Avishkar Raceway

Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
: Add .
Max speed — , , Discard a card: Draw a card.

Riverpyre Verge

: Add .
: Add . Activate only if you control an Island or a Mountain.

God-Pharaoh’s Gift

At the beginning of combat on your turn, you may exile a creature card from your graveyard. If you do, create a token that’s a copy of that card, except it’s a 4/4 black Zombie. It gains haste until end of turn.

Muraganda Raceway

Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
: Add .
Max speed — : Add .

Riverpyre Verge

: Add .
: Add . Activate only if you control an Island or a Mountain.

Amonkhet Raceway

Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
: Add .
Max speed — : Target creature gains haste until end of turn.

Lumbering Falls

Lumbering Falls enters tapped.
: Add or .
: Lumbering Falls becomes a 3/3 green and blue Elemental creature with hexproof until end of turn. It’s still a land.

Part the Waterveil

Take an extra turn after this one. Exile Part the Waterveil.
Awaken 6— (If you cast this spell for , also put six +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It’s still a land.)

Baldur’s Gate

: Add .
, : Add X mana of any one color, where X is the number of other Gates you control.

Muse Drake

Flying
When Muse Drake enters, draw a card.

Desert of the Fervent

Desert of the Fervent enters tapped.
: Add .
Cycling (, Discard this card: Draw a card.)

Thriving Moor

Thriving Moor enters tapped. As it enters, choose a color other than black.
: Add or one mana of the chosen color.

Temple of Malady

This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .

Adventurous Impulse

Look at the top three cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Thriving Moor

Thriving Moor enters tapped. As it enters, choose a color other than black.
: Add or one mana of the chosen color.

Canyon Slough

(: Add or .)
Canyon Slough enters tapped.
Cycling (, Discard this card: Draw a card.)

Primordial Mist

At the beginning of your end step, you may manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it’s a creature card.)
Exile a face-down permanent you control face up: You may play that card this turn. (You still pay its costs. Timing rules still apply.)

Temple of Malady

This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .