|
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."
|
|
|
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.)
|
|
|
Marjhan
( 7)
Creature — Serpent
(8/8)
Marjhan doesn't untap during your untap step. , Sacrifice a creature: Untap Marjhan. Activate only during your upkeep. Marjhan can't attack unless defending player controls an Island. : Marjhan gets -1/-0 until end of turn and deals 1 damage to target attacking creature without flying. When you control no Islands, sacrifice Marjhan.
|
|
|
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.
|
|
|
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.
|
|
|
Mark of the Vampire
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has lifelink.
|
|
|
Marked by Honor
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has vigilance. (Attacking doesn't cause it to tap.)
|
|
|
Marketwatch Phantom
( 2)
Creature — Spirit Detective
(2/2)
Whenever another creature with power 2 or less enters the battlefield under your control, Marketwatch Phantom gains flying until end of turn.
|
|
|
Markov Dreadknight
( 5)
Creature — Vampire Knight
(3/3)
Flying , Discard a card: Put two +1/+1 counters on Markov Dreadknight.
|
|
|
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.
|
|
|
Marrow Shards
( 1)
Instant
( can be paid with either or 2 life.) Marrow Shards deals 1 damage to each attacking creature.
|
|
|
Marsh Boa
( 1)
Creature — Snake
(1/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
|
|
|
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.
|
|
|
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.
|
|
|
Marsh Flats
( 0)
Land
, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
|
|
|
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.
|
|
|
Marsh Gas
( 1)
Instant
All creatures get -2/-0 until end of turn.
|
|
|
Marsh Goblins
( 2)
Creature — Goblin
(1/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
|
|
|
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.)
|
|
|
Marsh Threader
( 2)
Creature — Kor Scout
(2/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
|
|
|
Marsh Viper
( 4)
Creature — Snake
(1/2)
Whenever Marsh Viper deals damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.)
|
|
|
Marshal of Zhalfir
( 2)
Creature — Human Knight
(2/2)
Other Knights you control get +1/+1. , : Tap another target creature.
|
|
|
Marshaling Cry
( 3)
Sorcery
Creatures you control get +1/+1 and gain vigilance until end of turn. Cycling (, Discard this card: Draw a card.) Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|
|
|
Marshaling the Troops
( 2)
Sorcery
Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way.
|
|
|
Marshal's Anthem
( 4)
Enchantment
Multikicker (You may pay an additional any number of times as you cast this spell.) Creatures you control get +1/+1. When Marshal's Anthem enters the battlefield, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times Marshal's Anthem was kicked.
|
|
|
Marshdrinker Giant
( 5)
Creature — Giant Warrior
(4/3)
When Marshdrinker Giant enters the battlefield, destroy target Island or Swamp an opponent controls.
|
|
|
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.
|
|
|
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.)
|
|
|
Martha Jones
( 3)
Legendary Creature — Human Cleric
(3/2)
Woman Who Walked the Earth — When Martha Jones enters the battlefield, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Whenever you sacrifice a Clue, Martha Jones and up to one other target creature can't be blocked this turn. Doctor's companion (You can have two commanders if the other is the Doctor.)
|
|
|
Martyr for the Cause
( 2)
Creature — Human Soldier
(2/2)
When Martyr for the Cause dies, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
|
|
|
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.
|
|
|
Marwyn, the Nurturer
( 3)
Legendary Creature — Elf Druid
(1/1)
Whenever another Elf enters the battlefield under your control, put a +1/+1 counter on Marwyn, the Nurturer. : Add an amount of equal to Marwyn's power.
|
|
|
Masako the Humorless
( 3)
Legendary Creature — Human Advisor
(2/1)
Flash Tapped creatures you control can block as though they were untapped.
|
|
|
Mascot Exhibition
( 7)
Sorcery — Lesson
Create a 2/1 white and black Inkling creature token with flying, a 3/2 red and white Spirit creature token, and a 4/4 blue and red Elemental creature token.
|
|
|
Mask of the Mimic
( 1)
Instant
As an additional cost to cast this spell, sacrifice a creature. Search your library for a card with the same name as target nontoken creature, put that card onto the battlefield, then shuffle.
