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Mardu Scout
( 2)
Creature — Goblin Scout
(3/1)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Mardu Shadowspear
( 1)
Creature — Human Warrior
(1/1)
Whenever Mardu Shadowspear attacks, each opponent loses 1 life. Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Mardu Skullhunter
( 2)
Creature — Human Warrior
(2/1)
Mardu Skullhunter enters the battlefield tapped. Raid — When Mardu Skullhunter enters the battlefield, if you attacked this turn, target opponent discards a card.
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Mardu Strike Leader
( 3)
Creature — Human Warrior
(3/2)
Whenever Mardu Strike Leader attacks, create a 2/1 black Warrior creature token. Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Marhault Elsdragon
( 6)
Legendary Creature — Elf Warrior
(4/6)
Rampage 1 <I>(Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)</I>
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Mari, the Killing Quill
( 3)
Legendary Creature — Vampire Assassin
(3/2)
Whenever a creature an opponent controls dies, exile it with a hit counter on it. Assassins, Mercenaries, and Rogues you control have deathtouch and "Whenever this creature deals combat damage to a player, you may remove a hit counter from a card that player owns in exile. If you do, draw a card and create two Treasure tokens."
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Marionette Master
( 6)
Creature — Human Artificer
(1/3)
Fabricate 3 (When this creature enters the battlefield, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens.) Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to Marionette Master's power.
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Marisi, Breaker of the Coil
( 4)
Legendary Creature — Cat Warrior
(5/4)
Your opponents can't cast spells during combat. Whenever a creature you control deals combat damage to a player, goad each creature that player controls. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
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Mark for Death
( 4)
Sorcery
Target creature an opponent controls blocks this turn if able. Untap that creature. Other creatures that player controls can't block this turn.
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Mark of Fury
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has haste. At the beginning of the end step, return Mark of Fury to its owner's hand.
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Mark of Mutiny
( 3)
Sorcery
Gain control of target creature until end of turn. Put a +1/+1 counter on it and untap it. That creature gains haste until end of turn. (It can attack and this turn.)
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Mark of the Oni
( 3)
Enchantment — Aura
Enchant creature You control enchanted creature. At the beginning of the end step, if you control no Demons, sacrifice Mark of the Oni.
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Mark of the Vampire
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has lifelink.
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Markov Baron
( 3)
Creature — Vampire Noble
(2/2)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Lifelink Other Vampires you control get +1/+1. 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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Markov Blademaster
( 3)
Creature — Vampire Warrior
(1/1)
Double strike Whenever Markov Blademaster deals combat damage to a player, put a +1/+1 counter on it.
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Markov Crusader
( 5)
Creature — Vampire Knight
(4/3)
Lifelink Markov Crusader has haste as long as you control another Vampire.
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Markov Dreadknight
( 5)
Creature — Vampire Knight
(3/3)
Flying , Discard a card: Put two +1/+1 counters on Markov Dreadknight.
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Markov Enforcer
( 6)
Creature — Vampire Soldier
(6/6)
Whenever Markov Enforcer or another Vampire enters the battlefield under your control, Markov Enforcer fights up to one target creature an opponent controls. Whenever a creature dealt damage by Markov Enforcer this turn dies, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
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Markov Patrician
( 3)
Creature — Vampire
(3/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Markov Purifier
( 3)
Creature — Vampire Cleric
(2/3)
Lifelink At the beginning of your end step, if you gained life this turn, you may pay . If you do, draw a card.
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Markov Retribution
( 3)
Sorcery
Choose one or both — • Creatures you control get +1/+0 until end of turn. • Target Vampire you control deals damage equal to its power to another target creature.
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Markov Waltzer
( 4)
Creature — Vampire
(1/3)
Flying, haste At the beginning of combat on your turn, up to two target creatures you control each get +1/+0 until end of turn.
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Markov Warlord
( 6)
Creature — Vampire Warrior
(4/4)
Haste When Markov Warlord enters the battlefield, up to two target creatures can't block this turn.
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Marneus Calgar
( 5)
Legendary Creature — Astartes Warrior
(3/5)
Double strike Master Tactician — Whenever one or more tokens enter the battlefield under your control, draw a card. Chapter Master — : Create two 2/2 white Astartes Warrior creature tokens with vigilance.
