Blue Creatures That Add Blue to Every Land Mtg
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+play, +additional, +land (28)
Aesi, Tyrant of Gyre Strait (6) You may play an additional land on each of your turns. Whenever a land enters the battlefield under your control, you may draw a card. |
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Ancient Greenwarden (6) Reach You may play lands from your graveyard. If a land entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. |
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Azusa, Lost but Seeking (3) You may play two additional lands on each of your turns. |
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Azusa's Many Journeys (2) (As this Saga enters and after your draw step, add a lore counter.) I — You may play an additional land this turn. II — You gain 3 life. III — Exile this Saga, then return it to the battlefield transformed under your control. |
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Devastating Dreams (2) As an additional cost to cast this spell, discard X cards at random. Each player sacrifices X lands. Devastating Dreams deals X damage to each creature. |
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Druid Class (2) (Gain the next level as a sorcery to add its ability.) Whenever a land enters the battlefield under your control, you gain 1 life. : Level 2 //Level_2// You may play an additional land on each of your turns. : Level 3 //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. |
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Dryad of the Ilysian Grove (3) You may play an additional land on each of your turns. Lands you control are every basic land type in addition to their other types. |
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Enclave Elite (3) Multikicker (You may pay an additional any number of times as you cast this spell.) Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Enclave Elite enters the battlefield with a +1/+1 counter on it for each time it was kicked. |
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Enter the Unknown (1) Target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) You may play an additional land this turn. |
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Escape to the Wilds (5) Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn. You may play an additional land this turn. |
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Exploration (1) You may play an additional land on each of your turns. |
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Explore (2) You may play an additional land this turn. Draw a card. |
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Ghirapur Orrery (4) Each player may play an additional land on each of their turns. At the beginning of each player's upkeep, if that player has no cards in hand, that player draws three cards. |
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High Tide (1) Until end of turn, whenever a player taps an Island for mana, that player adds an additional . |
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Journey of Discovery (3) Choose one — • Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle. • You may play up to two additional lands this turn. Entwine (Choose both if you pay the entwine cost.) |
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Kiora, the Crashing Wave (4) +1: Until your next turn, prevent all damage that would be dealt to and dealt by target permanent an opponent controls. −1: Draw a card. You may play an additional land this turn. −5: You get an emblem with "At the beginning of your end step, create a 9/9 blue Kraken creature token." |
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Mina and Denn, Wildborn (4) You may play an additional land on each of your turns. , Return a land you control to its owner's hand: Target creature gains trample until end of turn. |
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Nahiri's Lithoforming (2) Sacrifice X lands. For each land sacrificed this way, draw a card. You may play X additional lands this turn. Lands you control enter the battlefield tapped this turn. |
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Oracle of Mul Daya (4) You may play an additional land on each of your turns. Play with the top card of your library revealed. You may play lands from the top of your library. |
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Rites of Flourishing (3) At the beginning of each player's draw step, that player draws an additional card. Each player may play an additional land on each of their turns. |
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Scale the Heights (3) Put a +1/+1 counter on up to one target creature. You gain 2 life. You may play an additional land this turn. Draw a card. |
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Song of Creation (4) You may play an additional land on each of your turns. Whenever you cast a spell, draw two cards. At the beginning of your end step, discard your hand. |
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Storm Cauldron (5) Each player may play an additional land during each of their turns. Whenever a land is tapped for mana, return it to its owner's hand. |
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Summer Bloom (2) You may play up to three additional lands this turn. |
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The Gitrog Monster (5) Deathtouch At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land. You may play an additional land on each of your turns. Whenever one or more land cards are put into your graveyard from anywhere, draw a card. |
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Urban Evolution (5) Draw three cards. You may play an additional land this turn. |
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Vodalian Serpent (4) Kicker (You may pay an additional as you cast this spell.) Vodalian Serpent can't attack unless defending player controls an Island. If Vodalian Serpent was kicked, it enters the battlefield with four +1/+1 counters on it. |
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Wayward Swordtooth (3) Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) You may play an additional land on each of your turns. Wayward Swordtooth can't attack or block unless you have the city's blessing. |
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Source: https://gatherer.wizards.com/Pages/Search/Default.aspx?text=%20[play]%20[additional]%20[land]
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