.

1/1

Illustrated by Jason Chan

Standard
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Awakening of Vitu-Ghazi (War of the Spark #152)

Awakening of Vitu-Ghazi {3}{G}{G}

Instant

Put nine +1/+1 counters on target land you control. It becomes a legendary 0/0 Elemental creature with haste named Vitu-Ghazi. It’s still a land.

The Eternal armies advanced on Vitu-Ghazi. At Nissa’s command, Vitu-Ghazi advanced on them.

DailyMTG Story Spotlight

Illustrated by Jaime Jones

Standard
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Balduvian Conjurer (Masters Edition II #40)

Balduvian Conjurer {1}{U}

Creature — Human Wizard

{T}: Target snow land becomes a 2/2 creature until end of turn. It’s still a land.

“The very lands of Balduvia are alive.”
—Arna Kennerüd, skyknight

0/2

Illustrated by Mark Tedin

Standard
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Balduvian Frostwaker (Coldsnap #28)

Balduvian Frostwaker {2}{U}

Creature — Human Wizard

{U}, {T}: Target snow land becomes a 2/2 blue Elemental creature with flying. It’s still a land.

“Whether frozen or fertile, the land is our ally. It awaits the call to battle.”

1/1

Illustrated by Stephen Tappin

Standard
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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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Brave the Wilds (Wilds of Eldraine #165)

Brave the Wilds {G}

Sorcery

Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)

If this spell was bargained, target land you control becomes a 3/3 Elemental creature with haste that’s still a land.

Search your library for a basic land card, reveal it, put it into your hand, then shuffle.

Illustrated by Lucas Graciano

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

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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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Clan Guildmage (Ravnica Allegiance #162)

Clan Guildmage {R}{G}

Creature — Human Shaman

{1}{R}, {T}: Target creature can’t block this turn.

{2}{G}, {T}: Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It’s still a land.

2/2

Watermark: Gruul

Illustrated by Tomasz Jedruszek

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Cosmium Confluence (The Lost Caverns of Ixalan #181)

Cosmium Confluence {4}{G}

Sorcery

Choose three. You may choose the same mode more than once.

• Search your library for a Cave card, put it onto the battlefield tapped, then shuffle.

• Put three +1/+1 counters on a Cave you control. It becomes a 0/0 Elemental creature with haste. It’s still a land.

• Destroy target enchantment.

Illustrated by Kasia 'Kafis' Zielińska

Standard
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Creeping Tar Pit (Commander Legends: Battle for Baldur's Gate #888)

Creeping Tar Pit

Land

Creeping Tar Pit enters the battlefield tapped.

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

{1}{U}{B}: Creeping Tar Pit becomes a 3/2 blue and black Elemental creature until end of turn and can’t be blocked this turn. It’s still a land.

Illustrated by Jason Felix

Standard
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Cyclone Sire (Oath of the Gatewatch #54)

Cyclone Sire {4}{U}

Creature — Elemental

Flying

When Cyclone Sire dies, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that’s still a land.

The rampaging Roil creates life out of the most volatile elements.

3/4

Illustrated by Igor Kieryluk

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Den of the Bugbear (Adventures in the Forgotten Realms #254)

Den of the Bugbear

Land

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

Illustrated by Johannes Voss

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