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Golgari Raiders
  ( 4)
Creature — Elf Warrior
(0/0)
Haste Undergrowth — This creature enters with a +1/+1 counter on it for each creature card in your graveyard.
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Goliath Paladin
  ( 5)
Creature — Giant Knight
(3/6)
Vigilance When this creature enters, you take the initiative.
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Goliath Spider
   ( 8)
Creature — Spider
(7/6)
Reach (This creature can block creatures with flying.)
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Gollum, Obsessed Stalker
  ( 2)
Legendary Creature — Halfling Horror
(1/1)
Skulk (This creature can't be blocked by creatures with greater power.) At the beginning of your end step, each opponent dealt combat damage this game by a creature named Gollum, Obsessed Stalker loses life equal to the amount of life you gained this turn.
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Gollum, Scheming Guide
  ( 2)
Legendary Creature — Halfling Horror
(2/1)
Whenever Gollum attacks, look at the top two cards of your library, put them back in any order, then choose land or nonland. An opponent guesses whether the top card of your library is the chosen kind. Reveal that card. If they guessed right, remove Gollum from combat. Otherwise, you draw a card and Gollum can't be blocked this turn.
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Goma Fada Vanguard
  ( 2)
Creature — Human Warrior
(2/2)
Whenever this creature attacks, target creature an opponent controls with power less than or equal to the number of Warriors you control can't block this turn.
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Gond Gate
( 0)
Land — Gate
Gates you control enter untapped. : Add .
: Add one mana of any color that a Gate you control could produce.
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Gonti, Lord of Luxury
   ( 4)
Legendary Creature — Aetherborn Rogue
(2/3)
Deathtouch When Gonti enters, look at the top four cards of target opponent's library, exile one of them face down, then put the rest on the bottom of that library in a random order. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
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Good-Fortune Unicorn
   ( 3)
Creature — Unicorn
(2/2)
Whenever another creature you control enters, put a +1/+1 counter on that creature.
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Gor Muldrak, Amphinologist
   ( 3)
Legendary Creature — Human Scout
(3/2)
You and permanents you control have protection from Salamanders. At the beginning of your end step, each player who controls the fewest creatures creates a 4/3 blue Salamander Warrior creature token.
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Gorehorn Raider
  ( 5)
Creature — Minotaur Pirate
(4/4)
Raid — When this creature enters, if you attacked this turn, this creature deals 2 damage to any target.
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Goremand
   ( 6)
Creature — Demon
(5/5)
As an additional cost to cast this spell, sacrifice a creature. Flying Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) When this creature enters, each opponent sacrifices a creature.
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Gorgon's Head
 ( 1)
Artifact — Equipment
Equipped creature has deathtouch. Equip 
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Gornog, the Red Reaper
  ( 3)
Legendary Creature — Minotaur Warrior
(2/3)
Haste Cowards can't block Warriors. Whenever one or more Warriors you control attack a player, target creature that player controls becomes a Coward. Attacking Warriors you control get +X/+0, where X is the number of Cowards your opponents control.
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Goro-Goro and Satoru
   ( 3)
Legendary Creature — Goblin Human
(3/4)
Whenever one or more creatures you control that entered this turn deal combat damage to a player, create a 5/5 red Dragon Spirit creature token with flying.  : Creatures you control gain haste until end of turn.
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Go-Shintai of Boundless Vigor
  ( 2)
Legendary Enchantment Creature — Shrine
(1/1)
Trample At the beginning of your end step, you may pay . When you do, put a +1/+1 counter on target Shrine for each Shrine you control.
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Go-Shintai of Hidden Cruelty
  ( 4)
Legendary Enchantment Creature — Shrine
(2/2)
Deathtouch At the beginning of your end step, you may pay . When you do, destroy target creature with toughness X or less, where X is the number of Shrines you control.
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Go-Shintai of Lost Wisdom
  ( 2)
Legendary Enchantment Creature — Shrine
(0/4)
Flying At the beginning of your end step, you may pay . When you do, target player mills X cards, where X is the number of Shrines you control. (To mill a card, a player puts the top card of their library into their graveyard.)
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Go-Shintai of Shared Purpose
  ( 4)
Legendary Enchantment Creature — Shrine
(1/3)
Vigilance At the beginning of your end step, you may pay . If you do, create a 1/1 colorless Spirit creature token for each Shrine you control.
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Gosta Dirk
     ( 7)
Legendary Creature — Human Warrior
(4/4)
First strike Creatures with islandwalk can be blocked as though they didn't have islandwalk.