|
|
|
Mask of the Schemer
( 3)
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, it connives X, where X is the amount of damage it dealt to that player. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.) Equip
|
|
|
Mass Diminish
( 2)
Sorcery
Until your next turn, creatures target player controls have base power and toughness 1/1. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|
|
|
Mass Polymorph
( 6)
Sorcery
Exile all creatures you control, then reveal cards from the top of your library until you reveal that many creature cards. Put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.
|
|
|
Massive Might
( 1)
Instant
Target creature gets +2/+2 and gains trample until end of turn.
|
|
|
Master Apothecary
( 3)
Creature — Human Cleric
(2/2)
Tap an untapped Cleric you control: Prevent the next 2 damage that would be dealt to any target this turn.
|
|
|
Master Chef
( 3)
Legendary Enchantment — Background
Commander creatures you own have "This creature enters the battlefield with an additional +1/+1 counter on it" and "Other creatures you control enter the battlefield with an additional +1/+1 counter on them."
|
|
|
Master Healer
( 5)
Creature — Human Cleric
(1/4)
: Prevent the next 4 damage that would be dealt to any target this turn.
|
|
|
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.
|
|
|
Master of Etherium
( 3)
Artifact Creature — Vedalken Wizard
(*/*)
Master of Etherium's power and toughness are each equal to the number of artifacts you control. Other artifact creatures you control get +1/+1.
|
|
|
Master of the Feast
( 3)
Enchantment Creature — Demon
(5/5)
Flying At the beginning of your upkeep, each opponent draws a card.
|
|
|
Master of the Pearl Trident
( 2)
Creature — Merfolk
(2/2)
Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
|
|
|
Master of the Veil
( 4)
Creature — Human Wizard
(2/3)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Master of the Veil is turned face up, you may turn target creature with a morph ability face down.
|
|
|
Master of the Wild Hunt
( 4)
Creature — Human Shaman
(3/3)
At the beginning of your upkeep, create a 2/2 green Wolf creature token. : Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves.
|
|
|
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.
|
|
|
Master Thief
( 4)
Creature — Human Rogue
(2/2)
When Master Thief enters the battlefield, gain control of target artifact for as long as you control Master Thief.
|
|
|
Mastery of the Unseen
( 2)
Enchantment
Whenever a permanent you control is turned face up, you gain 1 life for each creature you control. : Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
|
|
|
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."
|
|
|
Matter Reshaper
( 3)
Creature — Eldrazi
(3/2)
( represents colorless mana.) When Matter Reshaper dies, reveal the top card of your library. You may put that card onto the battlefield if it's a permanent card with mana value 3 or less. Otherwise, put that card into your hand.
|
|
|
Matzalantli, the Great Door
( 3)
Legendary Artifact
: Draw a card, then discard a card. , : Transform Matzalantli, the Great Door. Activate only if there are four or more permanent types among cards in your graveyard. (Artifact, battle, creature, enchantment, land, and planeswalker are permanent types.)
|
|
|
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.
|
|
|
Maul of the Skyclaves
( 3)
Artifact — Equipment
When Maul of the Skyclaves enters the battlefield, attach it to target creature you control. Equipped creature gets +2/+2 and has flying and first strike. Equip
|
|
|
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.
|
|
|
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.
|
|
|
Maw of the Obzedat
( 5)
Creature — Thrull
(3/3)
Sacrifice a creature: Creatures you control get +1/+1 until end of turn.
|
|
|
Mayhem Devil
( 3)
Creature — Devil
(3/3)
Whenever a player sacrifices a permanent, Mayhem Devil deals 1 damage to any target.
|
|
|
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.)
|
|
|
Maze Behemoth
( 6)
Creature — Elemental
(5/4)
Trample Multicolored creatures you control have trample.
|
|
|
Maze of Ith
( 0)
Land
: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
|
|
|
Maze of Shadows
( 0)
Land
: Add . : Untap target attacking creature with shadow. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
|
|
|
Maze Rusher
( 6)
Creature — Elemental
(6/3)
Haste Multicolored creatures you control have haste.
