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Gristle Grinner
  ( 5)
Creature — Zombie
(3/3)
Whenever a creature dies, this creature gets +2/+2 until end of turn.
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Gristleback
  ( 3)
Creature — Boar Beast
(2/2)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters with a +1/+1 counter on it.) Sacrifice this creature: You gain life equal to this creature's power.
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Grixis Charm
   ( 3)
Instant
Choose one — • Return target permanent to its owner's hand. • Target creature gets -4/-4 until end of turn. • Creatures you control get +2/+0 until end of turn.
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Grixis Grimblade
  ( 2)
Creature — Zombie Warrior
(2/1)
As long as you control another multicolored permanent, this creature gets +1/+1 and has deathtouch. (Any amount of damage it deals to a creature is enough to destroy that creature.)
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Grixis Illusionist
 ( 1)
Creature — Human Wizard
(1/1)
: Target land you control becomes the basic land type of your choice until end of turn.
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Grizzled Angler
  ( 3)
Creature — Human
(2/3)
: Mill two cards. Then if there is a colorless creature card in your graveyard, transform this creature. (To mill two cards, put the top two cards of your library into your graveyard.)
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Grizzled Huntmaster
   ( 3)
Creature — — Human Warrior
(4/3)
When Grizzled Huntmaster enters the battlefield, you may exile a creature card from your hand. If you do, search your hand and library for any number of cards with the same name, exile them, then shuffle. Choose a creature card you own from outside the game. Conjure a duplicate of that card into your hand for each card exiled from your hand this way.
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Grizzled Outcasts
  ( 5)
Creature — Human Werewolf
(4/4)
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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Grizzled Wolverine
   ( 3)
Creature — Wolverine
(2/2)
: This creature gets +2/+0 until end of turn. Activate only during the declare blockers step, only if at least one creature is blocking this creature, and only once each turn.
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Grizzly Fate
   ( 5)
Sorcery
Create two 2/2 green Bear creature tokens. Threshold — Create four 2/2 green Bear creature tokens instead if seven or more cards are in your graveyard. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Grizzly Ghoul
   ( 4)
Creature — Zombie Bear
(4/3)
Trample This creature enters with a +1/+1 counter on it for each creature that died this turn.
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Groffskithur
  ( 6)
Creature — Beast
(3/3)
Whenever this creature becomes blocked, you may return target card named Groffskithur from your graveyard to your hand.
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Grollub
  ( 3)
Creature — Beast
(3/3)
Whenever this creature is dealt damage, each opponent gains that much life.
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Grolnok, the Omnivore
   ( 4)
Legendary Creature — Frog
(3/3)
Whenever a Frog you control attacks, mill three cards. Whenever a permanent card is put into your graveyard from your library, exile it with a croak counter on it. You may play lands and cast spells from among cards you own in exile with croak counters on them.
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Grond, the Gatebreaker
  ( 4)
Legendary Artifact — Vehicle
(5/5)
Trample As long as it's your turn and you control an Army, Grond is an artifact creature. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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Groom's Finery
  ( 2)
Artifact — Equipment
Equipped creature gets +2/+0. It gets an additional +0/+2 and has deathtouch as long as an Equipment named Bride's Gown is attached to a creature you control. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Grotag Bug-Catcher
  ( 2)
Creature — Goblin Warrior
(1/2)
Trample Whenever this creature attacks, it gets +1/+0 until end of turn for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Grotag Night-Runner
  ( 3)
Creature — Goblin Rogue
(2/3)
Whenever this creature deals combat damage to a player, exile the top card of your library. You may play that card this turn.
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Grotag Siege-Runner
  ( 2)
Creature — Goblin Rogue
(2/1)
, Sacrifice this creature: Destroy target creature with defender. This creature deals 2 damage to that creature's controller.
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Grotag Thrasher
  ( 5)
Creature — Lizard
(3/3)
Whenever this creature attacks, target creature can't block this turn.
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Grotesque Hybrid
  ( 5)
Creature — Zombie
(3/3)
Whenever this creature deals combat damage to a creature, destroy that creature. It can't be regenerated. Discard a card: This creature gains flying and protection from green and from white until end of turn.
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Grotesque Mutation
  ( 2)
Instant
Target creature gets +3/+1 and gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
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Grothama, All-Devouring
   ( 5)
Legendary Creature — Wurm
(10/8)
Other creatures have "Whenever this creature attacks, you may have it fight Grothama, All-Devouring." When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.
