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Abzan Runemark
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has vigilance as long as you control a black or green permanent.
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Beastmaster's Magemark
  ( 3)
Enchantment — Aura
Enchant creature Creatures you control that are enchanted get +1/+1. Whenever a creature you control that's enchanted becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
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Biting Remark (playtest)
  ( 4)
Creature — — Elemental
(3/3)
Scrycast (If you see this card while scrying, you may reveal it and cast it by paying .) Flying
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Black Market
   ( 5)
Enchantment
Whenever a creature dies, put a charge counter on this enchantment. At the beginning of your first main phase, add for each charge counter on this enchantment.
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Black Market Connections
  ( 3)
Enchantment
At the beginning of your first main phase, choose one or more — • Sell Contraband — Create a Treasure token. You lose 1 life. • Buy Information — Draw a card. You lose 2 life. • Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It has every creature type.)
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Black Market Tycoon
  ( 2)
Creature — Cat Rogue
(2/2)
At the beginning of your upkeep, this creature deals 2 damage to you for each Treasure you control. : Create a Treasure token.
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Bloodmark Mentor
  ( 2)
Creature — Goblin Warrior
(1/1)
Red creatures you control have first strike.
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Chosen of Markov
  ( 3)
Creature — Human
(2/2)
, Tap an untapped Vampire you control: Transform this creature.
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Cornered Market
  ( 3)
Enchantment
Players can't cast spells with the same name as a nontoken permanent. Players can't play nonbasic lands with the same name as a nontoken permanent.
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Culling Mark
  ( 3)
Sorcery
Target creature blocks this turn if able.
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Deathmark
 ( 1)
Sorcery
Destroy target green or white creature.
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East-Mark Cavalier
  ( 2)
Creature — Human Knight
(2/2)
Vigilance Whenever this creature deals damage to a Goblin or Orc, destroy that creature.
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Edgar Markov
    ( 6)
Legendary Creature — Vampire Knight
(4/4)
Eminence — Whenever you cast another Vampire spell, if Edgar is in the command zone or on the battlefield, create a 1/1 black Vampire creature token. First strike, haste Whenever Edgar attacks, put a +1/+1 counter on each Vampire you control.
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Edgar Markov's Coffin
( 0)
Legendary Artifact
At the beginning of your upkeep, create a 1/1 white and black Vampire creature token with lifelink and put a bloodline counter on Edgar Markov's Coffin. Then if there are three or more bloodline counters on it, remove those counters and transform it.
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Éomer of the Riddermark
  ( 5)
Legendary Creature — Human Knight
(5/4)
Haste Whenever Éomer attacks, if you control a creature with the greatest power among creatures on the battlefield, create a 1/1 white Human Soldier creature token.
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Fencer's Magemark
  ( 3)
Enchantment — Aura
Enchant creature Creatures you control that are enchanted get +1/+1 and have first strike.
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Guardian's Magemark
  ( 3)
Enchantment — Aura
Flash Enchant creature Creatures you control that are enchanted get +1/+1.
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Hapatra's Mark
 ( 1)
Instant
Target creature you control gains hexproof until end of turn. Remove all -1/-1 counters from it. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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High Market
( 0)
Land
: Add .
, Sacrifice a creature: You gain 1 life.
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Horn of the Mark
 ( 2)
Legendary Artifact
Whenever two or more creatures you control attack a player, look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Hunter's Mark
  ( 4)
Instant
This spell costs less to cast if it targets a blue permanent you don't control. This spell can't be countered. Target creature you control gets +1/+1 until end of turn. Then it deals damage equal to its power to target creature or planeswalker you don't control.
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Infiltrator's Magemark
  ( 3)
Enchantment — Aura
Enchant creature Creatures you control that are enchanted get +1/+1 and can't be blocked except by creatures with defender.
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Jeskai Runemark
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has flying as long as you control a red or white permanent.
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K-9, Mark I
 ( 1)
Legendary Artifact Creature — Robot Dog
(1/1)
Negative — As long as K-9 is untapped, other legendary creatures you control have ward . Affirmative —  , : Target legendary creature can't be blocked this turn. Doctor's companion (You can have two commanders if the other is the Doctor.)
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Make Your Mark
 ( 1)
Instant
Target creature gets +1/+0 until end of turn. When that creature dies this turn, create a 3/2 red and white Spirit creature token.
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Mardu Runemark
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has first strike as long as you control a white or black permanent.
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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 Asylum
  ( 2)
Enchantment
Prevent all noncombat damage that would be dealt to creatures you control.
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Mark of Eviction
 ( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, return enchanted creature and all Auras attached to that creature to their owners' hands.
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Mark of Fury
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has haste. At the beginning of the end step, return this Aura 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 Sakiko
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature deals combat damage to a player, add that much . Until end of turn, you don't lose this mana as steps and phases end."
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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 this Aura.
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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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Marked by Honor
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has vigilance. (Attacking doesn't cause it to tap.)