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Gouged Zealot
  ( 4)
Creature — Cyclops Berserker
(4/3)
Reach Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, this creature deals 1 damage to each creature defending player controls.
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Gourmand's Talent
 ( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) During your turn, artifacts you control are Foods in addition to their other types and have " , , Sacrifice this artifact: You gain 3 life."  : Level 2
//Level_2// Whenever you gain life for the first time each turn, create a 3/3 green Raccoon creature token.  : Level 3
//Level_3// Whenever you gain life for the first time each turn, put a +1/+1 counter on each creature you control.
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Govern the Guildless
  ( 6)
Sorcery
Gain control of target monocolored creature. Forecast —  , Reveal this card from your hand: Target creature becomes the color or colors of your choice until end of turn. (Activate only during your upkeep and only once each turn.)
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Graceblade Artisan
  ( 3)
Creature — Human Monk
(2/3)
This creature gets +2/+2 for each Aura attached to it.
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Graceful Adept
  ( 3)
Creature — Human Wizard
(1/3)
You have no maximum hand size.
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Graceful Takedown
  ( 2)
Sorcery
Any number of target enchanted creatures you control and up to one other target creature you control each deal damage equal to their power to target creature you don't control.
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Grafdigger's Cage
 ( 1)
Artifact
Creature cards in graveyards and libraries can't enter the battlefield. Players can't cast spells from graveyards or libraries.
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Grafted Butcher
  ( 2)
Creature — Phyrexian Samurai
(2/2)
When this creature enters, Phyrexians you control gain menace until end of turn. Other Phyrexians you control get +1/+1.  , Sacrifice an artifact or creature: Return this card from your graveyard to the battlefield. Activate only as a sorcery.
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Grafted Exoskeleton
 ( 4)
Artifact — Equipment
Equipped creature gets +2/+2 and has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever this Equipment becomes unattached from a permanent, sacrifice that permanent. Equip 
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Grafted Growth
  ( 3)
Enchantment — Aura
Enchant land When this Aura enters, put a +1/+1 counter on target creature or Vehicle you control. Enchanted land has " : Add two mana of any one color."
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Grafted Identity
   ( 4)
Enchantment — Aura
As an additional cost to cast this spell, sacrifice a creature. Enchant creature You control enchanted creature. Enchanted creature gets +1/+1.
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Grafted Skullcap
 ( 4)
Artifact
At the beginning of your draw step, draw an additional card. At the beginning of your end step, discard your hand.
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Grafted Wargear
 ( 3)
Artifact — Equipment
Equipped creature gets +3/+2. Whenever this Equipment becomes unattached from a permanent, sacrifice that permanent. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Grand Abolisher
  ( 2)
Creature — Human Cleric
(2/2)
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
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Grand Arbiter Augustin IV
   ( 4)
Legendary Creature — Human Advisor
(2/3)
White spells you cast cost less to cast. Blue spells you cast cost less to cast. Spells your opponents cast cost more to cast.
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Grand Architect
   ( 3)
Creature — Vedalken Artificer
(1/3)
Other blue creatures you control get +1/+1. : Target artifact creature becomes blue until end of turn.
Tap an untapped blue creature you control: Add  . Spend this mana only to cast artifact spells or activate abilities of artifacts.
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Grand Ball Guest
  ( 2)
Creature — Human Peasant
(2/2)
Celebration — This creature gets +1/+1 and has trample as long as two or more nonland permanents entered the battlefield under your control this turn.
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Grand Coliseum
( 0)
Land
This land enters tapped. : Add .
: Add one mana of any color. This land deals 1 damage to you.
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Grand Crescendo
   ( 2)
Instant
Create X 1/1 green and white Citizen creature tokens. Creatures you control gain indestructible until end of turn.
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Grand Entryway // Elegant Rotunda (Grand Entryway)
  ( 2)
Enchantment — Room
When you unlock this door, create a 1/1 white Glimmer enchantment creature token. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Grand Master of Flowers
   ( 4)
Legendary Planeswalker — Bahamut
(3)
As long as Grand Master of Flowers has seven or more loyalty counters on him, he's a 7/7 Dragon God creature with flying and indestructible. +1: Target creature without first strike, double strike, or vigilance can't attack or block until your next turn. +1: Search your library and/or graveyard for a card named Monk of the Open Hand, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Grand Melee
  ( 4)
Enchantment
All creatures attack each combat if able. All creatures block each combat if able.
