|
Malefic Scythe
( 2)
Artifact — Equipment
Malefic Scythe enters the battlefield 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.)
|
|
|
Malevolent Whispers
( 4)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gets +2/+0 and gains haste until end of turn. 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.)
|
|
|
Malevolent Witchkite
( 6)
Creature — Dragon Warlock
(5/4)
Flying When Malevolent Witchkite enters the battlefield, sacrifice any number of artifacts, enchantments, and/or tokens, then draw that many cards.
|
|
|
Malignant Growth
( 5)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of your upkeep, put a growth counter on Malignant Growth. At the beginning of each opponent's draw step, that player draws an additional card for each growth counter on Malignant Growth, then Malignant Growth deals damage to the player equal to the number of cards they drew this way.
|
|
|
Mammoth Growth
( 3)
Instant
Target creature gets +4/+4 until end of turn. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
|
|
|
Mammoth Harness
( 4)
Enchantment — Aura
Enchant creature Enchanted creature loses flying. Whenever enchanted creature blocks or becomes blocked by a creature, the other creature gains first strike until end of turn.
|
|
|
Mammoth Spider
( 5)
Creature — Spider
(3/5)
Reach (This creature can block creatures with flying.)
|
|
|
Mammoth Umbra
( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has vigilance. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
|
|
|
Mana Breach
( 3)
Enchantment
Whenever a player casts a spell, that player returns a land they control to its owner's hand.
|
|
|
Mana Cache
( 3)
Enchantment
At the beginning of each player's end step, put a charge counter on Mana Cache for each untapped land that player controls. Remove a charge counter from Mana Cache: Add . Any player may activate this ability but only during their turn before the end step.
|
|
|
Mana Chains
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has "Cumulative upkeep ." (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.)
|
|
|
Mana Clash
( 1)
Sorcery
You and target opponent each flip a coin. Mana Clash deals 1 damage to each player whose coin comes up tails. Repeat this process until both players' coins come up heads on the same flip.
|
|
|
Mana Echoes
( 4)
Enchantment
Whenever a creature enters the battlefield, you may add an amount of equal to the number of creatures you control that share a creature type with it.
|
|
|
Mana Leech
( 3)
Creature — Leech
(1/1)
You may choose not to untap Mana Leech during your untap step. : Tap target land. It doesn't untap during its controller's untap step for as long as Mana Leech remains tapped.
|
|
|
Mana Short
( 3)
Instant
Tap all lands target player controls and that player loses all unspent mana.
|
|
|
Mana Tithe
( 1)
Instant
Counter target spell unless its controller pays .
|
|
|
Mana-Charged Dragon
( 6)
Creature — Dragon
(5/5)
Flying, trample Join forces — Whenever Mana-Charged Dragon attacks or blocks, each player starting with you may pay any amount of mana. Mana-Charged Dragon gets +X/+0 until end of turn, where X is the total amount of mana paid this way.
|
|
|
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.
|
|
|
Managorger Hydra
( 3)
Creature — Hydra
(1/1)
Trample Whenever a player casts a spell, put a +1/+1 counter on Managorger Hydra.
|
|
|
Managorger Phoenix
( 2)
Creature — — Phoenix
(2/2)
Flying Managorger Phoenix can't block. Whenever you cast a spell, if Managorger Phoenix is in your graveyard, put a flame counter on Managorger Phoenix for each in that spell's mana cost. If Managorger Phoenix has five or more flame counters on it, return it to the battlefield and it perpetually gets +1/+1.
|
|
|
Manalith
( 3)
Artifact
: Add one mana of any color.
|
|
|
Manamorphose
( 2)
Instant
Add two mana in any combination of colors. Draw a card.
|
|
|
Mandatory Friendship Shackles
( 0)
Artifact — Contraption
Whenever you crank Mandatory Friendship Shackles, target creature gets -1/-1 until end of turn.
|
|
|
Mangara, the Diplomat
( 4)
Legendary Creature — Human Cleric
(2/4)
Lifelink Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card. Whenever an opponent casts their second spell each turn, draw a card.
|
|
|
Manglehorn
( 3)
Creature — Beast
(2/2)
When Manglehorn enters the battlefield, you may destroy target artifact. Artifacts your opponents control enter the battlefield tapped.
|
|
|
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.
|
|
|
Manticore of the Gauntlet
( 5)
Creature — Manticore
(5/4)
When Manticore of the Gauntlet enters the battlefield, put a -1/-1 counter on target creature you control. Manticore of the Gauntlet deals 3 damage to target opponent or planeswalker.