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Marker Beetles
   ( 3)
Creature — Insect
(2/3)
When this creature dies, target creature gets +1/+1 until end of turn. , Sacrifice this creature: Draw a card.
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Farm // Market (Market)
  ( 3)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Draw two cards, then discard two cards.
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Market Festival
  ( 4)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
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Market Gnome
 ( 1)
Artifact Creature — Gnome
(0/3)
When this creature dies, you gain 1 life and draw a card. When this creature is exiled from the battlefield while you're activating a craft ability, you gain 1 life and draw a card.
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Marketback Walker
  ( 0)
Artifact Creature — Construct
(0/0)
This creature enters with X +1/+1 counters on it. : Put a +1/+1 counter on this creature.
When this creature dies, draw a card for each +1/+1 counter on it.
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Marketwatch Phantom
  ( 2)
Creature — Spirit Detective
(2/2)
Whenever another creature you control with power 2 or less enters, this creature gains flying until end of turn.
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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 (This creature deals both first-strike and regular combat damage.) Whenever this creature 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 This creature 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 this creature.
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Markov Enforcer
   ( 6)
Creature — Vampire Soldier
(6/6)
Whenever this creature or another Vampire you control enters, this creature fights up to one target creature an opponent controls. Whenever a creature dealt damage by this creature this turn dies, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: 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 (This creature can attack and as soon as it comes under your control.) When this creature enters, up to two target creatures can't block this turn.
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Moodmark Painter
   ( 4)
Creature — Human Shaman
(2/3)
Undergrowth — When this creature enters, target creature gains menace and gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard. (It can't be blocked except by two or more creatures.)
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Necromancer's Magemark
  ( 3)
Enchantment — Aura
Enchant creature Creatures you control that are enchanted get +1/+1. If a creature you control that's enchanted would die, return it to its owner's hand instead.
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Necron Deathmark
   ( 5)
Artifact Creature — Necron
(5/3)
Flash Synaptic Disintegrator — When this creature enters, destroy up to one target creature and target player mills three cards.
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Night Market
( 0)
Land
This land enters tapped. As it enters, choose a color. : Add one mana of the chosen color.
Cycling ( , Discard this card: Draw a card.)
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Night Market Aeronaut
  ( 4)
Creature — Aetherborn Warrior
(2/2)
Flying Revolt — This creature enters with a +1/+1 counter on it if a permanent left the battlefield under your control this turn.
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Night Market Guard
 ( 3)
Artifact Creature — Construct
(3/1)
This creature can block an additional creature each combat.
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Night Market Lookout
 ( 1)
Creature — Human Rogue
(1/1)
Whenever this creature becomes tapped, each opponent loses 1 life and you gain 1 life.
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Riders of the Mark
  ( 7)
Creature — Human Knight
(7/4)
Affinity for Humans (This spell costs less to cast for each Human you control.) Trample, haste At the beginning of your end step, if this creature attacked this turn, return it to its owner's hand. If you do, create a number of 1/1 white Human Soldier creature tokens equal to its toughness.
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Riftmarked Knight
   ( 3)
Creature — Human Rebel Knight
(2/2)
Protection from black; flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I> Suspend 3—   When the last time counter is removed from this card while it's exiled, create a 2/2 black Knight creature token with flanking, protection from white, and haste.
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Scorchmark
  ( 2)
Instant
Scorchmark deals 2 damage to target creature. If that creature would die this turn, exile it instead.
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Scourgemark
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature gets +1/+0.
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Sentinel's Mark
  ( 2)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +1/+2 and has vigilance. Addendum — When this Aura enters, if you cast it during your main phase, enchanted creature gains lifelink until end of turn.
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Skymark Roc
   ( 4)
Creature — Bird
(3/3)
Flying Whenever this creature attacks, you may return target creature defending player controls with toughness 2 or less to its owner's hand.
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Sorin Markov
    ( 6)
Legendary Planeswalker — Sorin
(4)
+2: Sorin Markov deals 2 damage to any target and you gain 2 life. −3: Target opponent's life total becomes 10. −7: You control target player during that player's next turn.
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Sorin of House Markov
  ( 2)
Legendary Creature — Human Noble
(1/4)
Lifelink Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.) At the beginning of each of your postcombat main phases, if you gained 3 or more life this turn, exile Sorin, then return him to the battlefield transformed under his owner's control.
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Sultai Runemark
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has deathtouch as long as you control a green or blue permanent. (Any amount of damage it deals to a creature is enough to destroy it.)
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Temur Runemark
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has trample as long as you control a blue or red permanent.
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Tin Street Market
  ( 5)
Enchantment — Aura
Enchant land Enchanted land has " , Discard a card: Draw a card."
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Unmarked Grave
  ( 2)
Sorcery
Search your library for a nonlegendary card, put that card into your graveyard, then shuffle.
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Witch's Mark
  ( 2)
Sorcery
You may discard a card. If you do, draw two cards. Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
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