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Guardian Project
  ( 4)
Enchantment
Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
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Guardian Scalelord
  ( 5)
Creature — Dragon
(3/4)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.) Flying Whenever this creature attacks, return target nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is this creature's power.
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Guardian Seraph
   ( 4)
Creature — Angel
(3/4)
Flying If a source an opponent controls would deal damage to you, prevent 1 of that damage.
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Guardian Shield-Bearer
  ( 2)
Creature — Human Soldier
(2/1)
Megamorph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When this creature is turned face up, put a +1/+1 counter on another target creature you control.
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Guardian Sunmare
   ( 5)
Creature — Horse Mount
(5/5)
Ward  Whenever this creature attacks while saddled, search your library for a nonland permanent card with mana value 3 or less, put it onto the battlefield, then shuffle. Saddle 4
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Guardian Zendikon
  ( 3)
Enchantment — Aura
Enchant land Enchanted land is a 2/6 white Wall creature with defender. It's still a land. When enchanted land dies, return that card to its owner's hand.
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Guardian's Magemark
  ( 3)
Enchantment — Aura
Flash Enchant creature Creatures you control that are enchanted get +1/+1.
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Guardians of Akrasa
  ( 3)
Creature — Human Soldier
(0/4)
Defender (This creature can't attack.) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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Guardians of Koilos
 ( 5)
Artifact Creature — Construct
(4/4)
When this creature enters, you may return another target historic permanent you control to its owner's hand. (Artifacts, legendaries, and Sagas are historic.)
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Guardians of Oboro
  ( 3)
Creature — Moonfolk Samurai
(3/4)
Defender Modified creatures you control can attack as though they didn't have defender. (Equipment, Auras you control, and counters are modifications.)
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Guardians' Pledge
   ( 3)
Instant
White creatures you control get +2/+2 until end of turn.
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Gudul Lurker
 ( 1)
Creature — Salamander
(1/1)
This creature can't be blocked. Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
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Guess Your Fate (Guess Your Fate (d))
( 0)
Artifact — Attraction
Visit — Look at the bottom card of your library, then give a person outside the game a one-word clue not on that card. They guess a word. If their guess appears in that card's name, claim the prize Prize — Reveal the card, put it into your hand, then sacrifice this Attraction and open an Attraction. Lights — 3, 4, 5, 6
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Guided Passage
   ( 3)
Sorcery
Reveal the cards in your library. An opponent chooses from among them a creature card, a land card, and a noncreature, nonland card. You put the chosen cards into your hand. Then shuffle.
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Guided Strike
  ( 2)
Instant
Target creature gets +1/+0 and gains first strike until end of turn. Draw a card.
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Guidelight Matrix
 ( 2)
Artifact
When this artifact enters, draw a card. , : Target Mount you control becomes saddled until end of turn. Activate only as a sorcery.
, : Target Vehicle you control becomes an artifact creature until end of turn.
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Guidelight Optimizer
  ( 2)
Artifact Creature — Robot
(2/1)
: Add . Spend this mana only to cast an artifact spell or activate an ability.
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Guidelight Pathmaker
   ( 6)
Artifact — Vehicle
(6/5)
Vigilance When this Vehicle enters, you may search your library for an artifact card and reveal it. Put it onto the battlefield if its mana value is 2 or less. Otherwise, put it into your hand. If you search your library this way, shuffle. Crew 2
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Guidelight Synergist
  ( 4)
Artifact Creature — Robot Artificer
(0/4)
Flying This creature gets +1/+0 for each artifact you control.
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Guidestone Compass
( 0)
Artifact
, : Target creature you control explores. Activate only as a sorcery. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
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Guiding Bolt
  ( 3)
Instant
Destroy target creature with power 4 or greater. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Guiding Spirit
   ( 3)
Creature — Angel Spirit
(1/2)
Flying : If the top card of target player's graveyard is a creature card, put that card on top of that player's library.
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Guiding Voice
 ( 1)
Sorcery
Put a +1/+1 counter on target creature. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Guild Artisan
  ( 2)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, you create two Treasure tokens." (They're artifacts with " , Sacrifice this token: Add one mana of any color.")
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Guild Feud
  ( 6)
Enchantment
At the beginning of your upkeep, target opponent reveals the top three cards of their library, may put a creature card from among them onto the battlefield, then puts the rest into their graveyard. You do the same with the top three cards of your library. If two creatures are put onto the battlefield this way, those creatures fight each other.