|
|
|
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.
|
|
|
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.
|
|
|
Meandering Towershell
( 5)
Creature — Turtle
(5/9)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Meandering Towershell attacks, exile it. Return it to the battlefield under your control tapped and attacking at the beginning of the declare attackers step on your next turn.
|
|
|
Mechanized Production
( 4)
Enchantment — Aura
Enchant artifact you control At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.
|
|
|
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.
|
|
|
Mechtitan Core
( 2)
Artifact — Vehicle
(2/4)
, Exile Mechtitan Core and four other artifact creatures and/or Vehicles you control: Create Mechtitan, a legendary 10/10 Construct artifact creature token with flying, vigilance, trample, lifelink, and haste that's all colors. When that token leaves the battlefield, return all cards exiled with Mechtitan Core except Mechtitan Core to the battlefield tapped under their owners' control. Crew 2
|
|
|
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.")
|
|
|
Medomai the Ageless
( 6)
Legendary Creature — Sphinx
(4/4)
Flying Whenever Medomai the Ageless deals combat damage to a player, take an extra turn after this one. Medomai the Ageless can't attack during extra turns.
|
|
|
Medomai's Prophecy
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Scry 2. II — Choose a card name. III — When you cast a spell with the chosen name for the first time this turn, draw two cards. IV — Look at the top card of each player's library.
|
|
|
Megatherium
( 3)
Creature — Beast
(4/4)
Trample When Megatherium enters the battlefield, sacrifice it unless you pay for each card in your hand.
|
|
|
Meglonoth
( 6)
Creature — Beast
(6/6)
Vigilance, trample Whenever Meglonoth blocks a creature, Meglonoth deals damage to that creature's controller equal to Meglonoth's power.
|
|
|
Meishin, the Mind Cage
( 7)
Legendary Enchantment
All creatures get -X/-0, where X is the number of cards in your hand.
|
|
|
Melancholy
( 3)
Enchantment — Aura
Enchant creature When Melancholy enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of your upkeep, sacrifice Melancholy unless you pay .
|
|
|
Melek, Reforged Researcher
( 5)
Legendary Creature — Weird Detective
(*/*)
Melek, Reforged Researcher's power and toughness are each equal to twice the number of instant and sorcery cards in your graveyard. The first instant or sorcery spell you cast each turn costs less to cast.
|
|
|
Melira, the Living Cure
( 2)
Legendary Creature — Human Scout
(3/3)
If you would get one or more poison counters, instead you get one poison counter and you can't get additional poison counters this turn. Exile Melira, the Living Cure: Choose another target creature or artifact. When it's put into a graveyard this turn, return that card to the battlefield under its owner's control.
|
|
|
Meloku the Clouded Mirror
( 5)
Legendary Creature — Moonfolk Wizard
(2/4)
Flying , Return a land you control to its owner's hand: Create a 1/1 blue Illusion creature token with flying.
|
|
|
Memnarch
( 7)
Legendary Artifact Creature — Wizard
(4/5)
|
|
|
Memory of Toshiro
( 0)
Enchantment Creature — Human Samurai
(2/3)
, Pay 1 life: Add . Spend this mana only to cast an instant or sorcery spell.
|
|
|
Memory Theft
( 3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. You may put a card that has an Adventure that player owns from exile into that player's graveyard.
|
|
|
Woodland Acolyte (Mend the Wilds)
( 1)
Instant — Adventure
Put target permanent card from your graveyard on top of your library. (Then exile this card. You may cast the creature later from exile.)
|
|
|
Mending Hands
( 1)
Instant
Prevent the next 4 damage that would be dealt to any target this turn.
|
|
|
Meng Huo, Barbarian King
( 5)
Legendary Creature — Human Barbarian Soldier
(4/4)
Other green creatures you control get +1/+1.
|
|
|
Mentor of the Meek
( 3)
Creature — Human Soldier
(2/2)
Whenever another creature with power 2 or less enters the battlefield under your control, you may pay . If you do, draw a card.
|
|
|