_Ravnica: City of Guilds_(TM) Frequently Asked Questions
Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Dave DeLaney, Jeff Jordan, and Lee Sharpe
Document last modified August 30, 2005
Ravnica: City of Guilds Prerelease tournaments: September 24-25, 2005
Ravnica: City of Guilds official release date: October 7, 2005
The Ravnica: City of Guilds set becomes legal for sanctioned Constructed play October 20, 2005.
Set size: 306 cards (110 common, 88 uncommon, 88 rare, 20 basic lands)
This FAQ has two sections, each of which serves a different purpose.
The first section ("General Notes") explains the new mechanics and concepts in the set. The second section ("Card-Specific Notes") contains answers to the most important questions players might ask about a given card.
Items in the "Card-Specific Notes" section include full rules text for your reference. Not all cards in the set are listed.
-----
GENERAL NOTES
Hybrid Cards and Half-Half Mana Symbols
The _Ravnica_(TM) set introduces four out of a set of ten new mana symbols. "Half-half" mana symbols are half one color and half another color. Cards that have half-half mana symbols in their mana costs are called "hybrid" cards. Hybrid cards are multicolored cards. Unlike other multicolored cards, which appear in a gold frame, hybrid cards appear in a two-tone frame; the left half of the card's frame is one of its colors and the right half is its other color.
Boros Recruit
{R/W}
Creature -- Goblin Soldier
1/1
({R/W} can be paid with either

or

.)
First strike
The official rules for half-half mana symbols are as follows:
104.3. The mana symbols are

,

,

,

,

,

,

, {Z}, the numerals

,

,

,

,

, and so on, and the half-half symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}.
104.3f Each of the half-half mana symbols represents a cost which can be paid with one of two colors: {W/U} in a cost can be paid with either white or blue mana, {W/B} white or black, {U/B} blue or black, {U/R} blue or red, {B/R} black or red, {B/G} black or green, {R/G} red or green, {R/W} red or white, {G/W} green or white, and {G/U} green or blue.
Example: {G/W}{G/W} can be paid by spending

{G},


, or

{W}.
203.2e An object with one or more half-half mana symbols in its mana cost is each of the colors of that mana symbol, in addition to any other colors the object might be. Most cards with half-half mana symbols in their mana costs are printed in a two-tone frame. See rule 104.3.
* A hybrid card is each color that appears in its mana cost, regardless of what color or colors were paid to play it. For example, a card that costs {R/W} is red and white.
* As you play a hybrid card, you choose which color of mana you will spend for each half-half mana symbol at the same time you would choose modes or choose a value for X. If an effect then reduces the cost of that spell by one or more colored mana, it does so if those colors are part of the cost you determined for the spell. The spell is all the card's colors, no matter what mana you pay its cost with.
* Half-half mana symbols are not new colors. You can't add half-half mana to your mana pool.
-----
Guilds
Each two-color combination in the _Magic_(TM) game is represented in the world of Ravnica by a guild -- an organized association of people with common beliefs. Four of these guilds appear in this set and the remaining six will appear later in the Ravnica block.
You can tell if a card is identified with a guild by the appearance of a guild symbol in the background of its text box. For example, the symbol of the green-white Selesnya guild appears on green-white cards, cards with the convoke mechanic, lands that produce green and white mana, and so on. The guild symbols have no effect on game play.
-----
Convoke
Convoke is a static ability that lets you tap your creatures to help pay for other spells. Only cards from the Selesnya guild (green, white, or green-white) have convoke.
Conclave Equenaut

{W}{W}
Creature -- Human Soldier
3/3
Convoke (Each creature you tap while playing this spell reduces its cost by

or by one mana of that creature's color.)
Flying
The official rules for the convoke ability are as follows:
502.46. Convoke
502.46a Convoke is a static ability that functions while the spell is on the stack. "Convoke" means "As an additional cost to play this spell, you may tap any number of untapped creatures you control. Each creature tapped this way reduces the cost to play this spell by

or by one mana of any of that creature's colors." Using the convoke ability follows the rules for paying additional costs in rules 409.1b and 4091f-h.
Example: You play Guardian of Vitu-Ghazi, a spell with convoke that costs

