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Grand Abolisher
  ( 2)
Creature — Human Cleric
(2/2)
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
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Grand Arbiter Augustin IV
   ( 4)
Legendary Creature — Human Advisor
(2/3)
White spells you cast cost less to cast. Blue spells you cast cost less to cast. Spells your opponents cast cost more to cast.
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Grand Architect
   ( 3)
Creature — Vedalken Artificer
(1/3)
Other blue creatures you control get +1/+1. : Target artifact creature becomes blue until end of turn.
Tap an untapped blue creature you control: Add  . Spend this mana only to cast artifact spells or activate abilities of artifacts.
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Grand Ball Guest
  ( 2)
Creature — Human Peasant
(2/2)
Celebration — This creature gets +1/+1 and has trample as long as two or more nonland permanents entered the battlefield under your control this turn.
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Grand Coliseum
( 0)
Land
This land enters tapped. : Add .
: Add one mana of any color. This land deals 1 damage to you.
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Grand Crescendo
   ( 2)
Instant
Create X 1/1 green and white Citizen creature tokens. Creatures you control gain indestructible until end of turn.
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Grand Entryway // Elegant Rotunda (Grand Entryway)
  ( 2)
Enchantment — Room
When you unlock this door, create a 1/1 white Glimmer enchantment creature token. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Grand Master of Flowers
   ( 4)
Legendary Planeswalker — Bahamut
(3)
As long as Grand Master of Flowers has seven or more loyalty counters on him, he's a 7/7 Dragon God creature with flying and indestructible. +1: Target creature without first strike, double strike, or vigilance can't attack or block until your next turn. +1: Search your library and/or graveyard for a card named Monk of the Open Hand, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Grand Melee
  ( 4)
Enchantment
All creatures attack each combat if able. All creatures block each combat if able.
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Grand Warlord Radha
   ( 4)
Legendary Creature — Elf Warrior
(3/4)
Haste Whenever one or more creatures you control attack, add that much mana in any combination of and/or . Until end of turn, you don't lose this mana as steps and phases end.
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Grandmother Ravi Sengir
( 0)
Legendary Creature — Human Wizard
(3/3)
Flying Whenever a creature an opponent controls dies, put a +1/+1 counter on Grandmother Ravi Sengir and you gain 1 life.
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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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Greater Sandwurm
   ( 7)
Creature — Wurm
(7/7)
This creature can't be blocked by creatures with power 2 or less. Cycling ( , Discard this card: Draw a card.)
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Grim Wanderer
  ( 2)
Creature — Goblin Warlock
(5/3)
Flash Tragic Backstory — Cast this spell only if a creature died this turn.
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Griselbrand
     ( 8)
Legendary Creature — Demon
(7/7)
Flying, lifelink Pay 7 life: Draw seven cards.
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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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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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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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Hand of Cruelty
  ( 2)
Creature — Human Samurai
(2/2)
Protection from white Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Hand of Emrakul
 ( 9)
Creature — Eldrazi
(7/7)
You may sacrifice four Eldrazi Spawn rather than pay this spell's mana cost. Annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent of their choice.)
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Hand of Honor
  ( 2)
Creature — Human Samurai
(2/2)
Protection from black Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Hand of Justice
  ( 6)
Creature — Avatar
(2/6)
, Tap three untapped white creatures you control: Destroy target creature.
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Hand of Silumgar
  ( 2)
Creature — Human Warrior
(2/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Hand of the Praetors
  ( 4)
Creature — Phyrexian Zombie
(3/2)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Other creatures you control with infect get +1/+1. Whenever you cast a creature spell with infect, target player gets a poison counter.
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Hand of Vecna
 ( 3)
Legendary Artifact — Equipment
At the beginning of combat on your turn, equipped creature or a creature you control named Vecna gets +X/+X until end of turn, where X is the number of cards in your hand. Equip—Pay 1 life for each card in your hand. Equip 
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Hand That Feeds
  ( 2)
Creature — Mutant
(2/2)
Delirium — Whenever this creature attacks while there are four or more card types among cards in your graveyard, it gets +2/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
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Hand to Hand
  ( 3)
Enchantment
During combat, players can't cast instant spells or activate abilities that aren't mana abilities.
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Handcuffs
   ( 5)
Enchantment
As this enchantment enters, choose a player. When the chosen player's hands aren't touching each other, sacrifice this enchantment and that player sacrifices three permanents.