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Guild Globe
 ( 2)
Artifact
When this artifact enters, draw a card. , , Sacrifice this artifact: Add two mana of different colors.
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Guild Summit
  ( 3)
Enchantment
When this enchantment enters, you may tap any number of untapped Gates you control. Draw a card for each Gate tapped this way. Whenever a Gate you control enters, draw a card.
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Guild Thief
  ( 2)
Creature — Orc Rogue
(1/1)
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it. Cunning Action —  : This creature can't be blocked this turn.
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Guildless Commons
( 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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Guildpact Informant
  ( 3)
Creature — Faerie Rogue
(1/1)
Flying Whenever this creature deals combat damage to a player or planeswalker, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Guildpact Paragon
( 0)
Artifact Creature — Construct
(5/5)
Whenever you cast a spell that's exactly two colors, look at the top six cards of your library. You may reveal a card that's exactly two colors from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Guildscorn Ward
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from multicolored.
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Guildsworn Prowler
  ( 2)
Creature — Tiefling Rogue Assassin
(2/1)
Deathtouch When this creature dies, if it wasn't blocking, draw a card.
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Guiltfeeder
   ( 5)
Creature — Horror
(0/4)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever this creature attacks and isn't blocked, defending player loses 1 life for each card in their graveyard.
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Gulf Squid
  ( 4)
Creature — Squid Beast
(2/2)
When this creature enters, tap all lands target player controls.
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Gumdrop Poisoner
  ( 3)
Creature — Human Warlock
(3/2)
Lifelink When this creature enters, up to one target creature gets -X/-X until end of turn, where X is the amount of life you gained this turn.
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Gurmag Drowner
  ( 4)
Creature — Snake Wizard
(2/4)
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
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Gust of Wind
  ( 4)
Sorcery
This spell costs less to cast if you control a creature with flying. Return target nonland permanent you don't control to its owner's hand. Draw a card.
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Gustrider Exuberant
  ( 3)
Creature — Human Wizard
(1/2)
Flying Sacrifice this creature: Creatures you control with power 5 or greater gain flying until end of turn.
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Gutless Plunderer
  ( 3)
Creature — Skeleton Pirate
(2/2)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Raid — When this creature enters, if you attacked this turn, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.
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Gutmorn, Pactbound Servant
  ( 3)
Legendary Creature — — Demon
(1/3)
Flying, deathtouch Whenever Gutmorn, Pactbound Servant enters the battlefield, each player discards a nonland card. Whenever a player discards a card during your turn, they choose another player. That player conjures a duplicate of that card into their hand. It perpetually gains "You may spend mana as though it were mana of any color to cast this spell."
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Guul Draz Assassin
 ( 1)
Creature — Vampire Assassin
(1/1)
Level up  ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3 2/2 , : Target creature gets -2/-2 until end of turn.
LEVEL 4+ 4/4 , : Target creature gets -4/-4 until end of turn.
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Guul Draz Mucklord
  ( 3)
Creature — Crocodile
(2/3)
When this creature dies, put a +1/+1 counter on target creature you control.
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Guul Draz Overseer
   ( 6)
Creature — Vampire
(3/4)
Flying Landfall — Whenever a land you control enters, other creatures you control get +1/+0 until end of turn. If that land is a Swamp, those creatures get +2/+0 until end of turn instead.
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Guul Draz Specter
   ( 4)
Creature — Specter
(2/2)
Flying This creature gets +3/+3 as long as an opponent has no cards in hand. Whenever this creature deals combat damage to a player, that player discards a card.
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Guul Draz Vampire
 ( 1)
Creature — Vampire Rogue
(1/1)
As long as an opponent has 10 or less life, this creature gets +2/+1 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Gwafa Hazid, Profiteer
   ( 3)
Legendary Creature — Human Rogue
(2/2)
 , : Put a bribery counter on target creature you don't control. Its controller draws a card.
Creatures with bribery counters on them can't attack or block.
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Gwaihir the Windlord
   ( 6)
Legendary Creature — Bird Noble
(4/4)
This spell costs less to cast as long as you've drawn two or more cards this turn. Flying, vigilance Other Birds you control have vigilance.