{G}{W}. You announce that you're going to tap an artifact creature, a red creature, and a green-and-white creature to help pay for it. The artifact creature and the red creature each reduce the spell's cost by

. You choose whether the green-white creature reduces the spell's cost by

,

, or

. Then the creatures become tapped as you pay Guardian of Vitu-Ghazi's cost.
502.46b Convoke can't reduce the cost to play a spell to less than 0.
502.46c Multiple instances of convoke on the same spell are redundant.
* You can tap only untapped creatures you control to reduce the cost of a spell with convoke that you play.
* While playing a spell with convoke, if you control a creature that taps to produce mana, you can either tap it for mana or tap it to reduce the cost of the spell, but not both.
* If you tap a multicolored creature to reduce the cost of a spell with convoke, you reduce the cost by

or by one mana of your choice of any of that creature's colors.
* Convoke doesn't change a spell's mana cost or converted mana cost.
-----
Dredge
Dredge is a static ability that lets you return cards from your graveyard to your hand. Only cards from the Golgari guild (black, green, or black-green) have dredge.
Greater Mossdog

{G}
Creature -- Hound
3/3
Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)
The official rules for the dredge ability are as follows:
502.47. Dredge
502.47a Dredge is a static ability that functions only while the card with dredge is in a player's graveyard. "Dredge N" means "As long as you have at least N cards in your library, if you would draw a card, instead you may put N cards from the top of your library into your graveyard and return this card from your graveyard to your hand."
502.47b A player with fewer cards in his or her library than the number required by a dredge ability can't put any of them into his or her graveyard this way.
* Dredge lets you replace any card draw, not just the one during your draw step.
* Once you decide to replace a draw using a card's dredge ability, that card can't be removed from your graveyard "in response." (Replacement effects don't use the stack.)
* You can't use dredge unless you're going to draw a card and the card with dredge is already in your graveyard.
-----
Transmute
Transmute is an activated ability that lets you turn cards into other cards. Only cards from the Dimir guild (blue, black, or blue-black) have transmute.
Dizzy Spell

Instant
Target creature gets -3/-0 until end of turn.
Transmute


{U} (


{U}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)
The official rules for the transmute ability are as follows:
502.48. Transmute
502.48a Transmute is an activated ability that functions only while the card with transmute is in a player's hand. "Transmute [cost]" means "[Cost], Discard this card: Search your library for a card with the same converted mana cost as the discarded card, reveal that card, and put it into your hand. Then shuffle your library. Play this ability only any time you could play a sorcery."
502.48b Although the transmute ability is playable only if the card is in a player's hand, it continues to exist while the object is in play and in all other zones. Therefore objects with transmute will be affected by effects that depend on objects having one or more activated abilities.
* If you transmute a card with mana cost


, for example, you can search for any card in your library with converted mana cost 2. It doesn't matter what type or colors that card is.
* You don't need to have another card with the same converted mana cost in your library to play the transmute ability, and you don't need to find a card even if there is one.
-----
Radiance
Radiance is an ability word that spreads a spell or ability out to similarly colored creatures (or, in one case, enchantments). Only cards from the Boros guild (red, white, or red-white) have radiance.
Cleansing Beam


Instant
Radiance -- Cleansing Beam deals 2 damage to target creature and each other creature that shares a color with it.
* All creatures that share a color are affected, even your own.
* A creature "shares a color" with any creature that is at least one of its colors. For example, a green-white creature shares a color with creatures that are green, white, green-white, red-white, black-green, and so on.
* If a radiance spell targets a colorless creature, it doesn't affect any other creatures. A colorless creature shares a color with nothing, not even other colorless creatures.
* You check which creatures share a color with the target when the spell resolves.
* Only one creature is targeted. If that creature leaves play or otherwise becomes an illegal target, the entire spell is countered. No other creatures are affected.
-----
"Dual Lands"
There are four "dual lands" in the _Ravnica_ set: Overgrown Tomb, Sacred Foundry, Temple Garden, and Watery Grave.
Overgrown Tomb
Land -- Swamp Forest
(

