Golden age (If you cast an instant or sorcery spell, activated a nonmana ability, and attacked this turn, enter a renaissance for this game.) {T}: Add {C}. If you're in a renaissance, add one mana of any color instead. {3}, {T}: Scry 1.
Firehearth Halls enters tapped unless you control a basic Mountain. {T}: Add {R}. {R}{R}: Firehearth Halls becomes a 1/1 red Dwarf Warrior creature with double strike until end of turn. It's still a land.
As Floodwater Depths enters, you may pay 2 life. If you don't, Floodwater Depths enters tapped. {T}, Sacrifice Floodwater Depths: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Flourishing Forest enters tapped. As Flourishing Forest enters, choose a basic land type. Flourishing Forest is the chosen type in addition to its other types.
Flourishing Island enters tapped. As Flourishing Island enters, choose a basic land type. Flourishing Island is the chosen type in addition to its other types.
Flourishing Lowlands enters tapped. {T}: Add {G}. Desertcycling {1}{G}({1}{G}, Discard this card: Search your library for a Desert card, reveal it, and put it into your hand, then shuffle.)
Flourishing Mountain enters tapped. As Flourishing Mountain enters, choose a basic land type. Flourishing Mountain is the chosen type in addition to its other types.
Flourishing Plains enters tapped. As Flourishing Plains enters, choose a basic land type. Flourishing Plains is the chosen type in addition to its other types.
Flourishing Swamp enters tapped. As Flourishing Swamp enters, choose a basic land type. Flourishing Swamp is the chosen type in addition to its other types.
As Flourishing Waterways enters, you may reveal a Forest or Island card from your hand. If you don't, Flourishing Waterways enters tapped. {T}: Add {G} or {U}.