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Marrow Bats
( 5)
Creature — Bat Skeleton
(4/1)
Flying Pay 4 life: Regenerate Marrow Bats.
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Marrow Chomper
( 5)
Creature — Zombie Lizard
(3/3)
Devour 2 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with twice that many +1/+1 counters on it.) When Marrow Chomper enters the battlefield, you gain 2 life for each creature it devoured.
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Marrow-Gnawer
( 5)
Legendary Creature — Rat Rogue
(2/3)
All Rats have fear. , Sacrifice a Rat: Create X 1/1 black Rat creature tokens, where X is the number of Rats you control.
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Marsh Casualties
( 2)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Creatures target player controls get -1/-1 until end of turn. If this spell was kicked, those creatures get -2/-2 until end of turn instead.
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Marsh Crocodile
( 4)
Creature — Crocodile
(4/4)
When Marsh Crocodile enters the battlefield, return a blue or black creature you control to its owner's hand. When Marsh Crocodile enters the battlefield, each player discards a card.
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Marsh Flitter
( 4)
Creature — Faerie Rogue
(1/1)
Flying When Marsh Flitter enters the battlefield, create two 1/1 black Goblin Rogue creature tokens. Sacrifice a Goblin: Marsh Flitter has base power and toughness 3/3 until end of turn.
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Marsh Gas
( 1)
Instant
All creatures get -2/-0 until end of turn.
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Marsh Goblins
( 2)
Creature — Goblin
(1/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Marsh Lurker
( 4)
Creature — Beast
(3/2)
Sacrifice a Swamp: Marsh Lurker gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Marshland Bloodcaster
( 5)
Creature — Vampire Warlock
(3/5)
Flying , : Rather than pay the mana cost of the next spell you cast this turn, you may pay life equal to that spell's mana value.
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Marshmist Titan
( 7)
Creature — Giant
(4/5)
This spell costs less to cast, where X is your devotion to black. (Each in the mana costs of permanents you control counts toward your devotion to black.)
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Martial Glory
( 2)
Instant
Target creature gets +3/+0 until end of turn. Target creature gets +0/+3 until end of turn.
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Márton Stromgald
( 4)
Legendary Creature — Human Knight
(1/1)
Whenever Márton Stromgald attacks, other attacking creatures get +1/+1 until end of turn for each attacking creature other than Márton Stromgald. Whenever Márton Stromgald blocks, other blocking creatures get +1/+1 until end of turn for each blocking creature other than Márton Stromgald.
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Martyr of Ashes
( 1)
Creature — Human Shaman
(1/1)
, Reveal X red cards from your hand, Sacrifice Martyr of Ashes: Martyr of Ashes deals X damage to each creature without flying.
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Martyr of Bones
( 1)
Creature — Human Wizard
(1/1)
, Reveal X black cards from your hand, Sacrifice Martyr of Bones: Exile up to X target cards from a single graveyard.
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Martyrs' Tomb
( 4)
Enchantment
Pay 2 life: Prevent the next 1 damage that would be dealt to target creature this turn.
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Marvo, Deep Operative
( 5)
Legendary Creature — Octopus Rogue
(1/8)
Whenever Marvo, Deep Operative attacks, clash with defending player. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.) Whenever you win a clash, draw a card. Then you may cast a spell from your hand with mana value 8 or less without paying its mana cost.
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Mary O'Kill
( 6)
Legendary Creature — Human Villain
(5/5)
: Switch a Killbot or Mary O'Kill in your hand with one on the battlefield. (If a creature is tapped, the switched creature is tapped. The same is true for untapped, attacking, blocking, enchanted, equipped, and targeted. Any counters on a creature are on the switched creature instead.)
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Mascot Interception
( 4)
Sorcery
This spell costs less to cast if it targets a creature token. Gain control of target creature until end of turn. Untap that creature. It gets +2/+0 and gains haste until end of turn.
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Mask of Griselbrand
( 3)
Legendary Artifact — Equipment
Equipped creature has flying and lifelink. Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards. Equip
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Mask of Immolation
( 2)
Artifact — Equipment
When Mask of Immolation enters the battlefield, create a 1/1 red Elemental creature token, then attach Mask of Immolation to it. Equipped creature has "Sacrifice this creature: It deals 1 damage to any target." Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Mask of Riddles
( 2)
Artifact — Equipment
Equipped creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Whenever equipped creature deals combat damage to a player, you may draw a card. Equip
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Masked Blackguard
( 2)
Creature — Human Rogue
(2/1)
Flash (You may cast this spell any time you could cast an instant.) : Masked Blackguard gets +1/+1 until end of turn.