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Grand Warlord Radha
   ( 4)
Legendary Creature — Elf Warrior
(3/4)
Haste Whenever one or more creatures you control attack, add that much mana in any combination of and/or . Until end of turn, you don't lose this mana as steps and phases end.
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Grandmother Ravi Sengir
( 0)
Legendary Creature — Human Wizard
(3/3)
Flying Whenever a creature an opponent controls dies, put a +1/+1 counter on Grandmother Ravi Sengir and you gain 1 life.
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Fae of Wishes (Granted)
  ( 4)
Sorcery — Adventure
You may reveal a noncreature card you own from outside the game and put it into your hand.
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Grappler Spider
  ( 2)
Creature — Spider
(2/1)
Reach (This creature can block creatures with flying.)
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Grappling Sundew
  ( 2)
Creature — Plant
(0/4)
Defender, reach  : This creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy this creature.)
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Grasping Scoundrel
 ( 1)
Creature — Human Pirate
(1/1)
This creature gets +1/+0 as long as it's attacking.
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Grasping Shadows
  ( 4)
Enchantment
Whenever a creature you control attacks alone, it gains deathtouch and lifelink until end of turn. Put a dread counter on this enchantment. Then if there are three or more dread counters on it, transform it.
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Grassland Crusader
  ( 6)
Creature — Human Cleric Soldier
(2/4)
: Target Elf or Soldier creature gets +2/+2 until end of turn.
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Grasslands
( 0)
Land
This land enters tapped. , Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
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Grave Defiler
  ( 4)
Creature — Zombie
(2/1)
When this creature enters, reveal the top four cards of your library. Put all Zombie cards revealed this way into your hand and the rest on the bottom of your library in any order.  : Regenerate this creature.
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Grave Endeavor
   ( 7)
Instant
Roll two d10 and choose one result. Return a creature card from your graveyard to the battlefield with a number of +1/+1 counters on it equal to that result. Then each opponent loses X life and you gain X life, where X is the other result.
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Grave Servitude
  ( 2)
Enchantment — Aura
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature Enchanted creature gets +3/-1 and is black.
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Gravebind
 ( 1)
Instant
Target creature can't be regenerated this turn. Draw a card at the beginning of the next turn's upkeep.
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Graveblade Marauder
  ( 3)
Creature — Human Warrior
(1/4)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever this creature deals combat damage to a player, that player loses life equal to the number of creature cards in your graveyard.
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Gravedig
  ( 2)
Sorcery
Choose one — • Target player creates a 2/2 black Zombie creature token. • Return target creature card from your graveyard to your hand. Entwine (Choose both if you pay the entwine cost.)
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Gravedigger
  ( 4)
Creature — Zombie
(2/2)
When this creature enters, you may return target creature card from your graveyard to your hand.
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Gravelgill Duo
  ( 3)
Creature — Merfolk Rogue Warrior
(2/1)
Whenever you cast a blue spell, this creature gets +1/+1 until end of turn. Whenever you cast a black spell, this creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Gravel-Hide Goblin
  ( 2)
Creature — Goblin Shaman
(2/1)
 : This creature gets +2/+2 until end of turn.
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Graven Archfiend
   ( 5)
Artifact Creature — — Gargoyle Demon
(4/5)
As an additional cost to cast this spell, you may sacrifice a non-Demon creature. Flying When Graven Archfiend enters the battlefield, if its additional cost was paid, conjure a card named Demonic Pact onto the battlefield.
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Graven Dominator
   ( 6)
Creature — Gargoyle
(4/4)
Flying Haunt (When this creature dies, exile it haunting target creature.) When this creature enters or the creature it haunts dies, each other creature has base power and toughness 1/1 until end of turn.
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Graverobber Spider
  ( 4)
Creature — Spider
(2/4)
Reach  : This creature gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. Activate only once each turn.
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Gravestone Strider
 ( 2)
Artifact Creature — Golem
(1/3)
: Add one mana of any color. Activate only once each turn.
, Exile this card from your graveyard: Exile target card from a graveyard.
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Graveyard Busybody
   ( 6)
Creature — Human Spy
(*/*)
All graveyards are also your graveyards. Graveyard Busybody's power and toughness are each equal to the number of cards with flavor text in your graveyards.
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Graveyard Dig (playtest)
  ( 2)
Sorcery
Return up to two target black or green creature cards from your graveyard to your hand. You may cast this spell for   . If you do, ignore the bracketed text.