: Add

or

to your mana pool.)
As Overgrown Tomb comes into play, you may pay 2 life. If you don't, Overgrown Tomb comes into play tapped instead.
* These dual lands have basic land types, but they aren't basic lands. Things that affect basic lands don't affect them. Things that affect basic land types do. For example, Civic Wayfinder ("search your library for a basic land card") can't find Overgrown Tomb, but you can sacrifice Overgrown Tomb to Dark Heart of the Wood ("Sacrifice a Forest: You gain 3 life").
* If another effect (such as Loxodon Gatekeeper's ability) tells you to put lands into play tapped, Overgrown Tomb comes into play tapped whether you pay 2 life or not.
* If multiple permanents with "as comes into play" effects are coming into play at the same time, process those effects one at a time, then put the permanents into play all at once. For example, if you're at 3 life and an effect puts two Overgrown Tombs into play, you can pay 2 life for only one of them, not both.
-----
"Enhanced" Spells
Some monocolored spells in the Ravnica set have a bigger effect if mana of a specific color was used to pay their costs.
Dryad's Caress



Instant
You gain 1 life for each creature in play. If

was spent to play Dryad's Caress, untap all creatures you control.
* The spell checks on resolution to see if any mana of the stated color was spent to pay its cost. It doesn't matter how much mana of that color was spent.
* If the spell is copied (such as with Twincast), the copy will never have had mana of the stated color paid for it, no matter what colors were spent on the original spell.
-----
CARD-SPECIFIC NOTES
Agrus Kos, Wojek Veteran



Legendary Creature -- Human Soldier
3/3
Whenever Agrus Kos, Wojek Veteran attacks, attacking red creatures get +2/+0 and attacking white creatures get +0/+2 until end of turn.
* Attacking creatures (including Agrus Kos) that are both red and white get +2/+2 until end of turn.
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Auratouched Mage


Creature -- Human Wizard
3/3
When Auratouched Mage comes into play, search your library for an Aura card that could enchant it. If Auratouched Mage is still in play, attach that Aura to it. Otherwise, reveal the Aura card and put it into your hand. Then shuffle your library.
* Any Aura card you find must be able to enchant Auratouched Mage as it currently exists, or as it most recently existed in play if it's no longer in play. If an effect has made the Mage an artifact, for example, you could search for an Aura with "enchant artifact."
-----
Bathe in Light


Instant
Radiance -- Choose a color. Target creature and each other creature that shares a color with it gain protection from the chosen color until end of turn.
* The color you choose as the spell resolves has nothing to do with the color or colors shared by the affected creatures.
-----
Bloodletter Quill

Artifact

,

, Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.


: Remove a blood counter from Bloodletter Quill.
* You may play the second ability in response to playing the first one. If you do, you'll remove the blood counter that was just added before you lose the life.
-----
Boros Fury-Shield


Instant
Prevent all combat damage that would be dealt by target attacking or blocking creature this turn. If

was spent to play Boros Fury-Shield, it deals damage to that creature's controller equal to the creature's power.
* If red mana was spent, Boros Fury-Shield, not the target creature, deals the damage to the creature's controller.
-----
Breath of Fury



Enchantment -- Aura
Enchant creature you control
When enchanted creature deals combat damage to a player, sacrifice it and attach Breath of Fury to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase.
* If there isn't a legal creature to attach Breath of Fury to after the enchanted creature is sacrificed, you don't untap your creatures or get an additional combat phase, and Breath of Fury is put into its owner's graveyard as a state-based effect.
-----
Brightflame





Sorcery
Radiance -- Brightflame deals X damage to target creature and each other creature that shares a color with it. You gain life equal to the damage dealt this way.
* You gain life equal to the total damage dealt by Brightflame to all creatures. You don't gain life for any damage that was prevented.
-----
Chant of Vitu-Ghazi



Instant
Convoke (Each creature you tap while playing this spell reduces its cost by

or by one mana of that creature's color.)
Prevent all damage that would be dealt by creatures this turn. You gain 1 life for each damage prevented this way.
* The damage prevention shield lasts for the rest of the turn, and you gain life each time that shield prevents 1 or more damage.
-----
Chord of Calling




