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Gorgon Flail
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+1 and has deathtouch. (Any amount of damage it deals to a creature is enough to destroy that creature.) Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Gorilla Berserkers
   ( 5)
Creature — Ape Berserker
(2/3)
Trample; rampage 2 <I>(Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)</I> This creature can't be blocked except by three or more creatures.
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Gorilla Pack
  ( 3)
Creature — Ape
(3/3)
This creature can't attack unless defending player controls a Forest. When you control no Forests, sacrifice this creature.
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Gorilla Tactics (playtest)
  ( 2)
Instant
Create a 2/2 green Gorilla creature token. When a spell or ability an opponent controls causes you to discard CARDNAME, create two 2/2 green Gorilla creature tokens.
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Gorilla Titan
   ( 5)
Creature — Ape
(4/4)
Trample This creature gets +4/+4 as long as there are no cards in your graveyard.
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Gorilla War Cry
  ( 2)
Instant
Cast this spell only during combat before blockers are declared. All creatures gain menace until end of turn. (They can't be blocked except by two or more creatures.) Draw a card at the beginning of the next turn's upkeep.
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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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Grakmaw, Skyclave Ravager
   ( 3)
Legendary Creature — Hydra Horror
(0/0)
Grakmaw enters with three +1/+1 counters on it. Whenever another creature you control dies, if it had a +1/+1 counter on it, put a +1/+1 counter on Grakmaw. When Grakmaw dies, create an X/X black and green Hydra creature token, where X is the number of +1/+1 counters on Grakmaw.
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Granulate
   ( 4)
Sorcery
Destroy each nonland artifact with mana value 4 or less.
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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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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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Gravebreaker Lamia
  ( 5)
Enchantment Creature — Snake Lamia
(4/4)
Lifelink When this creature enters, search your library for a card, put it into your graveyard, then shuffle. Spells you cast from your graveyard cost less to cast.
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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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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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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 Intelligence's Plan
   ( 6)
Sorcery
Draw three cards. Then target opponent faces a villainous choice — They discard three cards, or you may cast a spell from your hand without paying its mana cost.
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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 Flayer
  ( 2)
Creature — Human Warrior
(2/2)
Trample Whenever this creature deals combat damage to a player, surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Delirium — This creature gets +2/+2 as long as there are four or more card types among cards in your graveyard.
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Grim Lavamancer
 ( 1)
Creature — Human Wizard
(1/1)
, , Exile two cards from your graveyard: This creature deals 2 damage to any target.
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Grimclaw Bats
  ( 2)
Creature — Bat
(1/1)
Flying , Pay 1 life: This creature gets +1/+1 until end of turn.
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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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Grist, the Plague Swarm
( 0)
Legendary Planeswalker — Grist
(3)
+1: Create a 1/1 black and green Insect creature token, then mill two cards. Put a deathtouch counter on the token if a black card was milled this way. −2: Destroy target artifact or enchantment. −6: For each creature card in your graveyard, create a token that's a copy of it, except it's a 1/1 black and green Insect.
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Grist, Voracious Larva
 ( 1)
Legendary Creature — Insect
(1/2)
Deathtouch Whenever Grist or another creature you control enters, if it entered from your graveyard or you cast it from your graveyard, you may pay . If you do, exile Grist, then return it to the battlefield transformed under its owner's control.
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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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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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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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Guerrilla Tactics
  ( 2)
Instant
Guerrilla Tactics deals 2 damage to any target. When a spell or ability an opponent controls causes you to discard this card, it deals 4 damage to any target.
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Gunk Slug (playtest)
  ( 3)
Creature — — Slug
(2/3)
When CARDNAME enters the battlefield, create three Gunk token cards and shuffle them into target opponent's library. (Gunk is a colorless sorcery card with no mana cost that has cycling .)
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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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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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Halana, Kessig Ranger
  ( 4)
Legendary Creature — Human Archer Ranger
(3/4)
Reach Whenever another creature you control enters, you may pay . When you do, that creature deals damage equal to its power to target creature. Partner (You can have two commanders if both have partner.)
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Halcyon Glaze
   ( 3)
Enchantment
Whenever you cast a creature spell, this enchantment becomes a 4/4 Illusion creature with flying in addition to its other types until end of turn.