|
|
|
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 the battlefield, enchanted creature gets +2/+2 until end of turn.
|
|
|
Mantle of the Ancients
( 5)
Enchantment — Aura
Enchant creature you control When Mantle of the Ancients enters the battlefield, 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.
|
|
|
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.
|
|
|
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.
|
|
|
Map the Wastes
( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
|
|
|
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.
|
|
|
Marath, Will of the Wild
( 3)
Legendary Creature — Elemental Beast
(0/0)
Marath, Will of the Wild enters the battlefield 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.
|
|
|
Marauding Boneslasher
( 3)
Creature — Zombie Minotaur
(3/3)
Marauding Boneslasher can't block unless you control another Zombie.
|
|
|
Marauding Dreadship
( 3)
Artifact — Vehicle
(4/1)
Haste When Marauding Dreadship enters the battlefield, incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.) Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
|
|
|
Marauding Knight
( 4)
Creature — Phyrexian Zombie Knight
(2/2)
Protection from white Marauding Knight gets +1/+1 for each Plains your opponents control.
|
|
|
Marauding Maulhorn
( 4)
Creature — Beast
(5/3)
Marauding Maulhorn attacks each combat if able unless you control a creature named Advocate of the Beast.
|
|
|
Marauding Sphinx
( 5)
Creature — Sphinx Rogue
(3/5)
Flying, vigilance, ward Whenever you commit a crime, surveil 2. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
|
|
|
March from the Black Gate
( 2)
Enchantment
When March from the Black Gate enters the battlefield 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.)
|
|
|
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.
|
|
|
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.)
|
|
|
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.
|
|
|
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.
|
|
|
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.")
|
|
|
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.
|
|
|
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.
|
|
|
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.)
|
|
|
March of the Canonized
( 2)
Enchantment
When March of the Canonized enters the battlefield, 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.
|
|
|
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.
|
|
|
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.)
|
|
|
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.
|
|
|
March of the Returned
( 4)
Sorcery
Return up to two target creature cards from your graveyard to your hand.
|
|
|
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.
|
|
|
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.)
|
|
|
Marchesa, Resolute Monarch
( 0)
Legendary Creature — Human Noble
(3/6)
Menace, deathtouch Whenever Marchesa, Resolute Monarch attacks, remove all counters from up to one target permanent. At the beginning of your upkeep, if you haven't been dealt combat damage since your last turn, you draw a card and you lose 1 life.
|
|
|
Marchesa, the Black Rose
( 4)
Legendary Creature — Human Wizard
(3/3)
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Other creatures you control have dethrone. Whenever a creature you control with a +1/+1 counter on it dies, return that card to the battlefield under your control at the beginning of the next end step.
|
|
|
Marchesa's Decree
( 4)
Enchantment
When Marchesa's Decree enters the battlefield, you become the monarch. Whenever a creature attacks you or a planeswalker you control, that creature's controller loses 1 life.
|
|
|
Marchesa's Emissary
( 4)
Creature — Human Rogue
(2/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
|
|
|
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.
|
|
|
Marchesa's Smuggler
( 2)
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.) : Target creature you control gains haste until end of turn and can't be blocked this turn.
|
|
|
Marching Duodrone
( 2)
Artifact Creature — Construct
(2/2)
Whenever Marching Duodrone attacks, each player creates a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
|
|
|
Mardu Charm
( 3)
Instant
Choose one — • Mardu Charm deals 4 damage to target creature. • Create two 1/1 white Warrior creature tokens. They gain first strike until end of turn. • Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
|
|
|
Mardu Hateblade
( 1)
Creature — Human Warrior
(1/1)
: Mardu Hateblade gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
|
|
|
Mardu Heart-Piercer
( 4)
Creature — Human Archer
(2/3)
Raid — When Mardu Heart-Piercer enters the battlefield, if you attacked this turn, Mardu Heart-Piercer deals 2 damage to any target.
|
|
|
Mardu Hordechief
( 3)
Creature — Human Warrior
(2/3)
Raid — When Mardu Hordechief enters the battlefield, if you attacked this turn, create a 1/1 white Warrior creature token.
|
|
|
Mardu Roughrider
( 5)
Creature — Orc Warrior
(5/4)
Whenever Mardu Roughrider attacks, target creature can't block this turn.
|
|
|
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.)
|
|
|
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.
|
|
|
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>
|
|
|
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.
|
|
|