God

Although gods and deities have been part of Magic for a long time, a special God creature type had to be introduced for the Greek-inspired Theros block. , as the Greek pantheon was the very center of their mythology. The gods were complemented by monsters and heroes. The word "god" is used gender neutrally, meaning it can signify a male or female.

Gameplay
Almost all Gods have a mechanic that either makes them difficult to destroy or allows them to recur (with the exception of the Gods from Kaldheim). Some are very cheaply costed for their power level but have mechanics that restrict their use as a creature unless a certain condition is met.

Theros block
Gods debuted in Theros and returned in Theros Beyond Death. The gods of Theros are indestructible legendary enchantment creatures (living enchantments). For this reason, all enchantments on this plane are thought to be gifts from the gods, a unique form of magic enabled by divinities. The gods grant their favors to those whose devotion is great enough. Gamewise, they don't manifest as creatures on the battlefield until a player's devotion to their color is high enough. If a God enters the battlefield while the player's devotion to its color is less than the required number, abilities that trigger when a creature enters the battlefield won't trigger. If a God on the battlefield is a creature and the player's devotion to its color drops below the required number, it immediately stops being a creature. A God can't attack the turn it enters the battlefield unless it has haste, even if it wasn't a creature as it entered the battlefield. They are all legendary enchantments, and their abilities work whether they're creatures or not.

Amonkhet block
Gods returned in Amonkhet block. They are animal-headed and are not enchantment creatures. They each have two keyword abilities, one of which is indestructible. They have a condition they need to meet to be able to attack and block and then they have an activated ability that helps them reach that condition.

With Hour of Devastation, three corrupted gods were introduced. These forsake previous conventions of indestructible and conditional attacking or block for returning to the hand mechanics and lack of special conditions, having instead more direct activated abilities. They also have higher mana costs.

War of the Spark
Ilharg is represented by its own card. It can be returned to its owner's library upon death or exile.

The monocolored gods from Amonkhet, with the exception of Hazoret, return as zombie deities. They share the same return mechanics as Ilharg, who replaces Hazoret as the red god in the cycle.

Kaldheim
Gods in Kaldheim are neither indestructible nor do they have return mechanics, in line with the fact the Gods of the Norse pantheon are not immortal and can be killed. Instead, they are modal double-faced cards with permanents, such as equipment, other creatures, and planeswalkers.

Amonkhet
In contrast to the often distant gods of Theros, the gods of Amonkhet take an active hand in the life of their worshippers and are physically present within the city of Naktamun. They oversee various trials that bring chosen warriors closer to the afterlife and prepare their servants for the tasks that will await them. It is recorded in the Accounting of Hours that when the God-Pharaoh returns, the gods will have to prove their worth to him just like the mortals they tested before. Nissa later discovered that the gods were manifestations of the plane's leylines and whatever Bolas had done to the plane had also altered them in such subtle ways that they themselves were oblivious to it. Their presence alone fills mortals with feelings associated with their domain and they can see directly into the heart of any mortal presented before them. Most of the gods died when Bolas returned and ushered in the Hour of Devastation, leaving only Hazoret to guide the survivors of Naktamun.
 * Oketra, God of Solidarity
 * Kefnet, God of Knowledge
 * Bontu, God of Ambition
 * Hazoret, God of Zeal
 * Rhonas, God of Strength

Three other gods were imprisoned and warped by Bolas to serve his interests during the Hour of Revelation. The original functions and appearances and even the names of these gods have been lost.
 * The Locust God, who would destroy the Hekma.
 * The Scarab God, who would lead the Eternals.
 * The Scorpion God, who would kill the other gods.

Dominaria

 * Svyelun of Sea and Sky

Kaldheim
The current ruling family of gods, the Skoti, supplanted the ancient Einir a few centuries ago. The seven surviving Einir Leaders are currently imprisoned in Jaspera Trees, and the power of their descendants the Wood elves and Shadow elves is greatly diminished.