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Hallar, the Firefletcher
   ( 3)
Legendary Creature — Elf Archer
(3/3)
Trample Whenever you cast a spell, if that spell was kicked, put a +1/+1 counter on Hallar, then Hallar deals damage equal to the number of +1/+1 counters on it to each opponent.
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Halving Season (playtest)
  ( 5)
Enchantment
If an opponent would create one or more tokens, they create half that many of each of those kinds of tokens instead, rounded down. If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
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Hammerfest Boomtacular
   ( 5)
Enchantment
Whenever you cast a spell with a Goblin Explosioneers watermark, this enchantment deals 2 damage to any target.
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Hanabi Blast
   ( 3)
Instant
Hanabi Blast deals 2 damage to any target. Return Hanabi Blast to its owner's hand, then discard a card at random.
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Hanweir Lancer
  ( 3)
Creature — Human Knight
(2/2)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as this creature is paired with another creature, both creatures have first strike.
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Hardy Outlander
  ( 2)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, another target creature you control gets +X/+X until end of turn, where X is this creature's power."
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Harvesttide Assailant
( 0)
Creature — Werewolf
(4/4)
Trample Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Hatching Plans
  ( 2)
Enchantment
When this enchantment is put into a graveyard from the battlefield, draw three cards.
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Haunted Plate Mail
 ( 4)
Artifact — Equipment
Equipped creature gets +4/+4. : Until end of turn, this permanent becomes a 4/4 Spirit artifact creature that's no longer an Equipment. Activate only if you control no creatures.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Hazardous Blast
  ( 4)
Sorcery
Hazardous Blast deals 1 damage to each creature your opponents control. Creatures your opponents control can't block this turn.
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Heart of a Duelist (playtest)
  ( 2)
Enchantment
You may draw cards from anywhere in your library. (You don't get to look at them or reorder them while doing so.) When Heart of a Duelist enters the battlefield, draw a card.
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Heartfire Immolator
  ( 2)
Creature — Human Wizard
(2/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) , Sacrifice this creature: It deals damage equal to its power to target creature or planeswalker.
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Heartflame Duelist
  ( 2)
Creature — Human Knight
(3/1)
Instant and sorcery spells you control have lifelink.
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Heartlash Cinder
  ( 2)
Creature — Elemental Warrior
(1/1)
Haste Chroma — When this creature enters, it gets +X/+0 until end of turn, where X is the number of red mana symbols in the mana costs of permanents you control.
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Heartless Pillage
  ( 3)
Sorcery
Target opponent discards two cards. Raid — If you attacked this turn, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Heavenly Blademaster
  ( 6)
Creature — Angel
(3/6)
Flying, double strike When this creature enters, you may attach any number of Auras and Equipment you control to it. Other creatures you control get +1/+1 for each Aura and Equipment attached to this creature.
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Hedron Blade
 ( 1)
Artifact — Equipment
Equipped creature gets +1/+1. Whenever equipped creature becomes blocked by one or more colorless creatures, it gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.) Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Heirloom Blade
 ( 3)
Artifact — Equipment
Equipped creature gets +3/+1. Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order. Equip 
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Hellhole Flailer
   ( 3)
Creature — Ogre Warrior
(3/2)
Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)   , Sacrifice this creature: It deals damage equal to its power to target player or planeswalker.
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Herald of Slaanesh
  ( 3)
Creature — Demon
(2/2)
Locus of Slaanesh — Demon spells you cast cost less to cast. Other Demons you control have haste.
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Heritage Reclamation
  ( 2)
Instant
Choose one — • Destroy target artifact. • Destroy target enchantment. • Exile up to one target card from a graveyard. Draw a card.
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Hero of Bladehold
   ( 4)
Creature — Human Knight
(3/4)
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) Whenever this creature attacks, create two 1/1 white Soldier creature tokens that are tapped and attacking.
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Heronblade Elite
  ( 3)
Creature — Human Warrior
(1/1)
Vigilance Whenever another Human you control enters, put a +1/+1 counter on this creature. : Add X mana of any one color, where X is this creature's power.
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Hero's Blade
 ( 2)
Artifact — Equipment
Equipped creature gets +3/+2. Whenever a legendary creature you control enters, you may attach this Equipment to it. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Hexgold Slash
 ( 1)
Instant
Hexgold Slash deals 2 damage to target creature. If that creature has toxic, Hexgold Slash deals 4 damage to that creature instead.
