Adventures in the Forgotten Realms

Spiked Pit Trap

Spiked Pit Trap {1}

Artifact
Flash
{5}, {T}, Sacrifice this artifact: Choose target creature, then roll a d20.
1—9 | This artifact deals 5 damage to that creature.
10—20 | This artifact deals 5 damage to that creature. Create a Treasure token.
Related card: Break Expectations
Treasure Chest

Treasure Chest {3}

Artifact
{4}, Sacrifice this artifact: Roll a d20.
1 | Trapped! — You lose 3 life.
2—9 | Create five Treasure tokens.
10—19 | You gain 3 life and draw three cards.
20 | Search your library for a card. If it's an artifact card, you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle.
Related card: Break Expectations
Cave of the Frost Dragon

Cave of the Frost Dragon

Land
If you control two or more other lands, this land enters tapped.
{T}: Add {W}.
{4}{W}: This land becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
Den of the Bugbear

Den of the Bugbear

Land
If you control two or more other lands, this land enters tapped.
{T}: Add {R}.
{3}{R}: Until end of turn, this land 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.
Dungeon Descent

Dungeon Descent

Land
This land enters tapped.
{T}: Add {C}.
{4}, {T}, Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery.
Related cards: Baldur's Gate Wilderness • Dungeon of the Mad Mage • Lost Mine of Phandelver • Tomb of Annihilation
Evolving Wilds

Evolving Wilds

Land
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Parts of Faerûn still churn with the magic of arrogant Netherese archmages long dead.
Hall of Storm Giants

Hall of Storm Giants

Land
If you control two or more other lands, this land enters tapped.
{T}: Add {U}.
{5}{U}: Until end of turn, this land becomes a 7/7 blue Giant creature with ward {3}. It's still a land.
Hive of the Eye Tyrant

Hive of the Eye Tyrant

Land
If you control two or more other lands, this land enters tapped.
{T}: Add {B}.
{3}{B}: Until end of turn, this land 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.
Lair of the Hydra

Lair of the Hydra

Land
If you control two or more other lands, this land enters tapped.
{T}: Add {G}.
{X}{G}: Until end of turn, this land becomes an X/X green Hydra creature. It's still a land. X can't be 0.
Temple of the Dragon Queen

Temple of the Dragon Queen

Land
As this land enters, you may reveal a Dragon card from your hand. This land enters tapped unless you revealed a Dragon card this way or you control a Dragon.
As this land enters, choose a color.
{T}: Add one mana of the chosen color.
Treasure Vault

Treasure Vault

Artifact Land
{T}: Add {C}.
{X}{X}, {T}, Sacrifice this land: Create X Treasure tokens.
There is wealth enough inside to cause the rise and the ruin of dynasties.
Related cards: Big Spender • Boseiju Pathlighter
Plains

Plains

Basic Land - Plains
({T}: Add {W}.)
You've traced the tensions in Ten-Towns to the dwindling reindeer populations ... but what has been hunting them?
Related card: Norn's Fetchling
Plains

Plains

Basic Land - Plains
({T}: Add {W}.)
Seeking to learn why the ancestors have fallen silent, you've made your way to their ancient cairns.
Related card: Norn's Fetchling
Plains

Plains

Basic Land - Plains
({T}: Add {W}.)
Searching for a vanished caravan that was bound for Silverymoon, you've come to a bank of mysterious fog.
Related card: Norn's Fetchling
Plains

Plains

Basic Land - Plains
({T}: Add {W}.)
Venturing beneath the desert sands, you've discovered an alien power pulsing with inconceivable energy.
Related card: Norn's Fetchling
Island

Island

Basic Land - Island
({T}: Add {U}.)
In crystal-studded waters far below the surface, you've discovered an incubating egg of mysterious origin.
Island

Island

Basic Land - Island
({T}: Add {U}.)
After careful study, you've determined that the giant ruins served to track the movement of the planets ... and they will soon align once more.
Island

Island

Basic Land - Island
({T}: Add {U}.)
As your ship clears the edge of Waterdeep harbor, you notice pirate sails on the horizon. What has made them so bold?
Island

Island

Basic Land - Island
({T}: Add {U}.)
Alarmed by the news you brought, the storm giant king of the Maelstrom has called his kin to council.
Swamp

Swamp

Basic Land - Swamp
({T}: Add {B}.)
As a plague ravages the world above, you've made your way into the Underdark in search of a fungal panacea.
Swamp

Swamp

Basic Land - Swamp
({T}: Add {B}.)
Your search for a stolen artifact has brought you to the edge of the Mere of Dead Men.
Swamp

Swamp

Basic Land - Swamp
({T}: Add {B}.)
As you trudge through the sewers of Baldur's Gate it dawns on you: where are all the rats?
Swamp

Swamp

Basic Land - Swamp
({T}: Add {B}.)
You expected to meet hostile drow in this ancient ruin . . . but they fled long ago. What darkness could have driven them out?
Mountain

Mountain

Basic Land - Mountain
({T}: Add {R}.)
You meant to simply rest in Hundelstone, but the miners have told you stories of whispers in the dark below.
Mountain

Mountain

Basic Land - Mountain
({T}: Add {R}.)
Your path lies across the Spine of the World, where every cave hides some new danger.