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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 Grizzled Outcasts.
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Grizzled Wolverine
( 3)
Creature — Wolverine
(2/2)
: Grizzled Wolverine gets +2/+0 until end of turn. Activate only during the declare blockers step, only if at least one creature is blocking Grizzled Wolverine, and only once each turn.
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Grizzly Fate
( 5)
Sorcery
Create two 2/2 green Bear creature tokens. Threshold — Create four 2/2 green Bear creature tokens instead if seven or more cards are in your graveyard. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Grolnok, the Omnivore
( 4)
Legendary Creature — Frog
(3/3)
Whenever a Frog you control attacks, mill three cards. Whenever a permanent card is put into your graveyard from your library, exile it with a croak counter on it. You may play lands and cast spells from among cards you own in exile with croak counters on them.
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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, the Gatebreaker 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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Groom's Finery
( 2)
Artifact — Equipment
Equipped creature gets +2/+0. It gets an additional +0/+2 and has deathtouch as long as an Equipment named Bride's Gown is attached to a creature you control. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Grotag Bug-Catcher
( 2)
Creature — Goblin Warrior
(1/2)
Trample Whenever Grotag Bug-Catcher attacks, it gets +1/+0 until end of turn for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Grotag Night-Runner
( 3)
Creature — Goblin Rogue
(2/3)
Whenever Grotag Night-Runner deals combat damage to a player, exile the top card of your library. You may play that card this turn.
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Grotag Siege-Runner
( 2)
Creature — Goblin Rogue
(2/1)
, Sacrifice Grotag Siege-Runner: Destroy target creature with defender. Grotag Siege-Runner deals 2 damage to that creature's controller.
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Grotag Thrasher
( 5)
Creature — Lizard
(3/3)
Whenever Grotag Thrasher attacks, target creature can't block this turn.
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Grotesque Hybrid
( 5)
Creature — Zombie
(3/3)
Whenever Grotesque Hybrid deals combat damage to a creature, destroy that creature. It can't be regenerated. Discard a card: Grotesque Hybrid gains flying and protection from green and from white until end of turn.
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Grotesque Mutation
( 2)
Instant
Target creature gets +3/+1 and gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
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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 Pounder
( 2)
Creature — Goblin Warrior
(2/2)
: Roll a six-sided die. Ground Pounder gets +X/+X until end of turn, where X is the result. Whenever you roll a 5 or higher on a die, Ground Pounder gains trample until end of turn.
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Ground Seal
( 2)
Enchantment
When Ground Seal 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 Groundbreaker.
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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)
: Groundling Pouncer 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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Grove Rumbler
( 4)
Creature — Elemental
(3/3)
Trample Landfall — Whenever a land you control enters, Grove Rumbler gets +2/+2 until end of turn.
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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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Grovetender Druids
( 4)
Creature — Elf Druid Ally
(3/3)
Rally — Whenever Grovetender Druids or another Ally you control enters, you may pay . If you do, create a 1/1 green Plant creature token.
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Grow from the Ashes
( 3)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Search your library for a basic land card, put it onto the battlefield, then shuffle. If this spell was kicked, instead search your library for two basic land cards, put them onto the battlefield, then shuffle.
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Growing Dread
( 2)
Enchantment
Flash When Growing Dread 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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Growing Rites of Itlimoc
( 3)
Legendary Enchantment
When Growing Rites of Itlimoc enters, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order. At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
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Growth Cycle
( 2)
Instant
Target creature gets +3/+3 until end of turn. It gets an additional +2/+2 until end of turn for each card named Growth Cycle in your graveyard.
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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 Growth-Chamber Guardian, 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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Gruesome Encore
( 3)
Sorcery
Put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. Exile it at the beginning of the next end step. If that creature would leave the battlefield, exile it instead of putting it anywhere else.
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Gruesome Fate
( 3)
Sorcery
Each opponent loses 1 life for each creature you control.
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Gruesome Menagerie
( 5)
Sorcery
Choose a creature card with mana value 1 in your graveyard, then do the same for creature cards with mana value 2 and 3. Return those cards to the battlefield.
