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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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Elusive Otter (Grove's Bounty)
  ( 1)
Sorcery — Adventure
Distribute X +1/+1 counters among any number of target creatures you control. (Then exile this card. You may cast the creature later from exile.)
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Grunn, the Lonely King
   ( 6)
Legendary Creature — Ape Warrior
(5/5)
Kicker (You may pay an additional as you cast this spell.) If Grunn was kicked, it enters with five +1/+1 counters on it. Whenever Grunn attacks alone, double its power and toughness until end of turn.
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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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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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Gunner Conscript
  ( 2)
Creature — Human Mercenary
(2/2)
Trample This creature gets +1/+1 for each Aura and Equipment attached to it. When this creature dies, if it was enchanted, create a Junk token. When this creature dies, if it was equipped, create a Junk token.
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Gustcloak Runner
 ( 1)
Creature — Human Soldier
(1/1)
Whenever this creature becomes blocked, you may untap it and remove it from combat.
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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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Hair-Strung Koto
 ( 6)
Artifact
Tap an untapped creature you control: Target player mills a card.
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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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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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Halo Hunter
    ( 5)
Creature — Demon
(6/3)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When this creature enters, destroy target Angel.
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Hangar Scrounger
  ( 3)
Creature — Dwarf Pilot
(2/1)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Whenever this creature becomes tapped, you may discard a card. If you do, draw a card.
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Harald Unites the Elves
   ( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Mill three cards. You may put an Elf or Tyvar card from your graveyard onto the battlefield. II — Put a +1/+1 counter on each Elf you control. III — Whenever an Elf you control attacks this turn, target creature an opponent controls gets -1/-1 until end of turn.
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Harbinger of the Hunt
   ( 5)
Creature — Dragon
(5/3)
Flying  : This creature deals 1 damage to each creature without flying.
 : This creature deals 1 damage to each other creature with flying.
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Harnfel, Horn of Bounty
  ( 5)
Legendary Artifact
Discard a card: Exile the top two cards of your library. You may play those cards this turn.
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Haunt of the Dead Marshes
 ( 1)
Creature — Nightmare Elf
(1/1)
When this creature enters, scry 1.  : Return this card from your graveyard to the battlefield tapped. Activate only if you control a legendary creature.
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Haunt the Network
   ( 5)
Sorcery
Choose target opponent. Create two 1/1 colorless Thopter artifact creature tokens with flying. Then the chosen player loses X life and you gain X life, where X is the number of artifacts you control.
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Haunted Angel
  ( 3)
Creature — Angel
(3/3)
Flying When this creature dies, exile it and each other player creates a 3/3 black Angel creature token with flying.
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Haunted Cadaver
  ( 4)
Creature — Zombie
(2/2)
Whenever this creature deals combat damage to a player, you may sacrifice it. If you do, that player discards three cards. Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Haunted Cloak
 ( 3)
Artifact — Equipment
Equipped creature has vigilance, trample, and haste. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Haunted Crossroads
  ( 3)
Enchantment
: Put target creature card from your graveyard on top of your library.
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Haunted Dead
  ( 4)
Creature — Zombie
(2/2)
When this creature enters, create a 1/1 white Spirit creature token with flying.  , Discard two cards: Return this card from your graveyard to the battlefield tapped.
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Haunted Hellride
   ( 3)
Artifact — Vehicle
(3/3)
Whenever you attack, target creature you control gets +1/+0 and gains deathtouch until end of turn. Untap it. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Haunted House (Haunted House (a))
( 0)
Artifact — Attraction
Visit — Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of your next end step. Lights — 3, 6
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Haunted House (Haunted House (b))
( 0)
Artifact — Attraction
Visit — Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of your next end step. Lights — 4, 6
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Haunted Library
  ( 2)
Enchantment
Whenever a creature an opponent controls dies, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
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Haunted Mire
( 0)
Land — Swamp Forest
( : Add or .) This land enters tapped.
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Haunted One
  ( 3)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature becomes tapped, it and other creatures you control that share a creature type with it each get +2/+0 and gain undying until end of turn." (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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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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Haunted Ridge
( 0)
Land
This land enters tapped unless you control two or more other lands. : Add or .
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Haunting Apparition
   ( 3)
Creature — Spirit
(1+*/2)
Flying As this creature enters, choose an opponent. Haunting Apparition's power is equal to 1 plus the number of green creature cards in the chosen player's graveyard.
