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Green Ward
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from green. This effect doesn't remove this Aura.
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Greenbelt Guardian
  ( 2)
Creature — Elf Ranger
(2/2)
: Target creature gains trample until end of turn.
Exhaust —  : Put three +1/+1 counters on this creature. (Activate each exhaust ability only once.)
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Greenwarden of Murasa
   ( 6)
Creature — Elemental
(5/4)
When this creature enters, you may return target card from your graveyard to your hand. When this creature dies, you may exile it. If you do, return target card from your graveyard to your hand.
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Greenwood Sentinel
  ( 2)
Creature — Elf Scout
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
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Grenzo, Dungeon Warden
   ( 2)
Legendary Creature — Goblin Rogue
(2/2)
Grenzo enters with X +1/+1 counters on it. : Put the bottom card of your library into your graveyard. If it's a creature card with power less than or equal to Grenzo's power, put it onto the battlefield.
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Greven, Predator Captain
   ( 5)
Legendary Creature — Phyrexian Human Warrior
(5/5)
Menace Greven gets +X/+0, where X is the amount of life you've lost this turn. Whenever Greven attacks, you may sacrifice another creature. If you do, you draw cards equal to that creature's power and you lose life equal to that creature's toughness.
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Grid Monitor
 ( 4)
Artifact Creature — Construct
(4/6)
You can't cast creature spells.
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Gridlock
  ( 1)
Instant
Tap X target nonland permanents.
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Grievous Wound
   ( 5)
Enchantment — Aura
Enchant player Enchanted player can't gain life. Whenever enchanted player is dealt damage, they lose half their life, rounded up.
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Griffin Dreamfinder
   ( 5)
Creature — Griffin
(1/4)
Flying When this creature enters, return target enchantment card from your graveyard to your hand.
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Griffin Guide
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has flying. When enchanted creature dies, create a 2/2 white Griffin creature token with flying.
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Griffin Rider
  ( 2)
Creature — Human Knight
(1/1)
As long as you control a Griffin creature, this creature gets +3/+3 and has flying.
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Grifter's Blade
 ( 3)
Artifact — Equipment
Flash As this Equipment enters, choose a creature you control it could be attached to. If you do, it enters attached to that creature. Equipped creature gets +1/+1. Equip 
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Grim Discovery
  ( 2)
Sorcery
Choose one or both — • Return target creature card from your graveyard to your hand. • Return target land card from your graveyard to your hand.
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Grim Guardian
  ( 3)
Enchantment Creature — Zombie
(1/4)
Constellation — Whenever this creature or another enchantment you control enters, each opponent loses 1 life.
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Grim Reminder
  ( 3)
Instant
Search your library for a nonland card and reveal it. Each opponent who cast a spell this turn with the same name as that card loses 6 life. Then shuffle.  : Return this card from your graveyard to your hand. Activate only during your upkeep.
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Grim Strider
  ( 4)
Creature — Horror
(6/6)
This creature gets -1/-1 for each card in your hand.
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Grim Wanderer
  ( 2)
Creature — Goblin Warlock
(5/3)
Flash Tragic Backstory — Cast this spell only if a creature died this turn.
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Grimdancer
   ( 3)
Creature — Nightmare
(3/3)
This creature enters with your choice of two different counters on it from among menace, deathtouch, and lifelink.
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Grimoire of the Dead
 ( 4)
Legendary Artifact
, , Discard a card: Put a study counter on Grimoire of the Dead.
, Remove three study counters from Grimoire of the Dead and sacrifice it: Put all creature cards from all graveyards onto the battlefield under your control. They're black Zombies in addition to their other colors and types.
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Grindclock
 ( 2)
Artifact
: Put a charge counter on this artifact.
: Target player mills X cards, where X is the number of charge counters on this artifact.
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Grinding Station
 ( 2)
Artifact
, Sacrifice an artifact: Target player mills three cards.
Whenever an artifact enters, you may untap this artifact.
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Grindstone
 ( 1)
Artifact
, : Target player mills two cards. If two cards that share a color were milled this way, repeat this process.
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Grip of Desolation
   ( 6)
Instant
Devoid (This card has no color.) Exile target creature and target land.
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Griptide
  ( 4)
Instant
Put target creature on top of its owner's library.
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Griselbrand
     ( 8)
Legendary Creature — Demon
(7/7)
Flying, lifelink Pay 7 life: Draw seven cards.
