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Gulf Squid
  ( 4)
Creature — Squid Beast
(2/2)
When Gulf Squid enters the battlefield, tap all lands target player controls.
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Guma
  ( 3)
Creature — Cat
(2/2)
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Gurmag Angler
  ( 7)
Creature — Zombie Fish
(5/5)
Delve (Each card you exile from your graveyard while casting this spell pays for .)
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Gurmag Drowner
  ( 4)
Creature — Naga Wizard
(2/4)
Exploit (When this creature enters the battlefield, you may sacrifice a creature.) When Gurmag Drowner exploits a creature, look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
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Gurzigost
   ( 5)
Creature — Beast
(6/8)
At the beginning of your upkeep, sacrifice Gurzigost unless you put two cards from your graveyard on the bottom of your library.  , Discard a card: You may have Gurzigost assign its combat damage this turn as though it weren't blocked.
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Gus
  ( 3)
Creature — Gus
(2/2)
Gus enters the battlefield with a +1/+1 counter on it for each Magic game you have lost to one of your opponents since you last won a game against them.
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Gush
  ( 5)
Instant
You may return two Islands you control to their owner's hand rather than pay this spell's mana cost. Draw two cards.
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Gust Walker
  ( 2)
Creature — Human Wizard
(2/2)
You may exert Gust Walker as it attacks. When you do, it gets +1/+1 and gains flying until end of turn. (An exerted creature won't untap during your next untap step.)
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Gustcloak Cavalier
   ( 5)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Whenever Gustcloak Cavalier attacks, you may tap target creature. Whenever Gustcloak Cavalier becomes blocked, you may untap Gustcloak Cavalier and remove it from combat.
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Gustcloak Harrier
   ( 3)
Creature — Bird Soldier
(2/2)
Flying Whenever Gustcloak Harrier becomes blocked, you may untap it and remove it from combat.
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Gustcloak Runner
 ( 1)
Creature — Human Soldier
(1/1)
Whenever Gustcloak Runner becomes blocked, you may untap it and remove it from combat.
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Gustcloak Savior
  ( 5)
Creature — Bird Soldier
(3/4)
Flying Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat.
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Gustcloak Sentinel
   ( 4)
Creature — Human Soldier
(3/3)
Whenever Gustcloak Sentinel becomes blocked, you may untap it and remove it from combat.
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Gustcloak Skirmisher
  ( 4)
Creature — Bird Soldier
(2/3)
Flying Whenever Gustcloak Skirmisher becomes blocked, you may untap it and remove it from combat.
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Gustha's Scepter
 ( 0)
Artifact
: Exile a card from your hand face down. You may look at it for as long as it remains exiled.
: Return a card you own exiled with Gustha's Scepter to your hand.
When you lose control of Gustha's Scepter, put all cards exiled with Gustha's Scepter into their owner's graveyard.
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Gustrider Exuberant
  ( 3)
Creature — Human Wizard
(1/2)
Flying Sacrifice Gustrider Exuberant: Creatures you control with power 5 or greater gain flying until end of turn.
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Gust-Skimmer
 ( 2)
Artifact Creature — Insect
(2/1)
: Gust-Skimmer gains flying until end of turn.
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Gut Shot
 ( 1)
Instant
( can be paid with either or 2 life.) Gut Shot deals 1 damage to any target.
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Gutless Ghoul
  ( 3)
Snow Creature — Zombie
(2/2)
, Sacrifice a creature: You gain 2 life.
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Gutter Grime
  ( 5)
Enchantment
Whenever a nontoken creature you control dies, put a slime counter on Gutter Grime, then create a green Ooze creature token with "This creature's power and toughness are each equal to the number of slime counters on Gutter Grime."
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Guttersnipe
  ( 3)
Creature — Goblin Shaman
(2/2)
Whenever you cast an instant or sorcery spell, Guttersnipe deals 2 damage to each opponent.
