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Maha, Its Feathers Night
( 5)
Legendary Creature — Elemental Bird
(6/5)
Flying, trample Ward—Discard a card. Creatures your opponents control have base toughness 1.
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Make Mischief
( 3)
Sorcery
Make Mischief deals 1 damage to any target. Create a 1/1 red Devil creature token. It has "When this creature dies, it deals 1 damage to any target."
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Makeshift Battalion
( 3)
Creature — Human Soldier
(3/2)
Battalion — Whenever Makeshift Battalion and at least two other creatures attack, put a +1/+1 counter on Makeshift Battalion.
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Makeshift Binding
( 3)
Enchantment
When Makeshift Binding enters, exile target creature an opponent controls until Makeshift Binding leaves the battlefield. You gain 2 life.
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Makeshift Mannequin
( 4)
Instant
Return target creature card from your graveyard to the battlefield with a mannequin counter on it. For as long as that creature has a mannequin counter on it, it has "When this creature becomes the target of a spell or ability, sacrifice it."
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Makeshift Mauler
( 4)
Creature — Zombie Horror
(4/5)
As an additional cost to cast this spell, exile a creature card from your graveyard.
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Makeshift Munitions
( 2)
Enchantment
, Sacrifice an artifact or creature: Makeshift Munitions deals 1 damage to any target.
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Malakir Familiar
( 3)
Creature — Bat
(2/1)
Flying, deathtouch Whenever you gain life, Malakir Familiar gets +1/+1 until end of turn.
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Malefic Scythe
( 2)
Artifact — Equipment
Malefic Scythe enters with a soul counter on it. Equipped creature gets +1/+1 for each soul counter on Malefic Scythe. Whenever equipped creature dies, put a soul counter on Malefic Scythe. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Malfegor
( 6)
Legendary Creature — Demon Dragon
(6/6)
Flying When Malfegor enters, discard your hand. Each opponent sacrifices a creature of their choice for each card discarded this way.
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Malfunction
( 4)
Enchantment — Aura
Enchant artifact or creature When Malfunction enters, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step.
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Malicious Affliction
( 2)
Instant
Morbid — When you cast this spell, if a creature died this turn, you may copy Malicious Affliction and may choose a new target for the copy. Destroy target nonblack creature.
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Malicious Malfunction
( 3)
Sorcery
All creatures get -2/-2 until end of turn. If a creature would die this turn, exile it instead.
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Man of Measure
( 3)
Creature — Human Knight
(2/2)
As long as you're shorter than an opponent, Man of Measure gets +0/+1 and has first strike. As long as you're taller than an opponent, Man of Measure gets +1/+0.
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Mana Flair
( 2)
Instant
Add for each nonland permanent with art by the artist of your choice.
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Mana Flare
( 3)
Enchantment
Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
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Mana Reflection
( 6)
Enchantment
If you tap a permanent for mana, it produces twice as much of that mana instead.
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Manacles of Decay
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. : Enchanted creature gets -1/-1 until end of turn. : Enchanted creature can't block this turn.
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Manaforce Mace
( 4)
Artifact — Equipment
Domain — Equipped creature gets +1/+1 for each basic land type among lands you control. Equip
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Manaform Hellkite
( 4)
Creature — Dragon
(4/4)
Flying Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step.
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Manascape Refractor
( 3)
Artifact
Manascape Refractor enters tapped. Manascape Refractor has all activated abilities of all lands on the battlefield. You may spend mana as though it were mana of any color to pay the activation costs of Manascape Refractor's abilities.
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Manaweft Sliver
( 2)
Creature — Sliver
(1/1)
Sliver creatures you control have ": Add one mana of any color."
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Mandate of Abaddon
( 4)
Sorcery
Choose target creature you control. Destroy all creatures with power less than that creature's power.
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Mandate of Peace
( 2)
Instant
Cast this spell only during combat. Your opponents can't cast spells this turn. End the combat phase. (Remove all attackers and blockers from combat. Exile all spells and abilities from the stack, including this spell.)