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Ground Assault
  ( 2)
Sorcery
Ground Assault deals damage to target creature equal to the number of lands you control.
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Ground Pounder
  ( 2)
Creature — Goblin Warrior
(2/2)
 : Roll a six-sided die. This creature gets +X/+X until end of turn, where X is the result.
Whenever you roll a 5 or higher on a die, this creature gains trample until end of turn.
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Ground Rift
 ( 1)
Sorcery
Target creature without flying can't block this turn. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Ground Seal
  ( 2)
Enchantment
When this enchantment enters, draw a card. Cards in graveyards can't be the targets of spells or abilities.
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Groundbreaker
   ( 3)
Creature — Elemental
(6/1)
Trample, haste At the beginning of the end step, sacrifice this creature.
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Grounded
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature loses flying.
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Groundling Pouncer
  ( 2)
Creature — Faerie
(2/1)
: This creature gets +1/+3 and gains flying until end of turn. Activate only once each turn and only if an opponent controls a creature with flying.
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Groundshaker Sliver
  ( 7)
Creature — Sliver
(5/5)
Sliver creatures you control have trample. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
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Groundskeeper
 ( 1)
Creature — Human Druid
(1/1)
 : Return target basic land card from your graveyard to your hand.
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Groundswell
 ( 1)
Instant
Target creature gets +2/+2 until end of turn. Landfall — If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead.
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Grove Rumbler
   ( 4)
Creature — Elemental
(3/3)
Trample Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
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Elusive Otter (Grove's Bounty)
  ( 1)
Sorcery — Adventure
Distribute X +1/+1 counters among any number of target creatures you control. (Then exile this card. You may cast the creature later from exile.)
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Grovetender Druids
   ( 4)
Creature — Elf Druid Ally
(3/3)
Rally — Whenever this creature or another Ally you control enters, you may pay . If you do, create a 1/1 green Plant creature token.
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Grow from the Ashes
  ( 3)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Search your library for a basic land card, put it onto the battlefield, then shuffle. If this spell was kicked, instead search your library for two basic land cards, put them onto the battlefield, then shuffle.
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Growing Dread
  ( 2)
Enchantment
Flash When this enchantment enters, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) Whenever you turn a permanent face up, put a +1/+1 counter on it.
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Growing Ranks
   ( 4)
Enchantment
At the beginning of your upkeep, populate. (Create a token that's a copy of a creature token you control.)
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Growing Rites of Itlimoc
  ( 3)
Legendary Enchantment
When Growing Rites of Itlimoc enters, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order. At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
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Growth Cycle
  ( 2)
Instant
Target creature gets +3/+3 until end of turn. It gets an additional +2/+2 until end of turn for each card named Growth Cycle in your graveyard.
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Growth Spasm
  ( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add ."
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Growth Spiral
  ( 2)
Instant
Draw a card. You may put a land card from your hand onto the battlefield.
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Growth Spurt
  ( 2)
Instant
Roll a six-sided die. Target creature gets +X/+X until end of turn, where X is the result.
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Growth-Chamber Guardian
  ( 2)
Creature — Elf Crab Warrior
(2/2)
 : Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
Whenever one or more +1/+1 counters are put on this creature, you may search your library for a card named Growth-Chamber Guardian, reveal it, put it into your hand, then shuffle.
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Grudge Keeper
  ( 2)
Creature — Zombie Wizard
(2/1)
Whenever players finish voting, each opponent who voted for a choice you didn't vote for loses 2 life.
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Gruesome Deformity
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Gruesome Discovery
   ( 4)
Sorcery
Target player discards two cards. Morbid — If a creature died this turn, instead that player reveals their hand, you choose two cards from it, then that player discards those cards.
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Gruesome Encore
  ( 3)
Sorcery
Put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. Exile it at the beginning of the next end step. If that creature would leave the battlefield, exile it instead of putting it anywhere else.
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Gruesome Fate
  ( 3)
Sorcery
Each opponent loses 1 life for each creature you control.
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Gruesome Menagerie
   ( 5)
Sorcery
Choose a creature card with mana value 1 in your graveyard, then do the same for creature cards with mana value 2 and 3. Return those cards to the battlefield.
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Gruesome Realization
   ( 3)
Sorcery
Choose one — • You draw two cards and you lose 2 life. • Creatures your opponents control get -1/-1 until end of turn.
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Gruesome Scourger
   ( 5)
Creature — Orc Warrior
(3/3)
When this creature enters, it deals damage to target opponent or planeswalker equal to the number of creatures you control.