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Masked Gorgon
( 5)
Creature — Gorgon
(5/5)
Green creatures and white creatures have protection from Gorgons. Threshold — Masked Gorgon has protection from green and from white as long as seven or more cards are in your graveyard.
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Mass Mutiny
( 5)
Sorcery
For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn.
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Massacre
( 4)
Sorcery
If an opponent controls a Plains and you control a Swamp, you may cast this spell without paying its mana cost. All creatures get -2/-2 until end of turn.
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Massacre Girl
( 5)
Legendary Creature — Human Assassin
(4/4)
Menace When Massacre Girl enters the battlefield, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.
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Massacre Girl, Known Killer
( 4)
Legendary Creature — Human Assassin
(4/4)
Menace Creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.) Whenever a creature an opponent controls dies, if its toughness was less than 1, draw a card.
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Massacre Girl, Prime Killer
( 5)
Legendary Creature — — Human Assassin
(4/5)
Creatures you control have wither. Whenever a creature an opponent controls dies, if it had 0 or less toughness, you and that player lose 1 life and you draw a card.
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Massacre Wurm
( 6)
Creature — Phyrexian Wurm
(6/5)
When Massacre Wurm enters the battlefield, creatures your opponents control get -2/-2 until end of turn. Whenever a creature an opponent controls dies, that player loses 2 life.
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Massive Raid
( 3)
Instant
Massive Raid deals damage to any target equal to the number of creatures you control.
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Master of Cruelties
( 5)
Creature — Demon
(1/4)
First strike, deathtouch Master of Cruelties can only attack alone. Whenever Master of Cruelties attacks a player and isn't blocked, that player's life total becomes 1. Master of Cruelties assigns no combat damage this combat.
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Master of Death
( 3)
Creature — Zombie Wizard
(3/1)
When Master of Death enters the battlefield, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) At the beginning of your upkeep, if Master of Death is in your graveyard, you may pay 1 life. If you do, return it to your hand.
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Master of the Feast
( 3)
Enchantment Creature — Demon
(5/5)
Flying At the beginning of your upkeep, each opponent draws a card.
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Master the Way
( 5)
Sorcery
Draw a card. Master the Way deals damage to any target equal to the number of cards in your hand.
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Master Warcraft
( 4)
Instant
Cast this spell only before attackers are declared. You choose which creatures attack this turn. You choose which creatures block this turn and how those creatures block.
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Mastercraft Raptor
( 0)
Artifact Creature — Dinosaur
(*/4)
Mastercraft Raptor's power is equal to the total power of the exiled cards used to craft it.
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Masterful Ninja
( 3)
Creature — Troll Ninja
(1/1)
Haste Reveal Masterful Ninja from your hand: Masterful Ninja is on the battlefield and in your hand until end of turn. : Masterful Ninja gets +1/+1 until end of turn.
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Mastermind Plum
( 3)
Legendary Creature — Human Wizard
(2/2)
Whenever Mastermind Plum attacks, exile up to one target card from a graveyard. If an artifact card was exiled this way, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Whenever you cast a spell, if mana from a Treasure was spent to cast it, you draw a card and you lose 1 life.
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Mastermind's Acquisition
( 4)
Sorcery
Choose one — • Search your library for a card, put it into your hand, then shuffle. • Put a card you own from outside the game into your hand.
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Mathas, Fiend Seeker
( 3)
Legendary Creature — Vampire
(3/3)
Menace At the beginning of your end step, put a bounty counter on target creature an opponent controls. For as long as that creature has a bounty counter on it, it has "When this creature dies, each opponent draws a card and gains 2 life."
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Mauhúr, Uruk-hai Captain
( 2)
Legendary Creature — Orc Soldier
(2/2)
Menace If one or more +1/+1 counters would be put on an Army, Goblin, or Orc you control, that many plus one +1/+1 counters are put on it instead.