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Mandatory Friendship Shackles
( 0)
Artifact — Contraption
Whenever you crank Mandatory Friendship Shackles, target creature gets -1/-1 until end of turn.
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Mangara of Corondor
( 3)
Legendary Creature — Human Wizard
(1/1)
: Exile Mangara of Corondor and target permanent.
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Manifest Dread
( 2)
Sorcery
Manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Manifestation Sage
( 4)
Creature — Human Wizard
(2/2)
When Manifestation Sage enters, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of cards in your hand.
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Manifold Insights
( 3)
Sorcery
Reveal the top ten cards of your library. Starting with the next opponent in turn order, each opponent chooses a different nonland card from among them. Put the chosen cards into your hand and the rest on the bottom of your library in a random order.
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Manifold Mouse
( 2)
Creature — Mouse Soldier
(1/2)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) At the beginning of combat on your turn, target Mouse you control gains your choice of double strike or trample until end of turn.
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Manipulate Fate
( 2)
Sorcery
Search your library for three cards, exile them, then shuffle. Draw a card.
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Manticore of the Gauntlet
( 5)
Creature — Manticore
(5/4)
When Manticore of the Gauntlet enters, put a -1/-1 counter on target creature you control. Manticore of the Gauntlet deals 3 damage to target opponent or planeswalker.
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Mantle of Leadership
( 2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Whenever a creature enters, enchanted creature gets +2/+2 until end of turn.
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Mantle of the Ancients
( 5)
Enchantment — Aura
Enchant creature you control When Mantle of the Ancients enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature. Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
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Mantle of the Wolf
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4. When Mantle of the Wolf is put into a graveyard from the battlefield, create two 2/2 green Wolf creature tokens.
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Mantle of Tides
( 1)
Artifact — Equipment
Equipped creature gets +1/+2. Whenever you draw your second card each turn, attach Mantle of Tides to target creature you control. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Mantle of Webs
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+3 and has reach. (It can block creatures with flying.)
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Map the Frontier
( 4)
Sorcery
Search your library for up to two basic land cards and/or Desert cards, put them onto the battlefield tapped, then shuffle.
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Maraleaf Rider
( 2)
Creature — Elf Knight
(3/1)
Sacrifice a Food: Target creature blocks Maraleaf Rider this turn if able.
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Maralen of the Mornsong
( 3)
Legendary Creature — Elf Wizard
(2/3)
Players can't draw cards. At the beginning of each player's draw step, that player loses 3 life, searches their library for a card, puts it into their hand, then shuffles.
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Marath, Will of the Wild
( 3)
Legendary Creature — Elemental Beast
(0/0)
Marath, Will of the Wild enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it. , Remove X +1/+1 counters from Marath: Choose one — • Put X +1/+1 counters on target creature. X can't be 0. • Marath deals X damage to any target. X can't be 0. • Create an X/X green Elemental creature token. X can't be 0.
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Maraxus of Keld
( 6)
Legendary Creature — Human Warrior
(*/*)
Maraxus of Keld's power and toughness are each equal to the number of untapped artifacts, creatures, and lands you control.
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March from the Black Gate
( 2)
Enchantment
When March from the Black Gate enters and whenever an Army you control attacks, amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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March from the Tomb
( 5)
Sorcery
Return any number of target Ally creature cards with total mana value 8 or less from your graveyard to the battlefield.
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March from Velis Vel
( 3)
Sorcery
Choose a nonbasic land type. Each land you control of that type becomes a copy of target creature you control until end of turn and gains haste until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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March of Burgeoning Life
( 1)
Instant
As an additional cost to cast this spell, you may exile any number of green cards from your hand. This spell costs less to cast for each card exiled this way. Choose target creature with mana value less than X. Search your library for a creature card with the same name as that creature, put it onto the battlefield tapped, then shuffle.
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March of Otherworldly Light
( 1)
Instant
As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs less to cast for each card exiled this way. Exile target artifact, creature, or enchantment with mana value X or less.