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Gutwrencher Oni
   ( 5)
Creature — Demon Spirit
(5/4)
Trample At the beginning of your upkeep, discard a card if you don't control an Ogre.
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Guul Draz Assassin
 ( 1)
Creature — Vampire Assassin
(1/1)
Level up  ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3 2/2 , : Target creature gets -2/-2 until end of turn.
LEVEL 4+ 4/4 , : Target creature gets -4/-4 until end of turn.
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Guul Draz Overseer
   ( 6)
Creature — Vampire
(3/4)
Flying Landfall — Whenever a land enters the battlefield under your control, other creatures you control get +1/+0 until end of turn. If that land is a Swamp, those creatures get +2/+0 until end of turn instead.
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Guul Draz Specter
   ( 4)
Creature — Specter
(2/2)
Flying Guul Draz Specter gets +3/+3 as long as an opponent has no cards in hand. Whenever Guul Draz Specter deals combat damage to a player, that player discards a card.
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Guul Draz Vampire
 ( 1)
Creature — Vampire Rogue
(1/1)
As long as an opponent has 10 or less life, Guul Draz Vampire gets +2/+1 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Gwafa Hazid, Profiteer
   ( 3)
Legendary Creature — Human Rogue
(2/2)
 , : Put a bribery counter on target creature you don't control. Its controller draws a card.
Creatures with bribery counters on them can't attack or block.
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Gwyllion Hedge-Mage
  ( 3)
Creature — Hag Wizard
(2/2)
When Gwyllion Hedge-Mage enters the battlefield, if you control two or more Plains, you may create a 1/1 white Kithkin Soldier creature token. When Gwyllion Hedge-Mage enters the battlefield, if you control two or more Swamps, you may put a -1/-1 counter on target creature.
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Gyre Sage
  ( 2)
Creature — Elf Druid
(1/2)
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) : Add for each +1/+1 counter on Gyre Sage.
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Gyrus, Waker of Corpses
    ( 3)
Legendary Creature — Hydra
(0/0)
Gyrus, Waker of Corpses enters the battlefield with a number of +1/+1 counters on it equal to the amount of mana spent to cast it. Whenever Gyrus attacks, you may exile target creature card with lesser power from your graveyard. If you do, create a token that's a copy of that card and that's tapped and attacking. Exile the token at end of combat.
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Haakon, Stromgald Scourge
   ( 3)
Legendary Creature — Zombie Knight
(3/3)
You may cast Haakon, Stromgald Scourge from your graveyard, but not from anywhere else. As long as Haakon is on the battlefield, you may play Knight cards from your graveyard. When Haakon dies, you lose 2 life.
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Haakon, Stromgald Scourge Avatar
( 0)
Vanguard
(+0/-3)
Pay 1 life: You may play target creature card in your graveyard this turn. Whenever you play a creature card from your graveyard, it becomes a black Zombie Knight. If a Zombie Knight would be put into your graveyard from the battlefield, exile it instead.
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Haazda Exonerator
 ( 1)
Creature — Human Cleric
(1/1)
, Sacrifice Haazda Exonerator: Destroy target Aura.
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Haazda Marshal
 ( 1)
Creature — Human Soldier
(1/1)
Whenever Haazda Marshal and at least two other creatures attack, create a 1/1 white Soldier creature token with lifelink.
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Haazda Shield Mate
  ( 3)
Creature — Human Soldier
(1/1)
At the beginning of your upkeep, sacrifice Haazda Shield Mate unless you pay  . : The next time a source of your choice would deal damage to you this turn, prevent that damage.
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Haazda Snare Squad
  ( 3)
Creature — Human Soldier
(1/4)
Whenever Haazda Snare Squad attacks, you may pay . If you do, tap target creature an opponent controls.
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Hada Freeblade
 ( 1)
Creature — Human Soldier Ally
(0/1)
Whenever Hada Freeblade or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Hada Freeblade.