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Hands of Binding
  ( 2)
Sorcery
Tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Handy Dandy Clone Machine
 ( 3)
Artifact
, : Create a 2/2 colorless Homunculus creature token. It must be represented by a unique hand and two fingers at all times, or it ceases to exist.
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Harbor Bandit
  ( 3)
Creature — Human Rogue
(2/2)
This creature gets +1/+1 as long as you control an Island.  : This creature can't be blocked this turn.
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Hardbristle Bandit
  ( 2)
Creature — Plant Rogue
(1/1)
: Add one mana of any color.
Whenever you commit a crime, untap this creature. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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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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Harold and Bob, First Numens
  ( 3)
Legendary Creature — Treefolk Mutant
(3/3)
Vigilance, reach When Harold and Bob dies, if it was a creature, return it to the battlefield. It's an Aura enchantment with enchant Forest you control and "Enchanted Forest has ‘ : Add three mana of any one color. You get two rad counters.'" Harold and Bob loses all other abilities.
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Harvest Hand
 ( 3)
Artifact Creature — Scarecrow
(2/2)
When this creature dies, return it to the battlefield transformed under your control.
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Hazezon, Shaper of Sand
   ( 3)
Legendary Creature — Human Warrior
(3/3)
Desertwalk (This creature can't be blocked as long as defending player controls a Desert.) You may play Desert lands from your graveyard. Whenever a Desert you control enters, create two 1/1 red, green, and white Sand Warrior creature tokens.
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Healing Hands
  ( 3)
Sorcery
Target player gains 4 life. Draw a card.
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Helping Hand
 ( 1)
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield tapped.
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Hidetsugu and Kairi
    ( 5)
Legendary Creature — Ogre Demon Dragon
(5/4)
Flying When Hidetsugu and Kairi enters, draw three cards, then put two cards from your hand on top of your library in any order. When Hidetsugu and Kairi dies, exile the top card of your library. Target opponent loses life equal to its mana value. If it's an instant or sorcery card, you may cast it without paying its mana cost.
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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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Hobgoblin Bandit Lord
   ( 3)
Creature — Goblin Rogue
(2/3)
Other Goblins you control get +1/+1. , : This creature deals damage equal to the number of Goblins that entered the battlefield under your control this turn to any target.
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Hookhand Mariner
  ( 4)
Creature — Human Werewolf
(4/4)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Hooting Mandrills
  ( 6)
Creature — Ape
(4/4)
Delve (Each card you exile from your graveyard while casting this spell pays for .) Trample
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Hope and Glory
  ( 2)
Instant
Untap two target creatures. Each of them gets +1/+1 until end of turn.
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Horror of the Broken Lands
  ( 5)
Creature — Horror
(4/4)
Whenever you cycle or discard another card, this creature gets +2/+1 until end of turn. Cycling ( , Discard this card: Draw a card.)
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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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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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Illusions of Grandeur
  ( 4)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When this enchantment enters, you gain 20 life. When this enchantment leaves the battlefield, you lose 20 life.
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Illustrious Wanderglyph
  ( 5)
Artifact Creature — Golem
(2/2)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Other artifact creatures you control get +2/+2 as long as you have the city's blessing. At the beginning of each upkeep, create a 1/1 colorless Gnome artifact creature token.
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Imposing Grandeur
  ( 5)
Sorcery
Each player may discard their hand and draw cards equal to the greatest mana value of a commander they own on the battlefield or in the command zone.
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Incandescent Aria
   ( 3)
Sorcery
Incandescent Aria deals 3 damage to each nontoken creature.
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Incandescent Soulstoke
  ( 3)
Creature — Elemental Shaman
(2/2)
Other Elemental creatures you control get +1/+1.  , : You may put an Elemental creature card from your hand onto the battlefield. That creature gains haste until end of turn. Sacrifice it at the beginning of the next end step.
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Incendiary Command
   ( 5)
Sorcery
Choose two — • Incendiary Command deals 4 damage to target player or planeswalker. • Incendiary Command deals 2 damage to each creature. • Destroy target nonbasic land. • Each player discards all the cards in their hand, then draws that many cards.
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Inga and Esika
   ( 4)
Legendary Creature — Human God
(4/4)
Creatures you control have vigilance and " : Add one mana of any color. Spend this mana only to cast a creature spell." Whenever you cast a creature spell, if three or more mana from creatures was spent to cast it, draw a card.
