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Master Biomancer
( 4)
Creature — Elf Wizard
(2/4)
Each other creature you control enters with a number of additional +1/+1 counters on it equal to Master Biomancer's power and as a Mutant in addition to its other types.
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Master Chef
( 3)
Legendary Enchantment — Background
Commander creatures you own have "This creature enters with an additional +1/+1 counter on it" and "Other creatures you control enter with an additional +1/+1 counter on them."
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Master Decoy
( 2)
Creature — Human Soldier
(1/2)
, : Tap target creature.
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Master Healer
( 5)
Creature — Human Cleric
(1/4)
: Prevent the next 4 damage that would be dealt to any target this turn.
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Master of Arms
( 3)
Creature — Human Soldier
(2/2)
First strike : Tap target creature blocking Master of Arms.
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Master of Ceremonies
( 4)
Creature — Rhino Druid
(3/4)
At the beginning of your upkeep, each opponent chooses money, friends, or secrets. For each player who chose money, you and that player each create a Treasure token. For each player who chose friends, you and that player each create a 1/1 green and white Citizen creature token. For each player who chose secrets, you and that player each draw a card.
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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, 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 Diversion
( 3)
Creature — Human Scout
(2/2)
Whenever Master of Diversion attacks, tap target creature defending player controls.
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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.
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Master of Predicaments
( 5)
Creature — Sphinx
(4/4)
Flying Whenever Master of Predicaments deals combat damage to a player, choose a card in your hand. That player guesses whether the card's mana value is greater than 4. If the player guessed wrong, you may cast the card without paying its mana cost.
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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 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.)
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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.
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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.
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Master of Waves
( 4)
Creature — Merfolk Wizard
(2/1)
Protection from red Elemental creatures you control get +1/+1. When Master of Waves enters, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
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Master of Winds
( 4)
Creature — Sphinx Wizard
(1/4)
Flying When Master of Winds enters, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 4/1 or 1/4 until end of turn.
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Master Skald
( 5)
Creature — Dwarf Warrior
(4/4)
When Master Skald enters, you may exile a creature card from your graveyard. If you do, return target artifact or enchantment card from your graveyard to your hand.
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Master Splicer
( 4)
Creature — Phyrexian Human Artificer
(1/1)
When Master Splicer enters, create a 3/3 colorless Phyrexian Golem artifact creature token. Golems you control get +1/+1.
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Master Symmetrist
( 4)
Creature — Rhino Druid
(4/4)
Reach Whenever a creature you control with power equal to its toughness attacks, it gains trample until end of turn.
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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 Thief
( 4)
Creature — Human Rogue
(2/2)
When Master Thief enters, gain control of target artifact for as long as you control Master Thief.
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Master Transmuter
( 4)
Artifact Creature — Human Artificer
(1/2)
, , Return an artifact you control to its owner's hand: You may put an artifact card from your hand onto the battlefield.
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Master Trinketeer
( 3)
Creature — Dwarf Artificer
(3/2)
Servos and Thopters you control get +1/+1. : Create a 1/1 colorless Servo artifact creature token.
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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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Masterful Replication
( 6)
Instant
Choose one — • Create two 3/3 colorless Golem artifact creature tokens. • Choose target artifact you control. Each other artifact you control becomes a copy of that artifact 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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Master's Call
( 3)
Instant
Create two 1/1 colorless Myr artifact creature tokens.
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Master's Manufactory
( 0)
Artifact
: Create a 4/4 white and blue Golem artifact creature token. Activate only if Master's Manufactory or another artifact entered the battlefield under your control this turn.
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Master's Rebuke
( 2)
Instant
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
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Masterwork of Ingenuity
( 1)
Artifact — Equipment
You may have Masterwork of Ingenuity enter as a copy of any Equipment on the battlefield.
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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.)
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Masticore
( 4)
Artifact Creature — Masticore
(4/4)
At the beginning of your upkeep, sacrifice Masticore unless you discard a card. : Masticore deals 1 damage to target creature. : Regenerate Masticore.
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Masumaro, First to Live
( 6)
Legendary Creature — Spirit
(*/*)
Masumaro, First to Live's power and toughness are each equal to twice the number of cards in your hand.
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Matca Rioters
( 3)
Creature — Human Warrior
(*/*)
Domain — Matca Rioters's power and toughness are each equal to the number of basic land types among lands you control.
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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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Matopi Golem
( 5)
Artifact Creature — Golem
(3/3)
: Regenerate Matopi Golem. When it regenerates this way, put a -1/-1 counter on it.
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Matsu-Tribe Birdstalker
( 4)
Creature — Snake Warrior Archer
(2/2)
Whenever Matsu-Tribe Birdstalker deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. : Matsu-Tribe Birdstalker gains reach until end of turn. (It can block creatures with flying.)
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Matsu-Tribe Decoy
( 3)
Creature — Snake Warrior
(1/3)
: Target creature blocks Matsu-Tribe Decoy this turn if able. Whenever Matsu-Tribe Decoy deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.
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Matsu-Tribe Sniper
( 2)
Creature — Snake Warrior Archer
(1/1)
: Matsu-Tribe Sniper deals 1 damage to target creature with flying. Whenever Matsu-Tribe Sniper deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.
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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.
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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.)
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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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Maul of the Skyclaves
( 3)
Artifact — Equipment
When Maul of the Skyclaves enters, attach it to target creature you control. Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.) Equip
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Maul Splicer
( 7)
Creature — Phyrexian Human Artificer
(1/1)
When Maul Splicer enters, create two 3/3 colorless Phyrexian Golem artifact creature tokens. Golem creatures you control have trample.