Instant
Convoke (Each creature you tap while playing this spell reduces its cost by

or by one mana of that creature's color.)
Search your library for a creature card with converted mana cost X or less and put it into play. Then shuffle your library.
* You announce what X is first, and then announce which creatures you're tapping to reduce the cost to play the spell.
-----
Chorus of the Conclave





Legendary Creature -- Dryad Lord
3/8
Forestwalk
As an additional cost to play creature spells, you may pay any amount of mana. If you do, that creature comes into play with that many additional +1/+1 counters on it.
* Chorus of the Conclave's ability works only while it's in play, so you can't use it to put +1/+1 counters on itself.
* Chorus of the Conclave's ability applies to creature spells only as they're being played. You can't pay mana to put counters on creatures being put into play by an effect.
* Chorus of the Conclave's ability combines well with the convoke mechanic, effectively letting you tap creatures to put +1/+1 counters on the creature with convoke that you're playing, if you choose to do so.
-----
Circu, Dimir Lobotomist



Legendary Creature -- Human Wizard
2/3
Whenever you play a blue spell, remove the top card of target library from the game.
Whenever you play a black spell, remove the top card of target library from the game.
Your opponents can't play nonland cards with the same name as a card removed from the game with Circu.
* The first two abilities target libraries, not players.
* If you play a blue and black spell, both of Circu's triggered abilities trigger. You can target two different libraries or target the same library twice.
* Circu's last ability applies to all of its controller's opponents, not just the owner of the removed card.
* Circu's last ability doesn't prevent copies of the removed cards from being played because copies aren't cards.
* If a split card is removed this way, opponents can't play either half of the split card.
-----
Compulsive Research


Sorcery
Target player draws three cards. Then that player discards two cards unless he or she discards a land card.
* A player can discard either one land card or two cards which may or may not be lands. (The player can discard two land cards if he or she chooses.)
-----
Concerted Effort



Enchantment
At the beginning of each player's upkeep, all creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
* Suppose a player controls three creatures when Concerted Effort's ability resolves: one creature with flying and protection from red, one with islandwalk and protection from green; and one with vigilance. All three creatures will have flying, islandwalk, vigilance, protection from red, and protection from green until the end of the turn.
* Creatures keep all abilities granted this way until the end of the turn, even if Concerted Effort or the original creature with that ability leaves play.
-----
Congregation at Dawn



Instant
Search your library for up to three creature cards and reveal them. Shuffle your library, then put those cards on top of it in any order.
* The order in which the cards are placed on top of the library isn't revealed.
-----
Copy Enchantment


Enchantment
As Copy Enchantment comes into play, you may choose an enchantment in play. If you do, Copy Enchantment comes into play as a copy of that enchantment.
* If you choose an Aura, you also choose a legal permanent for the Copy Enchantment copy of it to enchant. Copy Enchantment doesn't target that permanent, however, so it can come into play attached to an untargetable creature.
* If you choose an Aura and there isn't a legal permanent for it to enchant, you put Copy Enchantment into your graveyard. It never comes into play.
* If you don't choose an enchantment, Copy Enchantment comes into play without copying anything, and it sits there with a useless ability.
-----
Crown of Convergence

Artifact
Play with the top card of your library revealed.
As long as the top card of your library is a creature card, creatures you control that share a color with that card get +1/+1.


: Put the top card of your library on the bottom of your library.
* A colorless creature on top of your library never gives a bonus, and a colorless creature in play never gets a bonus.
-----
Dimir Doppelganger



Creature -- Shapeshifter
0/2



: Remove target creature card in a graveyard from the game. Dimir Doppelganger becomes a copy of that card and gains this ability.
* This creature becomes an exact copy of a copied card, except that it also has Dimir Doppelganger's activated ability. If it becomes a copy of a different creature card, the new copy will overwrite the old copy.
* A permanent's ability that refers to cards the creature removed from the game (such as Sisters of Stone Death's third ability) only affects cards removed by other abilities intrinsic to that permanent (such as Sisters of Stone Death's second ability). Suppose that (a) Dimir Doppelganger copies Arc-Slogger, (b) its "deal 2 damage" ability is activated, and then (c) it copies Sisters of Stone Death. Creatures removed by Arc-Slogger's ability can't be returned with Sisters of Stone Death's ability.
-----
Doubling Season