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Initiates of the Ebon Hand
 ( 1)
Creature — Cleric
(1/1)
: Add . If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.
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Innocent Bystander
  ( 2)
Creature — Goblin Citizen
(2/1)
Whenever this creature is dealt 3 or more damage, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Inspiring Commander
   ( 6)
Creature — Human Soldier
(1/4)
Whenever another creature you control with power 2 or less enters, you gain 1 life and draw a card.
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Intrepid Outlander
  ( 2)
Creature — Orc Ranger
(2/3)
Reach Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.)
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Invasion of Muraganda
  ( 5)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When this Siege enters, put a +1/+1 counter on target creature you control. Then that creature fights up to one target creature you don't control.
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Invasion of Shandalar
   ( 5)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When this Siege enters, return up to three target permanent cards from your graveyard to your hand.
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Island
( 0)
Basic Land — Island
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Island Fish Jasconius
    ( 7)
Creature — Fish
(6/8)
This creature doesn't untap during your untap step. At the beginning of your upkeep, you may pay   . If you do, untap this creature. This creature can't attack unless defending player controls an Island. When you control no Islands, sacrifice this creature.
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Island of Wak-Wak
( 0)
Land
: Target creature with flying has base power 0 until end of turn.
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Island Sanctuary
  ( 2)
Enchantment
If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk.
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James, Wandering Dad
  ( 3)
Legendary Creature — Human Scientist
(2/4)
: Add  . Spend this mana only to activate abilities.
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Jandor's Ring
 ( 6)
Artifact
, , Discard the last card you drew this turn: Draw a card.
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Kassandra, Eagle Bearer
   ( 3)
Legendary Creature — Human Assassin Warrior
(2/2)
Haste When Kassandra enters, search your graveyard, hand, and library for a card named The Spear of Leonidas, put it onto the battlefield, then shuffle. Whenever a creature you control with a legendary Equipment attached to it deals combat damage to a player, draw a card.
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Katilda and Lier
   ( 3)
Legendary Creature — Human
(3/3)
Whenever you cast a Human spell, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
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Kayla's Command
   ( 3)
Sorcery
Choose two — • Create a 2/2 colorless Construct artifact creature token. • Put a +1/+1 counter on a creature you control. It gains double strike until end of turn. • Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. • You gain 2 life and scry 2.
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Kazandu Blademaster
  ( 2)
Creature — Human Soldier Ally
(1/1)
First strike, vigilance Whenever this creature or another Ally you control enters, you may put a +1/+1 counter on this creature.
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Kazandu Mammoth
   ( 3)
Creature — Elephant
(3/3)
Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
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Kazandu Nectarpot
  ( 2)
Creature — Insect
(1/3)
Landfall — Whenever a land you control enters, you gain 1 life.
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Kazandu Refuge
( 0)
Land
This land enters tapped. When this land enters, you gain 1 life. : Add or .
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Kazandu Stomper
  ( 6)
Creature — Beast
(6/5)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) When this creature enters, return up to two lands you control to their owner's hand.
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Kazandu Tuskcaller
  ( 2)
Creature — Human Shaman
(1/1)
Level up  ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 2-5 1/1 : Create a 3/3 green Elephant creature token.
LEVEL 6+ 1/1 : Create two 3/3 green Elephant creature tokens.
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Keldon Vandals
  ( 3)
Creature — Human Rogue
(4/1)
Echo  (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature enters, destroy target artifact.
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Kethis, the Hidden Hand
   ( 3)
Legendary Creature — Elf Advisor
(3/4)
Legendary spells you cast cost less to cast. Exile two legendary cards from your graveyard: Until end of turn, each legendary card in your graveyard gains "You may play this card from your graveyard."
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Kiyomaro, First to Stand
   ( 5)
Legendary Creature — Spirit
(*/*)
Kiyomaro's power and toughness are each equal to the number of cards in your hand. As long as you have four or more cards in hand, Kiyomaro has vigilance. Whenever Kiyomaro deals damage, if you have seven or more cards in hand, you gain 7 life.
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Knife and Death
   ( 4)
Sorcery
Just a second (As long as this spell is on the stack, players can't move permanents.) One at a time, throw ten cards you own from outside the game onto the playing area from a distance of at least three feet (about one meter). For each of those cards, Knife and Death deals 1 damage to each creature or planeswalker you don't control that card is touching. You gain life equal to the damage dealt this way.
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