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Gwyllion Hedge-Mage
  ( 3)
Creature — Hag Wizard
(2/2)
When this creature enters, if you control two or more Plains, you may create a 1/1 white Kithkin Soldier creature token. When this creature enters, if you control two or more Swamps, you may put a -1/-1 counter on target creature.
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Gylwain, Casting Director
   ( 3)
Legendary Creature — Human Bard
(2/3)
Whenever Gylwain or another nontoken creature you control enters, choose one — • Create a Royal Role token attached to that creature. • Create a Sorcerer Role token attached to that creature. • Create a Monster Role token attached to that creature.
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Gyruda, Doom of Depths
   ( 6)
Legendary Creature — Demon Kraken
(6/6)
Companion — Your starting deck contains only cards with even mana values. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) When Gyruda enters, each player mills four cards. Put a creature card with an even mana value from among the milled cards onto the battlefield under your control.
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Haakon, Stromgald Scourge
   ( 3)
Legendary Creature — Zombie Knight
(3/3)
You may cast this card from your graveyard, but not from anywhere else. As long as Haakon is on the battlefield, you may cast Knight spells from your graveyard. When Haakon dies, you lose 2 life.
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Haazda Exonerator
 ( 1)
Creature — Human Cleric
(1/1)
, Sacrifice this creature: Destroy target Aura.
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Haazda Marshal
 ( 1)
Creature — Human Soldier
(1/1)
Whenever this creature and at least two other creatures attack, create a 1/1 white Soldier creature token with lifelink.
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Haazda Officer
  ( 3)
Creature — Human Soldier
(3/2)
When this creature enters, target creature you control gets +1/+1 until end of turn.
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Haazda Shield Mate
  ( 3)
Creature — Human Soldier
(1/1)
At the beginning of your upkeep, sacrifice this creature unless you pay  . : The next time a source of your choice would deal damage to you this turn, prevent that damage.
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Haazda Snare Squad
  ( 3)
Creature — Human Soldier
(1/4)
Whenever this creature attacks, you may pay . If you do, tap target creature an opponent controls.
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Haazda Vigilante
  ( 5)
Creature — Giant Soldier
(4/4)
Whenever this creature enters or attacks, put a +1/+1 counter on target creature you control with power 2 or less.
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Hada Freeblade
 ( 1)
Creature — Human Soldier Ally
(0/1)
Whenever this creature or another Ally you control enters, you may put a +1/+1 counter on this creature.
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Hada Spy Patrol
  ( 2)
Creature — Human Rogue
(1/1)
Level up  ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 2/2 This creature can't be blocked. LEVEL 3+ 3/3 Shroud (This creature can't be the target of spells or abilities.) This creature can't be blocked.
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Hadana's Climb
   ( 3)
Legendary Enchantment
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb.
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Hag Hedge-Mage
  ( 3)
Creature — Hag Shaman
(2/2)
When this creature enters, if you control two or more Swamps, you may have target player discard a card. When this creature enters, if you control two or more Forests, you may put target card from your graveyard on top of your library.
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Hagra Crocodile
  ( 4)
Creature — Crocodile
(3/1)
This creature can't block. Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
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Hagra Diabolist
  ( 5)
Creature — Ogre Shaman Ally
(3/2)
Whenever this creature or another Ally you control enters, you may have target player lose life equal to the number of Allies you control.
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Hajar, Loyal Bodyguard
  ( 2)
Legendary Creature — Human Soldier
(3/3)
Sacrifice Hajar: Legendary creatures you control get +1/+0 and gain indestructible until end of turn.
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Haktos the Unscarred
    ( 4)
Legendary Creature — Human Warrior
(6/1)
Haktos attacks each combat if able. As Haktos enters, choose 2, 3, or 4 at random. Haktos has protection from each mana value other than the chosen number.
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Halam Djinn
  ( 6)
Creature — Djinn
(6/5)
Haste This creature gets -2/-2 as long as red is the most common color among all permanents or is tied for most common.
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Halana and Alena, Partners
   ( 4)
Legendary Creature — Human Ranger
(2/3)
First strike (This creature deals combat damage before creatures without first strike.) Reach (This creature can block creatures with flying.) At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
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Haldan, Avid Arcanist
  ( 3)
Legendary Creature — Human Wizard
(1/4)
Partner with Pako, Arcane Retriever (When this creature enters, target player may put Pako into their hand from their library, then shuffle.) You may play lands and cast noncreature spells from among cards you exiled that have fetch counters on them, and you may spend mana as though it were mana of any color to cast those spells.