Enchantment
If an effect would put one or more tokens into play under your control, it puts twice that many into play instead.
If an effect would place one or more counters on a permanent you control, it places twice that many on that permanent instead.
* The tokens and counters that Doubling Season creates are exact copies of the kind of tokens and counters that were being created in the first place.
* Doubling Season affects cards that "come into play with" a certain number of counters. Triskelion, for example, would come into play with six +1/+1 counters on it rather than three.
* If there are two Doubling Seasons in play, then the number of tokens or counters is four times the original number. If there are three in play, then the number of tokens or counters is eight times the original number.
-----
Drake Familiar


Creature -- Drake
2/1
Flying
When Drake Familiar comes into play, sacrifice it unless you return an enchantment in play to its owner's hand.
* The ability lets you return any enchantment in play, including an opponent's enchantment. The ability isn't targeted, so you can return an untargetable enchantment. If there are no enchantments in play, or you choose not to return one, you must sacrifice Drake Familiar.
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Dream Leash



Enchantment -- Aura
Enchant permanent
You may play Dream Leash only on a tapped permanent.
You control enchanted permanent.
* The restriction that the permanent must be tapped is checked only if you play Dream Leash as a spell. Once Dream Leash is in play, it doesn't matter if the enchanted permanent becomes untapped.
* If an effect puts Dream Leash into play or moves it to another permanent, the permanent it becomes attached to need not be tapped. If you play Copy Enchantment and copy Dream Leash as it comes into play, the permanent it becomes attached to need not be tapped.
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Dromad Purebred


Creature -- Beast
1/5
Whenever Dromad Purebred is dealt damage, you gain 1 life.
* Each time Dromad Purebred is dealt damage, including from multiple sources at once, you gain 1 life. You don't gain life equal to the damage dealt.
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Excruciator



Creature -- Avatar
7/7
Damage that would be dealt by Excruciator can't be prevented.
* An effect may redirect Excruciator's damage.
* Excruciator can deal damage to creatures with protection from red. (It can't block creatures with protection from red, though.)
* Damage prevention shields that would prevent this damage aren't used and they stick around for the next time something would deal damage.
* A creature dealt lethal damage by Excruciator can be regenerated.
* Replacement effects that don't use the word "prevent" can replace Excruciator's damage with something else. See Phytohydra and Szadek, Lord of Secrets, for example.
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Eye of the Storm



Enchantment
Whenever a player plays an instant or sorcery card, remove it from the game. Then that player copies each instant or sorcery card removed from the game with Eye of the Storm. For each copy, the player may play the copy without paying its mana cost.
* The ability triggers when a player plays an instant or sorcery *card*. A copy of a spell (such as those generated by Eye of the Storm itself) won't trigger this ability. The card that was played is removed from the game and won't resolve, but the player will get a copy of the spell from Eye of the Storm.
* When the ability resolves, the player copies all cards removed from the game with Eye of the Storm, not just the cards he or she owns. That player then chooses which of those copies to play, if any. All chosen copies are played in the order the player chooses.
* The player chooses modes, pays additional costs, chooses targets, and so on for the copies when playing them. Any X in the mana cost of a copy played this way will be 0. Alternative costs can't be paid.
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Faith's Fetters


Enchantment -- Aura
Enchant permanent
When Faith's Fetters comes into play, you gain 4 life.
Enchanted permanent's activated abilities can't be played unless they're mana abilities.
If enchanted permanent is a creature, it can't attack or block.
* Faith's Fetters doesn't stop static abilities, triggered abilities, or mana abilities from working. (A "mana ability" is an ability that produces mana, not an ability that costs mana.)
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Festival of the Guildpact


Instant
Prevent the next X damage that would be dealt to you this turn.
Draw a card.
* You draw a card when Festival of the Guildpact resolves, not when damage is prevented.
-----
Firemane Angel




Creature -- Angel
4/3
Flying, first strike
At the beginning of your upkeep, if Firemane Angel is in your graveyard or in play, you may gain 1 life.