While there have been multiple "families" of gods, they have all had a cosmic connection to the essence of the World Tree. The elves believe that the Einir used to channel it through their connection with Koma, while the Skoti imbibe a magical "Cosmos Elixir" created by Esika, the god of the World Tree. The Cosmos Elixir also slows their aging and maintains their supernatural powers. The Skoti are incredibly powerful, but they are also selfish, prone to bickering, and constantly causing trouble in the realms. In addition to being exceptionally strong, fast, or nimble, each god has special powers and abilities connected to its sphere of influence. The gods have strong personalities, and each is involved in a tangled web of relationships with their kin. While each god is individually powerful, their internal conflicts are becoming increasingly problematic for the plane.

Because of the Cosmos Elixir that makes the gods what they are, the gods are immune to the disorienting effects of the Cosmos and can cross between the realms more easily than other races. It's still a challenging journey to simply walk between planes, so they often use magical objects that open an Omenpath or, in rare cases, transport them directly between realms. The Cosmos Elixir still slows down the aging of the gods. The Skoti, unlike other gods of other planes, are born infants, grow and age, and can have child gods among themselves.

The Einir sealed the demons into Immersturm using powerful magical objects of their own design. When the Skoti challenged the Einir's supremacy and defeated them, these relics were lost. The Skoti used runic magic to reseal Immersturm, but they have been less than vigilant about maintaining the safeguards.

The Skoti:
 * Alrund, God of Wisdom and the Cosmos
 * Birgi, God of Boasting and Tales
 * Cosima, God of the Sea and Voyage
 * Egon, God of Death
 * Esika, God of the World Tree
 * Halvar, God of Battle
 * Jorn, God of Weather and Winter
 * Kolvori, God of Kinship
 * Reidane, God of Justice
 * Tergrid, God of Fear and Fright
 * Toralf, God of Thunder and Fury
 * Valki, God of Lies

The Einir:
 * Lathril

Ravnica

 * Ilharg, the Raze-Boar is a boar god worshipped by some among the Gruul Clans of Ravnica, who believe he will bring the End-Raze and destroy civilization.

Theros
Theros has a unique metaphysical property: things believed and dreamed here eventually become true. The collective unconscious of millions of people has the literal power of creation, though the process unfolds over the course of countless centuries. Thus the gods of Theros and their servants were believed, dreamed, and narrated into existence, materializing and becoming fully real as a result of mortal belief in their power.

On Theros, the gods oversee the most important aspects of Theran life. The five major gods of the pantheon are monocolored. Ten two-colored enchantment creatures serve as the minor gods. The colors give each god a unique identity. The five major gods are featured in Theros, while the ten minor gods are featured in Born of the Gods and Journey into Nyx.

The gods strive with each other over the devotion of the mortals. When people fervently pray to a god, observe their rites and sacrifices, and trust in their divine might, a god becomes more powerful. Mortal beings often become unwilling pawns in the contest of the gods. Having a powerful champion is an indication of a god's might. A champion acts as an agent of a god among mortals, helps increase those people's devotion to that god.

Major Gods

 * Heliod, God of the Sun
 * Thassa, God of the Sea
 * Erebos, God of the Dead
 * Purphoros, God of the Forge
 * Nylea, God of the Hunt.

Minor Gods

 * Athreos, God of Passage
 * Ephara, God of the Polis
 * Iroas, God of Victory
 * Karametra, God of Harvests
 * Keranos, God of Storms
 * Kruphix, God of Horizons
 * Mogis, God of Slaughter ,
 * Pharika, God of Affliction
 * Phenax, God of Deception
 * Xenagos, God of Revels, the satyr planeswalker who ascended to godhood.
 * Klothys, God of Destiny

Non-canon

 * Tiamat Lawful Evil Dragon Goddess of Greed, Queen of Evil Dragons (from Dungeons & Dragons)
 * The Atropal An immortal abomination aiming to become a death god in the Tomb of the Nine Gods (from Dungeons & Dragons)

Trivia

 * The gods of Theros are based, to a lesser or greater degree, on divinities of the Greek pantheon.
 * The gods of Amonkhet have golden parts on their bodies in reference to the fact that the ancient Egyptians believed that the flesh of their gods was made of gold.
 * The creature type "God" is used for both male and female gods, both because a word longer than "God" wouldn't have fit on the card's type line after "Legendary Enchantment Creature" and because R&D didn't want to have to refer to "God or Goddess" on cards that interacted with them. However, the creature type "Demigod" later appeared in Theros Beyond Death; they solved the issue of the words not fitting on the type line by making the text smaller.