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Hexplate Wallbreaker
   ( 5)
Artifact — Equipment
For Mirrodin (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.) Equipped creature gets +2/+2. Whenever equipped creature attacks, if it's the first combat phase of the turn, untap each attacking creature. After this phase, there is an additional combat phase. Equip  
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Hidden Blade
 ( 2)
Artifact — Equipment
Flash When this Equipment enters, attach it to target creature you control. If that creature is an Assassin, it gains deathtouch until end of turn. Equipped creature gets +1/+0 and has first strike. Equip 
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Hidden Dragonslayer
  ( 2)
Creature — Human Warrior
(2/1)
Lifelink 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, destroy target creature with power 4 or greater an opponent controls.
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Hidden Footblade
 ( 1)
Artifact — Equipment
Flash When this Equipment enters, attach it to target creature you control. That creature gains first strike until end of turn. Equipped creature gets +1/+0 and has haste. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Hidden Guerrillas
 ( 1)
Enchantment
When an opponent casts an artifact spell, if this permanent is an enchantment, it becomes a 5/3 Soldier creature with trample.
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Hide in Plain Sight
  ( 4)
Sorcery
Look at the top five cards of your library, cloak two of them, and put the rest on the bottom of your library in a random order. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.)
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Hideous Laughter
   ( 4)
Instant — Arcane
All creatures get -2/-2 until end of turn. Splice onto Arcane   (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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High Troller (playtest)
  ( 4)
Creature — — Troll Shaman
(4/1)
All targeted spells and abilities cost less and have their targets chosen randomly.
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Highland Berserker
  ( 2)
Creature — Human Berserker Ally
(2/1)
Whenever this creature or another Ally you control enters, you may have Ally creatures you control gain first strike until end of turn.
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Highland Forest
( 0)
Snow Land — Mountain Forest
( : Add or .) This land enters tapped.
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Highland Game
  ( 2)
Creature — Elk
(2/1)
When this creature dies, you gain 2 life.
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Hinterland Chef
  ( 3)
Creature — — Human Scout
(3/3)
When Hinterland Chef enters the battlefield, draft a card from Hinterland Chef's spellbook. It perpetually becomes a Food artifact in addition to its other types and perpetually gains " , , Sacrifice this creature: You gain 3 life."
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Hinterland Drake
  ( 3)
Creature — Drake
(2/3)
Flying This creature can't block artifact creatures.
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Hinterland Harbor
( 0)
Land
This land enters tapped unless you control a Forest or an Island. : Add or .
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Hinterland Hermit
  ( 2)
Creature — Human Werewolf
(2/1)
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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Hinterland Logger
  ( 2)
Creature — Human Werewolf
(2/1)
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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Hinterland Sanctifier
 ( 1)
Creature — Rabbit Cleric
(1/2)
Whenever another creature you control enters, you gain 1 life.
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Hinterland Scourge
( 0)
Creature — Werewolf
(3/2)
This creature must be blocked if able. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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Hired Blade
  ( 3)
Creature — Human Assassin
(3/2)
Flash (You may cast this spell any time you could cast an instant.)
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Hired Claw
 ( 1)
Creature — Lizard Mercenary
(1/2)
Whenever you attack with one or more Lizards, this creature deals 1 damage to target opponent.  : Put a +1/+1 counter on this creature. Activate only if an opponent lost life this turn and only once each turn.
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Hired Hexblade
  ( 2)
Creature — Elf Warlock
(2/2)
When this creature enters, if mana from a Treasure was spent to cast it, you draw a card and you lose 1 life.
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Hish of the Snake Cult (playtest)
    ( 5)
Legendary Creature — — Snake
(2/5)
Nagas and Serpents you control are Snakes. (We'll errata this to be true.) Snakes you control have daunt, deathtouch, and poisonous 2. (A creature with daunt can't be blocked by creatures with power 2 or less. Whenever a creature with poisonous 2 deals combat damage to a player, that player gets two poison counters.)
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Hithlain Rope
 ( 2)
Artifact
This artifact can't be sacrificed. , : Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. The player to your right gains control of this artifact.
, : Draw a card. The player to your right gains control of this artifact.
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Hookblade
  ( 2)
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature gets +1/+0. During your turn, equipped creature has flying. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Hookblade Veteran
 ( 1)
Creature — Human Assassin
(1/2)
During your turn, this creature has flying. (It can't be blocked except by creatures with flying or reach.)
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