Secrets of Strixhaven Commander

Sunlit Marsh

Sunlit Marsh

Land - Plains Swamp
({T}: Add {W} or {B}.)
This land enters tapped.
Even the poisoned land around the Stronghold blossomed with new life in the wake of the Great Mending.
Sunscorched Divide

Sunscorched Divide

Land
{1}, {T}: Add {R}{W}.
Majesty rising above the arid sweep of land, a bulwark horizon against the mundane, a divide cleaving inspiration from stagnation.
Tangled Islet

Tangled Islet

Land - Forest Island
({T}: Add {G} or {U}.)
This land enters tapped.
Many of Terisiare's islands are merely extensions of the root system of the Yavimaya magnigoth forests.
Temple of Epiphany

Temple of Epiphany

Land
This land enters tapped.
When this land enters, scry 1.
{T}: Add {U} or {R}.
Temple of Malady

Temple of Malady

Land
This land enters tapped.
When this land enters, scry 1.
{T}: Add {B} or {G}.
Temple of Mystery

Temple of Mystery

Land
This land enters tapped.
When this land enters, scry 1.
{T}: Add {G} or {U}.
Temple of Silence

Temple of Silence

Land
This land enters tapped.
When this land enters, scry 1.
{T}: Add {W} or {B}.
Temple of the False God

Temple of the False God

Land
{T}: Add {C}{C}. Activate only if you control five or more lands.
Those who bring nothing to the temple take nothing away.
Temple of Triumph

Temple of Triumph

Land
This land enters tapped.
When this land enters, scry 1.
{T}: Add {R} or {W}.
Twilight Mire

Twilight Mire

Land
{T}: Add {C}.
{B/G}, {T}: Add {B}{B}, {B}{G}, or {G}{G}.
As their roots soaked in a weak tea of bogwater and decay, the trees absorbed the essence of death into their living tissue.
Vernal Fen

Vernal Fen

Land - Swamp Forest
({T}: Add {B} or {G}.)
This land enters tapped unless you control two or more basic lands.
"New things need room to grow. We prune time so the future can flourish."
—Antioxa, Drix elder
Vineglimmer Snarl

Vineglimmer Snarl

Land
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
{T}: Add {G} or {U}.
A verdant paradox of primal logic.
Viridescent Bog

Viridescent Bog

Land
{1}, {T}: Add {B}{G}.
Life and death mixing together, both ends of the same cycle giving rise to something else.
War Room

War Room

Land
{T}: Add {C}.
{3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
A figure is moved on a map, and the tide of war changes.
Witherbloom Campus

Witherbloom Campus

Land
This land enters tapped.
{T}: Add {B} or {G}.
{4}, {T}: Scry 1.
Mage-students fascinated by the energies of life and death choose Witherbloom, the college of essence studies.
Woodland Cemetery

Woodland Cemetery

Land
This land enters tapped unless you control a Swamp or a Forest.
{T}: Add {B} or {G}.
"They never found the body of young Josu, or that of his murderous sister."
—"The Fall of the House of Vess"
Yavimaya Coast

Yavimaya Coast

Land
{T}: Add {C}.
{T}: Add {G} or {U}. This land deals 1 damage to you.
As magnigoth trees expanded across the sea into Almaaz and New Argive, it became clear Yavimaya's borders were never confined by its coastline.
Sol Ring

Sol Ring {1}

Artifact
{T}: Add {C}{C}.
Related card: Ring Out
Talisman of Conviction

Talisman of Conviction {2}

Artifact
{T}: Add {C}.
{T}: Add {R} or {W}. This artifact deals 1 damage to you.
Talisman of Creativity

Talisman of Creativity {2}

Artifact
{T}: Add {C}.
{T}: Add {U} or {R}. This artifact deals 1 damage to you.
Talisman of Curiosity

Talisman of Curiosity {2}

Artifact
{T}: Add {C}.
{T}: Add {G} or {U}. This artifact deals 1 damage to you.
Talisman of Hierarchy

Talisman of Hierarchy {2}

Artifact
{T}: Add {C}.
{T}: Add {W} or {B}. This artifact deals 1 damage to you.
Talisman of Resilience

Talisman of Resilience {2}

Artifact
{T}: Add {C}.
{T}: Add {B} or {G}. This artifact deals 1 damage to you.