: Return Firemane Angel from your graveyard to play. Play this ability only during your upkeep.
* If you return Firemane Angel from your graveyard to play during your upkeep before its life-gain ability resolves, you won't gain 1 life. (Most of the time, players will let the triggered ability resolve before playing its activated ability.)
-----
Fists of Ironwood


Enchantment -- Aura
Enchant creature
When Fists of Ironwood comes into play, put two 1/1 green Saproling creature tokens into play.
Enchanted creature has trample.
* You control the Saprolings, even if Fists of Ironwood comes into play attached to another player's creature.
* The Saprolings don't appear until after Fists of Ironwood is in play, so you can't play Fists of Ironwood on one of those Saprolings.
-----
Flame Fusillade


Sorcery
Until end of turn, permanents you control gain "

: This permanent deals 1 damage to target creature or player."
* "Summoning sickness" applies only to creatures, not to other permanents. You may tap a noncreature permanent to pay for an ability with

in its cost even if the permanent came into play that turn.
* Tapping an Aura or Equipment doesn't tap the creature it's attached to and vice versa. Tapped enchantments work normally. Tapped artifacts work normally unless they say otherwise.
-----
Flash Conscription


Instant
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. If

was spent to play Flash Conscription, the creature gains "Whenever this creature deals combat damage, you gain that much life" until end of turn.
* If white mana was paid, the player who controls the creature when it deals combat damage will be the one who gains life.
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Flickerform


Enchantment -- Aura
Enchant creature



: Remove enchanted creature and all Auras attached to it from the game. At end of turn, return that card to play under its owner's control. If you do, return those Auras to play under their owners' control enchanting that creature.
* The card that was enchanted comes back into play first, regardless of whether it's still a creature. Then any Auras removed from the game that can legally enchant that card come back. Any Auras that can't enchant that permanent remain removed from the game.
* If the enchanted creature was a token, it ceased to exist when it was removed from the game. Any Auras that were attached to it (including Flickerform) remain removed from the game.
* If the enchanted creature was also enchanted by Copy Enchantment, Copy Enchantment will come back into play attached to that permanent. As Copy Enchantment returns to play, its controller may choose any enchantment in play for it to copy. It can't copy Flickerform or any other Aura returning to play at the same time. If it copies a non-Aura enchantment, it will become unattached from the permanent and remain in play.
-----
Followed Footsteps



Enchantment -- Aura
Enchant creature
At the beginning of your upkeep, put a creature token into play that's a copy of enchanted creature.
* Any comes-into-play abilities of the copied creature trigger when the creature tokens come into play. The creature tokens also have any "this comes into play with" or "as this comes into play" abilities that the copied creature has.
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Gaze of the Gorgon

{B/G}
Instant
({B/G} can be paid with either

or

.)
Regenerate target creature. At end of combat, destroy all creatures that blocked or were blocked by that creature this turn.
* At the next end of combat step in the turn, all creatures that had blocked the targeted creature at any point during the turn will be destroyed. This includes creatures that blocked it before Gaze of the Gorgon was played. It doesn't matter whether the targeted creature is still in play at that point.
* See "Hybrid Cards and Half-Half Mana Symbols" in the "GENERAL NOTES" section.
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Ghosts of the Innocent



Creature -- Spirit
4/5
If a source would deal damage to a creature or player, it deals half that damage, rounded down, to that creature or player instead.
* If a damage prevention effect and Ghosts of the Innocent's effect would apply to the same damage, the player or the controller of the creature being dealt damage may apply the effects in either order (most likely applying the halving effect first).
* Half of 1 rounded down is 0. A source that would deal 1 damage to a creature or player won't deal damage to that creature or player at all.
* Multiple Ghosts of the Innocent effects are cumulative, and each will halve the damage, rounded down. For example, with three in play, 14 damage becomes 7, then 3, then finally 1, and only 1 damage would actually be dealt.
* This isn't a damage prevention effect. If Excruciator ("Damage that would be dealt by Excruciator can't be prevented") would deal 7 damage to a creature or player, it deals 3 damage instead.
* If damage is redirected, it's only halved once.
* If both Ghosts of the Innocent and Furnace of Rath (which doubles damage) are in play, the controller of the creature being dealt damage or the player being dealt damage can apply the effects in either order. This can matter if the original amount of damage is odd. For example, if a source would deal 3 damage, Ghosts of the Innocent would make it 1 damage, then Furnace of Rath would make it 2 damage, if the player chose to apply the effects in that order.
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Gleancrawler