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Graveyard Glutton
( 0)
Creature — Werewolf
(4/4)
Ward—Discard a card. Whenever this creature enters or attacks, exile up to two target cards from graveyards. For each creature card exiled this way, each opponent loses 1 life and you gain 1 life. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Graveyard Marshal
  ( 2)
Creature — Zombie Soldier
(3/2)
 , Exile a creature card from your graveyard: Create a tapped 2/2 black Zombie creature token.
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Graveyard Shift
  ( 5)
Sorcery
This spell has flash as long as there are five or more mana values among cards in your graveyard. Return target creature card from your graveyard to the battlefield.
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Graveyard Shovel
 ( 2)
Artifact
, : Target player exiles a card from their graveyard. If it's a creature card, you gain 2 life.
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Graveyard Trespasser
  ( 3)
Creature — Human Werewolf
(3/3)
Ward—Discard a card. Whenever this creature enters or attacks, exile up to one target card from a graveyard. If a creature card was exiled this way, each opponent loses 1 life and you gain 1 life. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Gray Merchant of Asphodel
   ( 5)
Creature — Zombie
(2/4)
When this creature enters, each opponent loses X life, where X is your devotion to black. You gain life equal to the life lost this way. (Each in the mana costs of permanents you control counts toward your devotion to black.)
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Gray Slaad
  ( 3)
Creature — Frog Horror
(4/1)
As long as there are four or more creature cards in your graveyard, this creature has menace and deathtouch.
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Grayscaled Gharial
 ( 1)
Creature — Crocodile
(1/1)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Grazilaxx, Illithid Scholar
   ( 3)
Legendary Creature — Horror
(3/2)
Whenever a creature you control becomes blocked, you may return it to its owner's hand. Whenever one or more creatures you control deal combat damage to a player, draw a card.
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Grazing Gladehart
  ( 3)
Creature — Antelope
(2/2)
Landfall — Whenever a land you control enters, you may gain 2 life.
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Great Defender
 ( 1)
Instant
Target creature gets +0/+X until end of turn, where X is its mana value.
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Great Desert Prospector
  ( 5)
Creature — Human Artificer
(3/2)
When this creature enters, create a tapped Powerstone token for each other creature you control. (They're artifacts with " : Add . This mana can't be spent to cast a nonartifact spell.")
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Great Oak Guardian
  ( 6)
Creature — Treefolk
(4/5)
Flash (You may cast this spell any time you could cast an instant.) Reach When this creature enters, creatures target player controls get +2/+2 until end of turn. Untap them.
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Great Teacher's Decree
  ( 4)
Sorcery
Creatures you control get +2/+1 until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Greatbow Doyen
  ( 5)
Creature — Elf Archer
(2/4)
Other Archer creatures you control get +1/+1. Whenever an Archer you control deals damage to a creature, that Archer deals that much damage to that creature's controller.
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Greater Gargadon
  ( 10)
Creature — Beast
(9/7)
Suspend 10— Sacrifice an artifact, creature, or land: Remove a time counter from this card. Activate only if this card is suspended.
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Greater Good
   ( 4)
Enchantment
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
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Greater Mossdog
  ( 4)
Creature — Plant Dog
(3/3)
Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
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Greater Sandwurm
   ( 7)
Creature — Wurm
(7/7)
This creature can't be blocked by creatures with power 2 or less. Cycling ( , Discard this card: Draw a card.)
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Greatsword
 ( 3)
Artifact — Equipment
Equipped creature gets +3/+0. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Greatsword of Tyr
  ( 2)
Artifact — Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it and tap up to one target creature defending player controls. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Greed
  ( 4)
Enchantment
, Pay 2 life: Draw a card.
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Greed's Gambit
  ( 4)
Enchantment
When this enchantment enters, you draw three cards, gain 6 life, and create three 2/1 black Bat creature tokens with flying. At the beginning of your end step, you discard a card, lose 2 life, and sacrifice a creature. When this enchantment leaves the battlefield, you discard three cards, lose 6 life, and sacrifice three creatures.
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Greedy Freebooter
 ( 1)
Creature — Human Pirate
(1/1)
When this creature dies, scry 1 and create a Treasure token. (To scry 1, look at the top card of your library. You may put that card on the bottom. A Treasure token is an artifact with " , Sacrifice this token: Add one mana of any color.")
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Green Dragon
   ( 6)
Creature — Dragon
(4/4)
Flying Poison Breath — When this creature enters, until end of turn, whenever a creature an opponent controls is dealt damage, destroy it.
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