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Haunting Echoes
   ( 5)
Sorcery
Exile all cards from target player's graveyard other than basic land cards. For each card exiled this way, search that player's library for all cards with the same name as that card and exile them. Then that player shuffles.
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Haunting Figment
  ( 2)
Creature — Illusion
(2/1)
Vigilance This creature can't be blocked as long as you've cast an instant or sorcery spell this turn.
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Haunting Hymn
   ( 6)
Instant
Target player discards two cards. If you cast this spell during your main phase, that player discards four cards instead.
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Haunting Imitation
  ( 3)
Sorcery
Each player reveals the top card of their library. For each creature card revealed this way, create a token that's a copy of that card, except it's 1/1, it's a Spirit in addition to its other types, and it has flying. If no creature cards were revealed this way, return Haunting Imitation to its owner's hand.
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Haunting Misery
   ( 3)
Sorcery
As an additional cost to cast this spell, exile X creature cards from your graveyard. Haunting Misery deals X damage to target player or planeswalker.
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Haunting Wind
  ( 4)
Enchantment
Whenever an artifact becomes tapped or a player activates an artifact's ability without in its activation cost, this enchantment deals 1 damage to that artifact's controller.
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Hauntwoods Shrieker
   ( 3)
Creature — Beast Mutant
(3/3)
Whenever this creature attacks, 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.)  : Reveal target face-down permanent. If it's a creature card, you may turn it face up.
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Hazard of the Dunes
  ( 4)
Creature — Wurm
(4/4)
Trample, reach Exhaust —  : Put three +1/+1 counters on this creature. (Activate each exhaust ability only once.)
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Hazoret's Undying Fury
   ( 6)
Sorcery
Shuffle your library, then exile the top four cards. You may cast any number of spells with mana value 5 or less from among them without paying their mana costs. Lands you control don't untap during your next untap step.
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Hazy Homunculus
  ( 2)
Creature — Homunculus Illusion
(1/1)
This creature can't be blocked as long as defending player controls an untapped land.
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He Who Hungers
  ( 5)
Legendary Creature — Spirit
(3/2)
Flying , Sacrifice a Spirit: Target opponent reveals their hand. You choose a card from it. That player discards that card. Activate only as a sorcery.
Soulshift 4 (When this creature dies, you may return target Spirit card with mana value 4 or less from your graveyard to your hand.)
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Headhunter
  ( 2)
Creature — Human Cleric
(1/1)
Whenever this creature deals combat damage to a player, that player discards a card. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Heliod, God of the Sun
  ( 4)
Legendary Enchantment Creature — God
(5/6)
Indestructible As long as your devotion to white is less than five, Heliod isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to white.) Other creatures you control have vigilance.   : Create a 2/1 white Cleric enchantment creature token.
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Heliod, Sun-Crowned
  ( 3)
Legendary Enchantment Creature — God
(5/5)
Indestructible As long as your devotion to white is less than five, Heliod isn't a creature. Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.  : Another target creature gains lifelink until end of turn.
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Heliod's Punishment
  ( 2)
Enchantment — Aura
Enchant creature This Aura enters with four task counters on it. Enchanted creature can't attack or block. It loses all abilities and has " : Remove a task counter from Heliod's Punishment. Then if it has no task counters on it, destroy Heliod's Punishment."
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Hellkite Punisher
   ( 7)
Creature — Dragon
(6/6)
Flying : This creature gets +1/+0 until end of turn.
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Hell's Thunder
   ( 3)
Creature — Elemental
(4/4)
Flying, haste At the beginning of the end step, sacrifice this creature. Unearth  ( : Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Helpful Hunter
  ( 2)
Creature — Cat
(1/1)
When this creature enters, draw a card.
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Herald of the Sun
   ( 6)
Creature — Angel
(4/4)
Flying  : Put a +1/+1 counter on another target creature with flying.
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Heretic's Punishment
  ( 5)
Enchantment
 : Choose any target, then mill three cards. This enchantment deals damage to that permanent or player equal to the greatest mana value among the milled cards.
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Hero of the Dunes
   ( 5)
Creature — Human Soldier
(3/2)
When this creature enters, return target artifact or creature card with mana value 3 or less from your graveyard to the battlefield. Creatures you control with mana value 3 or less get +1/+0.
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High Ground
 ( 1)
Enchantment
Each creature you control can block an additional creature each combat.
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High-Society Hunter
   ( 5)
Creature — Vampire Noble
(5/3)
Flying Whenever this creature attacks, you may sacrifice another creature. If you do, put a +1/+1 counter on this creature. Whenever another nontoken creature dies, draw a card.