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Haldir, Lórien Lieutenant
  ( 1)
Legendary Creature — Elf Soldier
(0/0)
Haldir enters with X +1/+1 counters on it. Vigilance  : Until end of turn, other Elves you control gain vigilance and get +1/+1 for each +1/+1 counter on Haldir.
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Halfdane
    ( 4)
Legendary Creature — Shapeshifter
(3/3)
At the beginning of your upkeep, change Halfdane's base power and toughness to the power and toughness of target creature other than Halfdane until the end of your next upkeep.
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Halimar Depths
( 0)
Land
This land enters tapped. When this land enters, look at the top three cards of your library, then put them back in any order. : Add .
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Halimar Tidecaller
  ( 3)
Creature — Human Wizard Ally
(2/3)
When this creature enters, you may return target card with awaken from your graveyard to your hand. Land creatures you control have flying.
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Hall of the Bandit Lord
( 0)
Legendary Land
Hall of the Bandit Lord enters tapped. , Pay 3 life: Add . If that mana is spent on a creature spell, it gains haste.
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Hallowed Burial
   ( 5)
Sorcery
Put all creatures on the bottom of their owners' libraries.
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Hallowed Fountain
( 0)
Land — Plains Island
( : Add or .) As this land enters, you may pay 2 life. If you don't, it enters tapped.
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Hallowed Ground
  ( 2)
Enchantment
 : Return target nonsnow land you control to its owner's hand.
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Hallowed Haunting
   ( 4)
Enchantment
As long as you control seven or more enchantments, creatures you control have flying and vigilance. Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
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Hallowed Healer
  ( 3)
Creature — Human Cleric
(1/1)
: Prevent the next 2 damage that would be dealt to any target this turn.
Threshold — : Prevent the next 4 damage that would be dealt to any target this turn. Activate only if seven or more cards are in your graveyard.
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Hallowed Moonlight
  ( 2)
Instant
Until end of turn, if a creature would enter and it wasn't cast, exile it instead. Draw a card.
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Hallowed Priest
  ( 2)
Creature — Human Cleric
(1/1)
Whenever you gain life, put a +1/+1 counter on this creature.
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Hallowed Respite
  ( 2)
Sorcery
Exile target nonlegendary creature, then return it to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on it. Otherwise, tap it. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Hallowed Spiritkeeper
   ( 3)
Creature — Avatar
(3/2)
Vigilance When this creature dies, create X 1/1 white Spirit creature tokens with flying, where X is the number of creature cards in your graveyard.
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Halo-Charged Skaab
  ( 5)
Creature — Zombie
(4/4)
When this creature enters, each player mills two cards. Then you may put an instant, sorcery, or battle card from your graveyard on top of your library. (To mill two cards, a player puts the top two cards of their library into their graveyard.)
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Halsin, Emerald Archdruid
  ( 4)
Legendary Creature — Elf Druid
(2/4)
: Until end of turn, target token you control becomes a green Bear creature with base power and toughness 4/4 in addition to its other colors and types.
Choose a Background (You can have a Background as a second commander.)
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Halt Order
  ( 3)
Instant
Counter target artifact spell. Draw a card.
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Halvar, God of Battle
   ( 4)
Legendary Creature — God
(4/4)
Creatures you control that are enchanted or equipped have double strike. At the beginning of each combat, you may attach target Aura or Equipment attached to a creature you control to target creature you control.
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Hamlet Vanguard
  ( 3)
Creature — Human Warrior
(1/1)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) This creature enters with two +1/+1 counters on it for each other nontoken Human you control.
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Hammer Dropper
   ( 4)
Creature — Giant Soldier
(5/2)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
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Hammerhand
 ( 1)
Enchantment — Aura
Enchant creature When this Aura enters, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste.
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Hammerhead Shark
  ( 2)
Creature — Shark
(2/3)
This creature can't attack unless defending player controls an Island.
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Hammerhead Tyrant
   ( 6)
Creature — Dragon
(6/6)
Flying Whenever you cast a spell, return up to one target nonland permanent an opponent controls with mana value less than or equal to that spell's mana value to its owner's hand.
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