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Gruesome Slaughter
 ( 6)
Sorcery
Until end of turn, colorless creatures you control gain " : This creature deals damage equal to its power to target creature."
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Gruff Triplets
    ( 6)
Creature — Satyr Warrior
(3/3)
Trample When this creature enters, if it isn't a token, create two tokens that are copies of it. When this creature dies, put a number of +1/+1 counters equal to its power on each creature you control named Gruff Triplets.
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Grumgully, the Generous
   ( 3)
Legendary Creature — Goblin Shaman
(3/3)
Each other non-Human creature you control enters with an additional +1/+1 counter on it.
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Grunn, the Lonely King
   ( 6)
Legendary Creature — Ape Warrior
(5/5)
Kicker (You may pay an additional as you cast this spell.) If Grunn was kicked, it enters with five +1/+1 counters on it. Whenever Grunn attacks alone, double its power and toughness until end of turn.
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Gruul Beastmaster
  ( 4)
Creature — Human Shaman
(2/2)
Riot (This creature enters with your choice of a +1/+1 counter or haste.) Whenever this creature attacks, another target creature you control gets +X/+0 until end of turn, where X is this creature's power.
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Gruul Charm
  ( 2)
Instant
Choose one — • Creatures without flying can't block this turn. • Gain control of all permanents you own. • Gruul Charm deals 3 damage to each creature with flying.
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Gruul Nodorog
   ( 6)
Creature — Beast
(4/4)
: This creature gains menace until end of turn. (It can't be blocked except by two or more creatures.)
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Gruul Ragebeast
   ( 7)
Creature — Beast
(6/6)
Whenever this creature or another creature you control enters, that creature fights target creature an opponent controls.
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Gruul Scrapper
  ( 4)
Creature — Human Berserker
(3/2)
When this creature enters, if was spent to cast it, it gains haste until end of turn.
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Gruul Spellbreaker
   ( 3)
Creature — Ogre Warrior
(3/3)
Riot (This creature enters with your choice of a +1/+1 counter or haste.) Trample During your turn, you and this creature have hexproof.
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Gruul Turf
( 0)
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. : Add  .
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Gruul War Chant
   ( 4)
Enchantment
Attacking creatures you control get +1/+0 and have menace.
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Gruul War Plow
 ( 4)
Artifact
Creatures you control have trample.   : This artifact becomes a 4/4 Juggernaut artifact creature until end of turn.
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Gryff Rider
  ( 3)
Creature — Human Knight
(2/1)
Flying Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
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Gryff Vanguard
  ( 5)
Creature — Human Knight
(3/2)
Flying When this creature enters, draw a card.
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Gryff's Boon
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+0 and has flying.  : Return this card from your graveyard to the battlefield attached to target creature. Activate only as a sorcery.
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Gryffwing Cavalry
  ( 4)
Creature — Human Knight
(2/2)
Flying Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever this creature attacks, you may pay  . If you do, target attacking creature without flying gains flying until end of turn.
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Guan Yu, Sainted Warrior
   ( 5)
Legendary Creature — Human Soldier Warrior
(3/5)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When Guan Yu is put into your graveyard from the battlefield, you may shuffle Guan Yu into your library.
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Ferocious Werefox (Guard Change)
  ( 2)
Instant — Adventure
Create a Monster Role token attached to target creature you control. (Enchanted creature gets +1/+1 and has trample.)
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Guard Duty
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has defender.
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Guard Gomazoa
  ( 3)
Creature — Jellyfish
(1/3)
Defender, flying Prevent all combat damage that would be dealt to this creature.
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Guarded Heir
  ( 6)
Creature — Human Noble
(1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, create two 3/3 white Knight creature tokens.
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Guardian Angel
  ( 1)
Instant
Prevent the next X damage that would be dealt to any target this turn. Until end of turn, you may pay any time you could cast an instant. If you do, prevent the next 1 damage that would be dealt to that permanent or player this turn.
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Guardian Archon
   ( 6)
Creature — Archon
(5/5)
Flying As this creature enters, secretly choose an opponent. Reveal the player you chose: You and target permanent you control each gain protection from the chosen player until end of turn. Activate only once.
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Guardian Augmenter
  ( 3)
Creature — Troll Wizard
(2/2)
Flash Commander creatures you control get +2/+2. Commanders you control have hexproof.
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Guardian Automaton
 ( 4)
Artifact Creature — Construct
(3/3)
When this creature dies, you gain 3 life.
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