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1 – 20 of 49 cards where the card types include “land” and the text includes “becomes” and the text includes “creature”

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
Alchemy
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Modern
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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
Alchemy
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Modern
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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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Modern
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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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Modern
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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
Alchemy
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Modern
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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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Modern
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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

Standard
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Modern
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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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Modern
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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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Modern
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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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Modern
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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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Modern
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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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Modern
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Ghitu Encampment (Duel Decks: Speed vs. Cunning #33)

Ghitu Encampment

Land

Ghitu Encampment enters the battlefield tapped.

{T}: Add {R}.

{1}{R}: Ghitu Encampment becomes a 2/1 red Warrior creature with first strike until end of turn. It’s still a land. (It deals combat damage before creatures without first strike.)

Illustrated by John Avon

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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Modern
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Hissing Quagmire (Oath of the Gatewatch #171)

Hissing Quagmire

Land

Hissing Quagmire enters the battlefield tapped.

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

{1}{B}{G}: Hissing Quagmire becomes a 2/2 black and green Elemental creature with deathtouch until end of turn. It’s still a land.

Illustrated by Cliff Childs

Standard
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Modern
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Hive of the Eye Tyrant (Adventures in the Forgotten Realms #258)

Hive of the Eye Tyrant

Land

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

Illustrated by Johannes Voss

Standard
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Modern
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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

Standard
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Modern
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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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Modern
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Lair of the Hydra (Adventures in the Forgotten Realms #259)

Lair of the Hydra

Land

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

Illustrated by Johannes Voss

Standard
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Modern
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Lavaclaw Reaches (Ultimate Masters #245)

Lavaclaw Reaches

Land

Lavaclaw Reaches enters the battlefield tapped.

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

{1}{B}{R}: Until end of turn, Lavaclaw Reaches becomes a 2/2 black and red Elemental creature with “{X}: This creature gets +X/+0 until end of turn.” It’s still a land.

Illustrated by Véronique Meignaud

Standard
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Modern
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