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Maulfist Doorbuster
( 4)
Creature — Human Warrior
(4/2)
When Maulfist Doorbuster enters the battlefield, you get (two energy counters). Whenever Maulfist Doorbuster attacks, you may pay . If you do, target creature can't block this turn.
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Maulfist Squad
( 4)
Creature — Human Artificer
(3/1)
Menace Fabricate 1 (When this creature enters the battlefield, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
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Mausoleum Harpy
( 5)
Creature — Harpy
(3/3)
Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever another creature you control dies, if you have the city's blessing, put a +1/+1 counter on Mausoleum Harpy.
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Mausoleum Secrets
( 2)
Instant
Undergrowth — Search your library for a black card with mana value less than or equal to the number of creature cards in your graveyard, reveal it, put it into your hand, then shuffle.
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Mausoleum Turnkey
( 4)
Creature — Ogre Rogue
(3/2)
When Mausoleum Turnkey enters the battlefield, return target creature card of an opponent's choice from your graveyard to your hand.
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Maverick Thopterist
( 5)
Creature — Human Artificer
(2/2)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) When Maverick Thopterist enters the battlefield, create two 1/1 colorless Thopter artifact creature tokens with flying.
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Maw of Kozilek
( 4)
Creature — Eldrazi Drone
(2/5)
Devoid (This card has no color.) : Maw of Kozilek gets +2/-2 until end of turn. ( represents colorless mana.)
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Maw of the Obzedat
( 5)
Creature — Thrull
(3/3)
Sacrifice a creature: Creatures you control get +1/+1 until end of turn.
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Mawloc
( 2)
Creature — Tyranid
(2/2)
Ravenous (This creature enters the battlefield with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.) Terror from the Deep — When Mawloc enters the battlefield, it fights up to one target creature an opponent controls. If that creature would die this turn, exile it instead.
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Maximize Velocity
( 1)
Sorcery
Target creature gets +1/+1 and gains haste until end of turn. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
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Mayael's Aria
( 3)
Enchantment
At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.
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Mayhem Devil
( 3)
Creature — Devil
(3/3)
Whenever a player sacrifices a permanent, Mayhem Devil deals 1 damage to any target.
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Mayhem Patrol
( 2)
Creature — Devil Warrior
(1/2)
Menace (This creature can't be blocked except by two or more creatures.) Whenever Mayhem Patrol attacks, target creature gets +1/+0 until end of turn. Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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Maze Abomination
( 6)
Creature — Elemental
(4/5)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Multicolored creatures you control have deathtouch.
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Maze Rusher
( 6)
Creature — Elemental
(6/3)
Haste Multicolored creatures you control have haste.
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Mazirek, Kraul Death Priest
( 5)
Legendary Creature — Insect Shaman
(2/2)
Flying Whenever a player sacrifices another permanent, put a +1/+1 counter on each creature you control.
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Mazzy, Truesword Paladin
( 4)
Legendary Creature — Halfling Knight
(3/4)
Whenever an enchanted creature attacks one of your opponents, it gets +2/+0 and gains trample until end of turn. Whenever an Aura you control is put into your graveyard from the battlefield, exile it. Until the end of your next turn, you may cast that card.
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Me, the Immortal
( 5)
Legendary Creature — Human Rogue
(3/3)
At the beginning of combat on your turn, put your choice of a +1/+1, first strike, vigilance, or menace counter on Me, the Immortal. Counters remain on Me as it moves to any zone other than a player's hand or library. You may cast Me from your graveyard by discarding two cards in addition to paying its other costs.
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Measure of Wickedness
( 4)
Enchantment
At the beginning of your end step, sacrifice Measure of Wickedness and you lose 8 life. Whenever another card is put into your graveyard from anywhere, target opponent gains control of Measure of Wickedness.
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Mechanized Warfare
( 3)
Enchantment
If a red or artifact source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
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Meddling Youths
( 5)
Creature — Human Detective
(4/5)
Haste Whenever you attack with three or more creatures, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Megatog
( 6)
Creature — Atog
(3/4)
Sacrifice an artifact: Megatog gets +3/+3 and gains trample until end of turn.
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Megaton's Fate
( 6)
Sorcery
Choose one — • Disarm — Destroy target artifact. Create four Treasure tokens. • Detonate — Megaton's Fate deals 8 damage to each creature. Each player gets four rad counters.
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