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Maulfist Doorbuster
( 4)
Creature — Human Warrior
(4/2)
When Maulfist Doorbuster enters, 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 Revolutionary
( 3)
Creature — Human Warrior
(3/3)
Trample When Maulfist Revolutionary enters or dies, for each kind of counter on target permanent or player, give that permanent or player another counter of that kind.
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Maulfist Squad
( 4)
Creature — Human Artificer
(3/1)
Menace Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
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Mausoleum Guard
( 4)
Creature — Human Scout
(2/2)
When Mausoleum Guard dies, create two 1/1 white Spirit creature tokens with flying.
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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, return target creature card of an opponent's choice from your graveyard to your hand.
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Mausoleum Wanderer
( 1)
Creature — Spirit
(1/1)
Flying Whenever another Spirit you control enters, Mausoleum Wanderer gets +1/+1 until end of turn. Sacrifice Mausoleum Wanderer: Counter target instant or sorcery spell unless its controller pays , where X is Mausoleum Wanderer's power.
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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, create two 1/1 colorless Thopter artifact creature tokens with flying.
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Mavinda, Students' Advocate
( 3)
Legendary Creature — Bird Advisor
(2/3)
Flying : You may cast target instant or sorcery card from your graveyard this turn. If that spell doesn't target a creature you control, it costs more to cast this way. If that spell would be put into your graveyard, exile it instead. Activate only once each turn. (You still pay the spell's costs. Timing rules for the spell still apply.)
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Mavren Fein, Dusk Apostle
( 3)
Legendary Creature — Vampire Cleric
(2/2)
Whenever one or more nontoken Vampires you control attack, create a 1/1 white Vampire creature token with lifelink.
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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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Mawcor
( 5)
Creature — Beast
(3/3)
Flying : Mawcor deals 1 damage to any target.
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Mawloc
( 2)
Creature — Tyranid
(2/2)
Ravenous (This creature enters 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, 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 Altitude
( 1)
Sorcery
Target creature gets +1/+1 and gains flying 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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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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Mayor of Avabruck
( 2)
Creature — Human Advisor Werewolf
(1/1)
Other Human creatures you control get +1/+1. At the beginning of each upkeep, if no spells were cast last turn, transform Mayor of Avabruck.
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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 Behemoth
( 6)
Creature — Elemental
(5/4)
Trample Multicolored creatures you control have trample.
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Maze Glider
( 6)
Creature — Elemental
(3/5)
Flying Multicolored creatures you control have flying.
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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.
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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.
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Maze Rusher
( 6)
Creature — Elemental
(6/3)
Haste Multicolored creatures you control have haste.
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Maze Sentinel
( 6)
Creature — Elemental
(3/6)
Vigilance Multicolored creatures you control have vigilance.
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Maze Skullbomb
( 1)
Artifact
, Sacrifice Maze Skullbomb: Draw a card. , Sacrifice Maze Skullbomb: Target creature you control gets +3/+3 and gains trample until end of turn. Draw a card. Activate only as a sorcery.
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Mazemind Tome
( 2)
Artifact
, Put a page counter on this artifact: Scry 1. (Look at the top card of your library. You may put that card on the bottom.) , , Put a page counter on this artifact: Draw a card. When there are four or more page counters on this artifact, exile it. If you do, you gain 4 life.
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Maze's End
( 0)
Land
This land enters tapped. : Add . , , Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.
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Maze's Mantle
( 3)
Enchantment — Aura
Flash Enchant creature When Maze's Mantle enters, if enchanted creature has toxic, that creature gains hexproof until end of turn. Enchanted creature gets +2/+2.
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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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Meathook Massacre II
( 4)
Legendary Enchantment
When Meathook Massacre II enters, each player sacrifices X creatures of their choice. Whenever a creature you control dies, you may pay 3 life. If you do, return that card under your control with a finality counter on it. Whenever a creature an opponent controls dies, they may pay 3 life. If they don't, return that card under your control with a finality counter on it.
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Meddling Mage
( 2)
Creature — Human Wizard
(2/2)
As Meddling Mage enters, choose a nonland card name. Spells with the chosen name can't be cast.
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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.
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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.
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Mer Man
( 5)
Host Creature — Human Fish
(3/3)
When this creature enters, you may draw a card.
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Mercurial Transformation
( 2)
Sorcery — Lesson
Until end of turn, target nonland permanent loses all abilities and becomes your choice of a blue Frog creature with base power and toughness 1/1 or a blue Octopus creature with base power and toughness 4/4.
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Merfolk Thaumaturgist
( 3)
Creature — Merfolk Wizard
(1/2)
: Switch target creature's power and toughness until end of turn.
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Metallic Mastery
( 3)
Sorcery
Gain control of target artifact until end of turn. Untap that artifact. It gains haste until end of turn.
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Meteoric Mace
( 6)
Artifact — Equipment
Equipped creature gets +4/+0 and has trample. Equip Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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Miasma Demon
( 6)
Creature — Demon
(5/4)
Flying When Miasma Demon enters, you may discard any number of cards. When you do, up to that many target creatures each get -2/-2 until end of turn.
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Micromancer
( 4)
Creature — Human Wizard
(3/3)
When this creature enters, you may search your library for an instant or sorcery card with mana value 1, reveal it, put it into your hand, then shuffle.
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Midnight Mayhem
( 4)
Sorcery
Create three 1/1 red Gremlin creature tokens. Gremlins you control gain menace, lifelink, and haste until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
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