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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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Grove Rumbler
   ( 4)
Creature — Elemental
(3/3)
Trample Landfall — Whenever a land you control enters, this creature 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 this creature 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 this enchantment 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 Ranks
   ( 4)
Enchantment
At the beginning of your upkeep, populate. (Create a token that's a copy of a creature token you control.)
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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 Spasm
  ( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add ."
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Growth Spiral
  ( 2)
Instant
Draw a card. You may put a land card from your hand onto the battlefield.
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Growth Spurt
  ( 2)
Instant
Roll a six-sided die. Target creature gets +X/+X until end of turn, where X is the result.
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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 this creature, 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 this creature 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 this creature enters, if it isn't a token, create two tokens that are copies of it. When this creature 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 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 this creature attacks, another target creature you control gets +X/+0 until end of turn, where X is this creature's power.
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Gruul Charm
  ( 2)
Instant
Choose one — • Creatures without flying can't block this turn. • Gain control of all permanents you own. • Gruul Charm deals 3 damage to each creature with flying.
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Gruul Nodorog
   ( 6)
Creature — Beast
(4/4)
: This creature gains menace until end of turn. (It can't be blocked except by two or more creatures.)
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Gruul Ragebeast
   ( 7)
Creature — Beast
(6/6)
Whenever this creature 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 this creature 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 this creature have hexproof.
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Gruul Turf
( 0)
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. : Add  .
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Gruul War Chant
   ( 4)
Enchantment
Attacking creatures you control get +1/+0 and have menace.
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Gruul War Plow
 ( 4)
Artifact
Creatures you control have trample.   : This artifact becomes a 4/4 Juggernaut artifact creature until end of turn.
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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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Gryff Vanguard
  ( 5)
Creature — Human Knight
(3/2)
Flying When this creature enters, draw a card.
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Gryff's Boon
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+0 and has flying.  : Return this card from your graveyard to the battlefield attached to target creature. Activate only as a sorcery.
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Gryffwing Cavalry
  ( 4)
Creature — Human Knight
(2/2)
Flying Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever this creature attacks, you may pay  . If you do, target attacking creature without flying gains flying until end of turn.
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Guardian of Pilgrims
  ( 2)
Creature — Spirit Cleric
(2/2)
When this creature enters, target creature gets +1/+1 until end of turn.
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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, this creature 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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Gutter Grime
  ( 5)
Enchantment
Whenever a nontoken creature you control dies, put a slime counter on this enchantment, then create a green Ooze creature token with "This token's power and toughness are each equal to the number of slime counters on Gutter Grime."
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Gwaihir, Greatest of the Eagles
  ( 5)
Legendary Creature — Bird Noble
(5/5)
Flying Whenever Gwaihir attacks, target attacking creature gains flying until end of turn. At the beginning of each end step, if you gained 3 or more life this turn, create a 3/3 white Bird creature token with flying and "Whenever this token attacks, target attacking creature gains flying until end of turn."
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Hagra Constrictor
  ( 3)
Creature — Snake
(0/0)
This creature enters with two +1/+1 counters on it. Each creature you control with a +1/+1 counter on it has menace. (A creature with menace can't be blocked except by two or more creatures.)
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Hagra Crocodile
  ( 4)
Creature — Crocodile
(3/1)
This creature can't block. Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
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Hagra Diabolist
  ( 5)
Creature — Ogre Shaman Ally
(3/2)
Whenever this creature or another Ally you control enters, you may have target player lose life equal to the number of Allies you control.
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Hagra Mauling
   ( 4)
Instant
This spell costs less to cast if an opponent controls no basic lands. Destroy target creature.
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Hagra Sharpshooter
  ( 3)
Creature — Human Assassin Ally
(2/2)
 : Target creature gets -1/-1 until end of turn.
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Hallowed Ground
  ( 2)
Enchantment
 : Return target nonsnow land you control to its owner's hand.
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Harrier Griffin
  ( 6)
Creature — Griffin
(3/3)
Flying At the beginning of your upkeep, tap target creature.
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Hasran Ogress
  ( 2)
Creature — Ogre
(3/2)
Whenever this creature attacks, it deals 3 damage to you unless you pay .
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Healing Grace
 ( 1)
Instant
Prevent the next 3 damage that would be dealt to any target this turn by a source of your choice. You gain 3 life.
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Heliod's Pilgrim
  ( 3)
Creature — Human Cleric
(1/2)
When this creature enters, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle.
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Hell Mongrel
  ( 4)
Creature — Nightmare Dog
(4/3)
Discard a card: This creature gets +1/+1 until end of turn. Madness  (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Hellfire Mongrel
  ( 3)
Creature — Elemental Dog
(2/2)
At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, this creature deals 2 damage to that player.
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Herd Migration
  ( 7)
Sorcery
Domain — Create a 3/3 green Beast creature token for each basic land type among lands you control.  , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You gain 3 life.
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Heron's Grace Champion
   ( 4)
Creature — Human Knight
(3/3)
Flash Lifelink When this creature enters, other Humans you control get +1/+1 and gain lifelink until end of turn.
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Hidden Grotto
( 0)
Land
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) : Add .
, : Add one mana of any color.
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High Ground
 ( 1)
Enchantment
Each creature you control can block an additional creature each combat.
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Hoarder's Greed
  ( 4)
Sorcery
You lose 2 life and draw two cards, then clash with an opponent. If you win, repeat this process. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
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Hoarding Ogre
  ( 4)
Creature — Ogre
(3/3)
Whenever this creature attacks, roll a d20. 1–9 | Create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.") 10–19 | Create two Treasure tokens. 20 | Create three Treasure tokens.
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Holographic Double
 ( 1)
Creature — — Illusion
(1/1)
, Exile Holographic Double from your hand: Choose a creature card in your hand. Conjure a duplicate of it into your hand.
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Horn of Greed
 ( 3)
Artifact
Whenever a player plays a land, that player draws 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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House Cartographer
  ( 2)
Creature — Human Scout Survivor
(2/2)
Survival — At the beginning of your second main phase, if this creature is tapped, reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.
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Hoverstone Pilgrim
 ( 5)
Artifact Creature — Golem
(2/5)
Flying Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) : Put target card from a graveyard on the bottom of its owner's library.
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Hugs, Grisly Guardian
     ( 4)
Legendary Creature — Badger Warrior
(5/5)
Trample When Hugs enters, exile the top X cards of your library. Until the end of your next turn, you may play those cards. You may play an additional land on each of your turns.
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Hulking Ogre
  ( 3)
Creature — Ogre
(3/3)
This creature can't block.
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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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Hungry Hungry Heifer
  ( 3)
Creature — Cow
(3/3)
At the beginning of your upkeep, you may remove a counter from a permanent you control. If you don't, sacrifice this creature.
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Hungry Lynx
  ( 2)
Creature — Cat
(2/2)
Cats you control have protection from Rats. (They can't be blocked, targeted, or dealt damage by Rats.) At the beginning of your end step, target opponent creates a 1/1 black Rat creature token with deathtouch. Whenever a Rat dies, put a +1/+1 counter on each Cat you control.
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Hungry Megasloth
  ( 3)
Creature — Sloth Beast
(3/3)
Reach (This creature can block creatures with flying.) , : Put a +1/+1 counter on this creature.
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Hungry Ridgewolf
  ( 2)
Creature — Wolf
(2/2)
As long as you control another Wolf or Werewolf, this creature gets +1/+0 and has trample.
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Hungry Spriggan
  ( 3)
Creature — Goblin Warrior
(1/1)
Trample Whenever this creature attacks, it gets +3/+3 until end of turn.
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