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Hada Spy Patrol
  ( 2)
Creature — Human Rogue
(1/1)
Level up  ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 2/2 Hada Spy Patrol can't be blocked. LEVEL 3+ 3/3 Shroud (This creature can't be the target of spells or abilities.) Hada Spy Patrol can't be blocked.
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Hadana's Climb
   ( 3)
Legendary Enchantment
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb.
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Hag Hedge-Mage
  ( 3)
Creature — Hag Shaman
(2/2)
When Hag Hedge-Mage enters the battlefield, if you control two or more Swamps, you may have target player discard a card. When Hag Hedge-Mage enters the battlefield, if you control two or more Forests, you may put target card from your graveyard on top of your library.
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Hagra Crocodile
  ( 4)
Creature — Crocodile
(3/1)
Hagra Crocodile can't block. Landfall — Whenever a land enters the battlefield under your control, Hagra Crocodile gets +2/+2 until end of turn.
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Hagra Diabolist
  ( 5)
Creature — Ogre Shaman Ally
(3/2)
Whenever Hagra Diabolist or another Ally enters the battlefield under your control, you may have target player lose life equal to the number of Allies you control.
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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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Hail of Arrows
  ( 1)
Instant
Hail of Arrows deals X damage divided as you choose among any number of target attacking creatures.
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Hail Storm
   ( 3)
Instant
Hail Storm deals 2 damage to each attacking creature and 1 damage to you and each creature you control.
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Hair-Strung Koto
 ( 6)
Artifact
Tap an untapped creature you control: Target player puts the top card of their library into their graveyard.
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Halam Djinn
  ( 6)
Creature — Djinn
(6/5)
Haste Halam Djinn 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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Halcyon Glaze
   ( 3)
Enchantment
Whenever you cast a creature spell, Halcyon Glaze becomes a 4/4 Illusion creature with flying in addition to its other types until end of turn.
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Halfdane
    ( 4)
Legendary Creature — Shapeshifter
(3/3)
At the beginning of your upkeep, change Halfdane's base power and toughness to the power and toughness of target creature other than Halfdane until the end of your next upkeep.
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Half-Squirrel, Half-
( 0)
Creature — Squirrel
(-1/-0)
Whenever a nontoken creature enters the battlefield, Augment ( , Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
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Halimar Depths
( 0)
Land
Halimar Depths enters the battlefield tapped. When Halimar Depths enters the battlefield, look at the top three cards of your library, then put them back in any order. : Add .
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Halimar Excavator
  ( 2)
Creature — Human Wizard Ally
(1/3)
Whenever Halimar Excavator or another Ally enters the battlefield under your control, target player puts the top X cards of their library into their graveyard, where X is the number of Allies you control.
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Halimar Tidecaller
  ( 3)
Creature — Human Wizard Ally
(2/3)
When Halimar Tidecaller enters the battlefield, you may return target card with awaken from your graveyard to your hand. Land creatures you control have flying.
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Halimar Wavewatch
  ( 2)
Creature — Merfolk Soldier
(0/3)
Level up ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 0/6 LEVEL 5+ 6/6 Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Hall of Gemstone
   ( 3)
World Enchantment
At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of any other color.
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Hall of the Bandit Lord
( 0)
Legendary Land
Hall of the Bandit Lord enters the battlefield tapped. , Pay 3 life: Add . If that mana is spent on a creature spell, it gains haste.
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Hall of Triumph
 ( 3)
Legendary Artifact
As Hall of Triumph enters the battlefield, choose a color. Creatures you control of the chosen color get +1/+1.
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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, the Firefletcher, then Hallar deals damage equal to the number of +1/+1 counters on it to each opponent.
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Hallow
 ( 1)
Instant
Prevent all damage target spell would deal this turn. You gain life equal to the damage prevented this way.
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Hallowed Burial
   ( 5)
Sorcery
Put all creatures on the bottom of their owners' libraries.