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Hit // Run (Hit)
   ( 3)
Instant
Target player sacrifices an artifact or creature of their choice. Hit deals damage to that player equal to that permanent's mana value.
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Hollowhenge Huntmaster
( 0)
Creature — Werewolf
(6/6)
Hexproof Other permanents you control have hexproof. At the beginning of combat on your turn, put two +1/+1 counters on each creature you control. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Homunculus Horde
  ( 4)
Creature — Homunculus
(2/2)
Whenever you draw your second card each turn, create a token that's a copy of this creature.
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Hook-Haunt Drifter
( 0)
Creature — Spirit
(1/2)
Flying If Hook-Haunt Drifter would be put into a graveyard from anywhere, exile it instead.
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Hormagaunt Horde
  ( 1)
Creature — Tyranid
(1/1)
Ravenous (This creature enters with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.) Endless Swarm — Whenever a land you control enters, you may pay  . If you do, return this card from your graveyard to your hand.
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Hound of Griselbrand
   ( 4)
Creature — Elemental Dog
(2/2)
Double strike Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Hound of the Farbogs
  ( 5)
Creature — Zombie Dog
(5/3)
Delirium — This creature has menace as long as there are four or more card types among cards in your graveyard. (A creature with menace can't be blocked except by two or more creatures.)
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Hound Tamer
  ( 3)
Creature — Human Werewolf
(3/3)
Trample  : Put a +1/+1 counter on target creature.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Howl of the Hunt
  ( 3)
Enchantment — Aura
Flash Enchant creature When this Aura enters, if enchanted creature is a Wolf or Werewolf, untap that creature. Enchanted creature gets +2/+2 and has vigilance.
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Huatli, Poet of Unity
  ( 3)
Legendary Creature — Human Warrior Bard
(2/3)
When Huatli enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.   : Exile Huatli, then return her to the battlefield transformed under her owner's control. Activate only as a sorcery.
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Huatli, the Sun's Heart
  ( 3)
Legendary Planeswalker — Huatli
(7)
Each creature you control assigns combat damage equal to its toughness rather than its power. −3: You gain life equal to the greatest toughness among creatures you control.
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Hunding Gjornersen
    ( 6)
Legendary Creature — Human Warrior
(5/4)
Rampage 1 <I>(Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)</I>
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Hundred-Battle Veteran
  ( 4)
Creature — Zombie Warrior
(4/2)
As long as there are three or more different kinds of counters among creatures you control, this creature gets +2/+4. You may cast this card from your graveyard. If you do, it enters with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
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Hundred-Handed One
   ( 4)
Creature — Giant
(3/5)
Vigilance    : Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
As long as this creature is monstrous, it has reach and can block an additional ninety-nine creatures each combat.
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Hundred-Talon Kami
  ( 5)
Creature — Spirit
(2/3)
Flying Soulshift 4 (When this creature dies, you may return target Spirit card with mana value 4 or less from your graveyard to your hand.)
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Hundred-Talon Strike
 ( 1)
Instant — Arcane
Target creature gets +1/+0 and gains first strike until end of turn. Splice onto Arcane—Tap an untapped white creature you control. (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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Hundroog
  ( 7)
Creature — Beast
(4/7)
Cycling ( , Discard this card: Draw a card.)
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Hunger of the Howlpack
 ( 1)
Instant
Put a +1/+1 counter on target creature. Morbid — Put three +1/+1 counters on that creature instead if a creature died this turn.
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Hunger of the Nim
  ( 2)
Sorcery
Target creature gets +1/+0 until end of turn for each artifact you control.
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Hungering Hydra
  ( 1)
Creature — Hydra
(0/0)
This creature enters with X +1/+1 counters on it. This creature can't be blocked by more than one creature. Whenever this creature is dealt damage, put that many +1/+1 counters on it. (It must survive the damage to get the counters.)
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Hungering Yeti
  ( 5)
Creature — Yeti
(4/4)
As long as you control a green or blue permanent, you may cast this spell as though it had flash. (You may cast it any time you could cast an instant.)
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Hungry Flames
  ( 3)
Instant
Hungry Flames deals 3 damage to target creature and 2 damage to target player or planeswalker.
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Hungry for More
  ( 2)
Sorcery
Create a 3/1 black and red Vampire creature token with trample, lifelink, and haste. Sacrifice it at the beginning of the next end step. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Hungry Ghoul
  ( 2)
Creature — Zombie
(2/2)
, Sacrifice another creature: Put a +1/+1 counter on this creature.
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