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Gruesome Realization
( 3)
Sorcery
Choose one — • You draw two cards and you lose 2 life. • Creatures your opponents control get -1/-1 until end of turn.
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Gruesome Scourger
( 5)
Creature — Orc Warrior
(3/3)
When Gruesome Scourger enters, it deals damage to target opponent or planeswalker equal to the number of creatures you control.
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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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Gruff Triplets
( 6)
Creature — Satyr Warrior
(3/3)
Trample When Gruff Triplets enters, if it isn't a token, create two tokens that are copies of it. When Gruff Triplets dies, put a number of +1/+1 counters equal to its power on each creature you control named Gruff Triplets.
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Grumgully, the Generous
( 3)
Legendary Creature — Goblin Shaman
(3/3)
Each other non-Human creature you control enters with an additional +1/+1 counter on it.
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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, the Lonely King 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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Gruul Beastmaster
( 4)
Creature — Human Shaman
(2/2)
Riot (This creature enters with your choice of a +1/+1 counter or haste.) Whenever Gruul Beastmaster attacks, another target creature you control gets +X/+0 until end of turn, where X is Gruul Beastmaster's power.
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Gruul Ragebeast
( 7)
Creature — Beast
(6/6)
Whenever Gruul Ragebeast or another creature you control enters, that creature fights target creature an opponent controls.
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Gruul Scrapper
( 4)
Creature — Human Berserker
(3/2)
When Gruul Scrapper enters, if was spent to cast it, it gains haste until end of turn.
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Gruul Spellbreaker
( 3)
Creature — Ogre Warrior
(3/3)
Riot (This creature enters with your choice of a +1/+1 counter or haste.) Trample During your turn, you and Gruul Spellbreaker have hexproof.
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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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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, Sainted Warrior 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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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 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 Beast
( 4)
Creature — Beast
(2/4)
As long as Guardian Beast 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 Guardian Gladewalker enters, put a +1/+1 counter on target creature.
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Guardian of Cloverdell
( 7)
Creature — Treefolk Shaman
(4/5)
When Guardian of Cloverdell enters, create three 1/1 white Kithkin Soldier creature tokens. , Sacrifice a Kithkin: You gain 1 life.
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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 Guardian of New Benalia enlists a creature, scry 2. Discard a card: Guardian of New Benalia gains indestructible until end of turn. Tap it.
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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 Guardian of the Ages 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 Guardian of the Gateless can block any number of creatures. Whenever Guardian of the Gateless 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, Guardian of the Great Conduit 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 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 Guardian Shield-Bearer is turned face up, put a +1/+1 counter on another target creature you control.
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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' 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)
Gudul Lurker 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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Guerrilla Tactics
( 2)
Instant
Guerrilla Tactics deals 2 damage to any target. When a spell or ability an opponent controls causes you to discard Guerrilla Tactics, Guerrilla Tactics deals 4 damage to any target.
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Guess Your Fate (Guess Your Fate (a))
( 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 Guess Your Fate and open an Attraction. Lights — 2, 3, 4, 6
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Guess Your Fate (Guess Your Fate (b))
( 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 Guess Your Fate and open an Attraction. Lights — 2, 3, 5, 6
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Guess Your Fate (Guess Your Fate (c))
( 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 Guess Your Fate and open an Attraction. Lights — 2, 4, 5, 6
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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 Guess Your Fate and open an Attraction. Lights — 3, 4, 5, 6
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Guest List
( 0)
Artifact — Contraption
Whenever you crank Guest List, target creature gets -X/-X until end of turn, where X is the number of creature cards in its controller's graveyard.
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Guff Rewrites History
( 3)
Instant
For each player, choose target nonenchantment, nonland permanent that player controls. Those permanents' owners shuffle them into their libraries. Each player who controlled one of those permanents exiles cards from the top of their library until they exile a nonland card, then puts the rest on the bottom of their library in a random order. Each player may cast the nonland card they exiled without paying its mana cost.
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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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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 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 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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