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Hallowed Fountain
( 0)
Land — Plains Island
( : Add or .) As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield 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 Healer
  ( 3)
Creature — Human Cleric
(1/1)
: Prevent the next 2 damage that would be dealt to any target this turn.
Threshold — : Prevent the next 4 damage that would be dealt to any target this turn. Activate this ability only if seven or more cards are in your graveyard.
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Hallowed Moonlight
  ( 2)
Instant
Until end of turn, if a creature would enter the battlefield and it wasn't cast, exile it instead. Draw a card.
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Hallowed Spiritkeeper
   ( 3)
Creature — Avatar
(3/2)
Vigilance When Hallowed Spiritkeeper dies, create X 1/1 white Spirit creature tokens with flying, where X is the number of creature cards in your graveyard.
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Halls of Mist
( 0)
Land
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.) Creatures that attacked during their controller's last turn can't attack.
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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 Halo Hunter enters the battlefield, destroy target Angel.
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Halt Order
  ( 3)
Instant
Counter target artifact spell. Draw a card.
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Hamlet Captain
  ( 2)
Creature — Human Warrior
(2/2)
Whenever Hamlet Captain attacks or blocks, other Humans you control get +1/+1 until end of turn.
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Hamletback Goliath
  ( 7)
Creature — Giant Warrior
(6/6)
Whenever another creature enters the battlefield, you may put X +1/+1 counters on Hamletback Goliath, where X is that creature's power.
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Hammer Dropper
   ( 4)
Creature — Giant Soldier
(5/2)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
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Hammer Helper
  ( 4)
Sorcery
Gain control of target creature until end of turn. Untap that creature and roll a six-sided die. Until end of turn, it gains haste and gets +X/+0, where X is the result.
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Hammer Jammer
  ( 4)
Creature — Goblin Warrior
(0/0)
As Hammer Jammer enters the battlefield, roll a six-sided die. Hammer Jammer enters the battlefield with a number of +1/+1 counters on it equal to the result. Whenever you roll a die, remove all +1/+1 counters from Hammer Jammer, then put a number of +1/+1 counters on it equal to the result.
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Hammer of Nazahn
 ( 4)
Legendary Artifact — Equipment
Whenever Hammer of Nazahn or another Equipment enters the battlefield under your control, you may attach that Equipment to target creature you control. Equipped creature gets +2/+0 and has indestructible. Equip 
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Hammer of Purphoros
   ( 3)
Legendary Enchantment Artifact
Creatures you control have haste.  , , Sacrifice a land: Create a 3/3 colorless Golem enchantment artifact creature token.
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Hammer of Ruin
 ( 2)
Artifact — Equipment
Equipped creature gets +2/+0. Whenever equipped creature deals combat damage to a player, you may destroy target Equipment that player controls. Equip 
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Hammerfest Boomtacular
   ( 5)
Enchantment
Whenever you cast a spell with a Goblin Explosioneers watermark, Hammerfest Boomtacular deals 2 damage to any target.
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Hammerfist Giant
   ( 6)
Creature — Giant Warrior
(5/4)
: Hammerfist Giant deals 4 damage to each creature without flying and each player.
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Hammerhand
 ( 1)
Enchantment — Aura
Enchant creature When Hammerhand enters the battlefield, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste. (It can attack and no matter when it came under your control.)
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Hammerhead Shark
  ( 2)
Creature — Fish
(2/3)
Hammerhead Shark can't attack unless defending player controls an Island.
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Hammerheim
( 0)
Legendary Land
: Add .
: Target creature loses all landwalk abilities until end of turn.
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Hammerheim Deadeye
  ( 4)
Creature — Giant Warrior
(3/3)
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 Hammerheim Deadeye enters the battlefield, destroy target creature with flying.
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Hana Kami
 ( 1)
Creature — Spirit
(1/1)
 , Sacrifice Hana Kami: Return target Arcane card from your graveyard to your hand.
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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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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.)
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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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