8596 cards found
Generated Genius

Generated Genius {3}{U}{U}

Instant
Draw two cards.
You may cast an instant or sorcery spell with mana value 3 or less from your hand or graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Generation Sequence

Generation Sequence {8}{R}{R}

Sorcery
This spell costs {1} less to cast for each enchantment you control.
Shuffle, then exile cards from the top of your library until you exile three nonland cards. Cast any number of spells from among cards exiled this way without paying their mana cost, then put the rest onto the bottom of your library in a random order.
  • Beyond the Blackwall
Genetic Breakthrough

Genetic Breakthrough {2}{G}

Enchantment
Once each turn, you may cast a creature spell with mana value less than or equal to the number of names noted for Genetic Breakthrough without paying its mana cost.
{G}, Sacrifice a nontoken creature with a name not noted for Genetic Breakthrough and note its name: Draw cards equal to the sacrificed creature's power, then discard two cards.
  • Beyond the Blackwall
Gentle Giraffe

Gentle Giraffe {2}{G}

Creature - Giraffe
Reach
Prismatic — Whenever you cast a multicolored spell, you gain 2 life.
Adult giraffes can reach six meters in height, easily enough to graze on even the tallest treetops in the prairie.
3/2
  • Kahembo: Olde Dawn
Gentle Omens

Gentle Omens {2}{W}{U}

Instant
Draw two cards, then create an X/X white Illusion creature token, where X is the number of cards you've drawn this turn.
As the world grew more twisted, and even the sight of the horizon began to instill madness, Mishka cloaked the settlement in a comforting illusion.
  • Beyond Our Ken
Gentleman Thief

Gentleman Thief {2}{U}

Creature - Human Rogue
Mark (Whenever this creature attacks, mark target creature until end of turn.)
Whenever Gentleman Thief deals combat damage to a player, gain control of target marked creature.
2/2
  • Villains: The Musical
Getaway Rider

Getaway Rider {1}{U}{R}

Creature - Human Pirate
Flying, haste
Whenever one or more other nontoken Pirates and/or Rogues you control attack, create a 1/1 red Pirate creature token.
3/3
Gharial Bandit

Gharial Bandit {3}{U}

Creature - Crocodile Rogue
The Kafyabari back-alleys were filled with crooks, thugs, and anyone grimy enough to dissuade them.
3/2
Card has other part: Lurking Below
  • Kahembo: Olde Dawn
Gharsha, Monstrous Quarry

Gharsha, Monstrous Quarry {2}{B/R}{G}

Legendary Creature - Troll Warrior
When Gharsha, Monstrous Quarry enters, each opponent creates a 1/1 green Elf creature token.
Whenever a creature you control becomes blocked, you may pay {1}. If you do, put a +1/+1 counter on that creature.
6/6
  • Seasons of War
Ghastly Belief

Ghastly Belief {4}{B}

Sorcery
Return target creature card from your graveyard to the battlefield. If you control a Demon, each opponent loses 3 life.
“Turning fantasy into reality is the realm of the truly deluded.”
—On Spirits and Demons
  • End of Wollensie
Ghastly Character

Ghastly Character {2}{B}{B}

Instant
Return target creature card from a graveyard to the battlefield under your control. Post a bounty on that creature. (Put a bounty counter on that creature. It has “When this creature dies, each opponent draws a card” as long as it has a bounty counter on it.)
The key to a good poker face is having a face.
  • High Noon
Ghastly Ferry

Ghastly Ferry {3}

Artifact - Ship Vehicle
When Ghastly Ferry enters, create a 1/1 white Spirit creature token with flying.
Ghastly Ferry can't be blocked except by Spirits.
Crew 1 (Tap any number of creatures you control with total power 1 or greater: This Ship Vehicle becomes an artifact creature until end of turn.)
4/4
Ghastly Progenitor

Ghastly Progenitor {4}{B}{B}

Creature - Horror
Trample
When Ghastly Progenitor enters, each opponent reveals their hand. Choose two nonland cards revealed this way. Their owners discard those cards.
It's almost over. It's just begun.
7/5
  • Animus Vox
Ghastly Sluagh

Ghastly Sluagh {3}{B}

Creature - Faerie Spirit
Flash
There is little sense in killing fae; the death of unforgiven beings will simply give rise to yet more.
4/3
  • Feanav: The Apothecary's Progress
Ghastly Spirit

Ghastly Spirit {2}{U}{B}

Creature - Spirit
Flying
When Ghastly Spirit enters, mill four cards, then return a nonland card from your graveyard to your hand.
It delights in pain of all sorts, rewarding those that scream the best.
3/2
  • Monsters of Chikyu
Ghim's Demise

Ghim's Demise {1}{B}{B}

Instant
Destroy target creature or planeswalker. If a planeswalker is destroyed this way, search its owner's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles.
Ghim was satisfied, knowing his king's bidding was done and the end was nigh.
  • End of Wollensie
Ghim, King's Servant

Ghim, King's Servant {2}{B}{G}

Legendary Planeswalker - Ghim
Creatures you control have deathtouch as long as they're attacking.
[+1]: Target creature you control must be blocked this turn if able.
[–2]: Create two 1/1 white Human creature tokens.
[–X]: Destroy target artifact or enchantment with mana value X and all other permanents with the same name as that permanent.
Loyalty:
4
  • End of Wollensie
Ghost of Lost Futures

Ghost of Lost Futures {5}{U}

Creature - Spirit
Flying
Creatures your opponents control get -1/-0.
“All this war and tragedy sprang from the Prince Regent's death at my hands. I wished for none of this, yet what can anyone do now?”
—Lettie Wormwood
4/4
  • The Empty Throne of Feanav
Ghostly Flicker

Ghostly Flicker {2}{U}

Instant
Exile two target artifacts, creatures, and/or lands you control, then return those cards to the battlefield under your control.
Ghostly Hounds

Ghostly Hounds {2}{U}{U}

Enchantment Creature - Dog Spirit
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Whenever Ghostly Hounds mentors a creature, that creature can't be blocked this turn.
3/3
  • Riddles of Revio
Ghostway

Ghostway {2}{W}

Instant
Exile each creature you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
While the ghosts of Daisite have already avoided death once, they aren't keen on pushing their luck.
  • High Noon 15 276
Ghoulsaber

Ghoulsaber {5}

Artifact - Equipment
When Ghoulsaber enters, create a 1/1 white Spirit creature token with flying, then attach Ghoulsaber to it.
Equipped creature gets +2/+2.
Equip {2}
  • Glacia: Hail to the Queen
Ghul of Forgotten Pasts

Ghul of Forgotten Pasts {2}{B}{G}

Creature - Zombie
Deathtouch
Whenever Ghul of Forgotten Pasts dies, you may exile it. If you do, return target creature card from a graveyard to the battlefield under your control. You gain life equal to that card's mana value.
1/2
  • Alkabah
Giant Bandog

Giant Bandog {3}{G}

Creature - Hound
Trample
“Some fear the strays are fae-touched. I think they've done more to keep the urchins safe than anyone so concerned.”
—Madame Beatrice
4/3
  • Feanav: The Apothecary's Progress
Giant Dromad

Giant Dromad {2}{W}

Creature - Camel Beast
Tribute 1 (As this creature enters, an opponent of your choice may put a +1/+1 counter on it.)
When Giant Dromad enters, if tribute wasn't paid, you may destroy target artifact or enchantment.
2/3
  • Pyramids of Atuum