{B/G}{B/G}{B/G}
Creature -- Insect Horror
6/6
({B/G} can be paid with either

or

.)
Trample
At the end of your turn, return to your hand all creature cards in your graveyard that were put into your graveyard from play this turn.
* When this ability resolves, it returns all creature cards currently in your graveyard that were put there directly from the in-play zone sometime during the turn. This includes cards that were put into your graveyard before Gleancrawler came into play.
* See "Hybrid Cards and Half-Half Mana Symbols" in the "GENERAL NOTES" section.
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Goblin Fire Fiend


Creature -- Goblin Berserker
1/1
Haste
Defending player blocks Goblin Fire Fiend if able.

: Goblin Fire Fiend gets +1/+0 until end of turn.
* Goblin Fire Fiend has received errata. The new text is:
Haste
Goblin Fire Fiend must be blocked if able.

: Goblin Fire Fiend gets +1/+0 until end of turn.
* If Goblin Fire Fiend is attacking, the defending player must assign at least one blocker to it during the declare blockers step if that player controls any creatures that could block Goblin Fire Fiend.
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Golgari Brownscale



Creature -- Lizard
2/3
When Golgari Brownscale is put into your hand from your graveyard, you gain 2 life.
Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)
* The first ability triggers when Golgari Brownscale returns to your hand from your graveyard for any reason, not just when you use its dredge ability.
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Golgari Grave-Troll


Creature -- Skeleton Troll
0/0
Golgari Grave-Troll comes into play with a +1/+1 counter on it for each creature card in your graveyard.

, Remove a +1/+1 counter from Golgari Grave-Troll: Regenerate Golgari Grave-Troll.
Dredge 6
* If an effect puts Golgari Grave-Troll into play from your graveyard, Golgari Grave-Troll counts itself as one of the cards in your graveyard and gets a counter accordingly.
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Grave-Shell Scarab




Creature -- Insect
4/4

, Sacrifice Grave-Shell Scarab: Draw a card.
Dredge 1 (If you would draw a card, instead you may put exactly one card from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)
* You may sacrifice Grave-Shell Scarab to pay for its first ability, then replace that draw using the Scarab's dredge ability. The result is that the top card of your library is put into your graveyard and Grave-Shell Scarab returns to your hand (after a brief trip to the graveyard).
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Grifter's Blade

Artifact -- Equipment
You may play Grifter's Blade any time you could play an instant.
Grifter's Blade comes into play equipping a creature of your choice you control.
Equipped creature gets +1/+1.
Equip

* Grifter's Blade must come into play attached to a creature you control, if possible.
* If you don't control a creature Grifter's Blade could be attached to, it comes into play unattached.
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Grozoth




Creature -- Leviathan
9/9
Defender (This creature can't attack.)
When Grozoth comes into play, you may search your library for any number of cards that have converted mana cost 9, reveal them, and put them into your hand. If you do, shuffle your library.

: Grozoth loses defender until end of turn.
Transmute



* The search ability lets you find cards whose converted mana costs are each equal to exactly 9, such as other Grozoths.
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Hex



Sorcery
Destroy six target creatures.
* You must target six different creatures. If you can't, you can't play Hex. If some of the creatures become illegal targets before the spell resolves, Hex will still destroy the rest of them.
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Hunted Dragon



Creature -- Dragon
6/6
Flying, haste
When Hunted Dragon comes into play, put three 2/2 white Knight creature tokens with first strike into play under target opponent's control.
* The tokens are the color white and have name and creature type Knight. They are *not* functionally identical to the card White Knight.
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