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Grismold, the Dreadsower
   ( 3)
Legendary Creature — Troll Shaman
(3/3)
Trample At the beginning of your end step, each player creates a 1/1 green Plant creature token. Whenever a creature token dies, put a +1/+1 counter on Grismold.
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Grist, the Hunger Tide
   ( 3)
Legendary Planeswalker — Grist
(3)
As long as Grist isn't on the battlefield, it's a 1/1 Insect creature in addition to its other types. +1: Create a 1/1 black and green Insect creature token, then mill a card. If an Insect card was milled this way, put a loyalty counter on Grist and repeat this process. −2: You may sacrifice a creature. When you do, destroy target creature or planeswalker. −5: Each opponent loses life equal to the number of creature cards in your graveyard.
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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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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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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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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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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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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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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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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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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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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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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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Guardian Beast
  ( 4)
Creature — Beast
(2/4)
As long as this creature is untapped, noncreature artifacts you control can't be enchanted, they have indestructible, and other players can't gain control of them. This effect doesn't remove Auras already attached to those artifacts.
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Guardian Gladewalker
  ( 2)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) When this creature enters, put a +1/+1 counter on target creature.
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Guardian Idol
 ( 2)
Artifact
This artifact enters tapped. : Add .
: This artifact becomes a 2/2 Golem artifact creature until end of turn.
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Guardian Kirin
  ( 4)
Creature — Kirin
(2/3)
Flying Whenever another creature you control dies, put a +1/+1 counter on this creature.
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Guardian Lions
  ( 5)
Creature — Cat
(1/6)
Vigilance (Attacking doesn't cause this creature to tap.)
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Guardian Naga
   ( 7)
Creature — Snake
(5/6)
Vigilance During your turn, prevent all damage that would be dealt to this creature.
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Guardian of Cloverdell
   ( 7)
Creature — Treefolk Shaman
(4/5)
When this creature enters, create three 1/1 white Kithkin Soldier creature tokens. , Sacrifice a Kithkin: You gain 1 life.
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Guardian of Faith
   ( 3)
Creature — Spirit Knight
(3/2)
Flash Vigilance When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
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Guardian of Ghirapur
  ( 3)
Creature — Angel
(3/3)
Flying When this creature enters, exile up to one other target creature or artifact you control. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Guardian of New Benalia
  ( 2)
Creature — Human Soldier
(2/2)
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Whenever this creature enlists a creature, scry 2. Discard a card: This creature gains indestructible until end of turn. Tap it.
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Guardian of Pilgrims
  ( 2)
Creature — Spirit Cleric
(2/2)
When this creature enters, target creature gets +1/+1 until end of turn.
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Guardian of Solitude
  ( 2)
Creature — Spirit
(1/2)
Whenever you cast a Spirit or Arcane spell, target creature gains flying until end of turn.
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Guardian of Tazeem
   ( 5)
Creature — Sphinx
(4/5)
Flying Landfall — Whenever a land you control enters, tap target creature an opponent controls. If that land is an Island, that creature doesn't untap during its controller's next untap step.
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Guardian of the Ages
 ( 7)
Artifact Creature — Golem
(7/7)
Defender (This creature can't attack.) When a creature attacks you or a planeswalker you control, if this creature has defender, it loses defender and gains trample.
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Guardian of the Forgotten
  ( 4)
Creature — Elephant Warrior
(4/4)
Vigilance Whenever a modified creature you control dies, manifest the top card of your library. (Equipment, Auras you control, and counters are modifications. To manifest a card, put the top card of your library 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.)
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Guardian of the Gateless
  ( 5)
Creature — Angel
(3/3)
Flying This creature can block any number of creatures. Whenever this creature blocks, it gets +1/+1 until end of turn for each creature it's blocking.
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Guardian of the Great Conduit
  ( 4)
Creature — Elemental
(2/4)
Reach (This creature can block creatures with flying.) As long as you control a Nissa planeswalker, this creature gets +2/+0 and has vigilance. (Attacking doesn't cause it to tap.)
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Guardian of the Great Door
  ( 2)
Creature — Angel
(4/4)
As an additional cost to cast this spell, tap four untapped artifacts, creatures, and/or lands you control. Flying
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Guardian of Vitu-Ghazi
   ( 8)
Creature — Elemental
(4/7)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Vigilance
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