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March of Progress
( 3)
Sorcery
Choose target artifact creature you control. For each creature chosen this way, create a token that's a copy of it. Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
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March of Reckless Joy
( 1)
Instant
As an additional cost to cast this spell, you may exile any number of red cards from your hand. This spell costs less to cast for each card exiled this way. Exile the top X cards of your library. You may play up to two of those cards until the end of your next turn.
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March of Souls
( 5)
Sorcery
Destroy all creatures. They can't be regenerated. For each creature destroyed this way, its controller creates a 1/1 white Spirit creature token with flying.
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March of Swirling Mist
( 1)
Instant
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs less to cast for each card exiled this way. Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
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March of the Canonized
( 2)
Enchantment
When March of the Canonized enters, create X 1/1 white Vampire creature tokens with lifelink. At the beginning of your upkeep, if your devotion to white and black is seven or greater, create a 4/3 white and black Vampire Demon creature token with flying.
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March of the Drowned
( 1)
Sorcery
Choose one — • Return target creature card from your graveyard to your hand. • Return two target Pirate cards from your graveyard to your hand.
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March of the Machines
( 4)
Enchantment
Each noncreature artifact is an artifact creature with power and toughness each equal to its mana value. (Equipment that's a creature can't equip a creature.)
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March of the Multitudes
( 3)
Instant
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.) Create X 1/1 white Soldier creature tokens with lifelink.
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March of the Returned
( 4)
Sorcery
Return up to two target creature cards from your graveyard to your hand.
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March of Wretched Sorrow
( 1)
Instant
As an additional cost to cast this spell, you may exile any number of black cards from your hand. This spell costs less to cast for each card exiled this way. March of Wretched Sorrow deals X damage to target creature or planeswalker and you gain X life.
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Marchesa, Dealer of Death
( 3)
Legendary Creature — Human Rogue
(3/4)
Whenever you commit a crime, you may pay . If you do, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Marchesa's Infiltrator
( 3)
Creature — Human Rogue
(1/1)
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Whenever Marchesa's Infiltrator deals combat damage to a player, draw a card.
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Mardu Hordechief
( 3)
Creature — Human Warrior
(2/3)
Raid — When Mardu Hordechief enters, if you attacked this turn, create a 1/1 white Warrior creature token.
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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 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 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 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 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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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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Markov Enforcer
( 6)
Creature — Vampire Soldier
(6/6)
Whenever Markov Enforcer or another Vampire you control enters, 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 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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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.
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Marsh Flitter
( 4)
Creature — Faerie Rogue
(1/1)
Flying When Marsh Flitter enters, 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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Marshal of Zhalfir
( 2)
Creature — Human Knight
(2/2)
Other Knights you control get +1/+1. , : Tap another target creature.
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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.)
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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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Martyr of Dusk
( 2)
Creature — Vampire Soldier
(2/1)
When Martyr of Dusk dies, create a 1/1 white Vampire creature token with lifelink.
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Martyr of Frost
( 1)
Creature — Human Wizard
(1/1)
, Reveal X blue cards from your hand, Sacrifice Martyr of Frost: Counter target spell unless its controller pays .
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Martyr of Sands
( 1)
Creature — Human Cleric
(1/1)
, Reveal X white cards from your hand, Sacrifice Martyr of Sands: You gain three times X life.
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Martyr of Spores
( 1)
Creature — Human Shaman
(1/1)
, Reveal X green cards from your hand, Sacrifice Martyr of Spores: Target creature gets +X/+X until end of turn.
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Martyrs of Korlis
( 5)
Creature — Human
(1/6)
As long as Martyrs of Korlis is untapped, all damage that would be dealt to you by artifacts is dealt to Martyrs of Korlis instead.
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Mask of Avacyn
( 2)
Artifact — Equipment
Equipped creature gets +1/+2 and has hexproof. (It can't be the target of spells or abilities your opponents control.) Equip
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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, 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 Intolerance
( 2)
Artifact
At the beginning of each player's upkeep, if there are four or more basic land types among lands that player controls, Mask of Intolerance deals 3 damage to that player.
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Mask of Law and Grace
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from black and from red.
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Mask of Memory
( 2)
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card. 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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