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Maelstrom Djinn
( 8)
Creature — Djinn
(5/6)
Flying 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 Maelstrom Djinn is turned face up, put two time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
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Maelstrom Muse
( 4)
Creature — Djinn Wizard
(2/4)
Flying Whenever Maelstrom Muse attacks, the next instant or sorcery spell you cast this turn costs less to cast, where X is Maelstrom Muse's power as this ability resolves.
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Maelstrom Pulse
( 3)
Sorcery
Destroy target nonland permanent and all other permanents with the same name as that permanent.
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Maelstrom Wanderer
( 8)
Legendary Creature — Elemental
(7/5)
Creatures you control have haste. Cascade, 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. Then do it again.)
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Maestros Ascendancy
( 3)
Enchantment
Once during each of your turns, you may cast an instant or sorcery spell from your graveyard by sacrificing a creature in addition to paying its other costs. If a spell cast this way would be put into your graveyard, exile it instead.
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Maestros Charm
( 3)
Instant
Choose one — • Look at the top five cards of your library. Put one of those cards into your hand and the rest into your graveyard. • Each opponent loses 3 life and you gain 3 life. • Maestros Charm deals 5 damage to target creature or planeswalker.
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Maestros Confluence
( 6)
Sorcery
Choose three. You may choose the same mode more than once. • Return target monocolored instant or sorcery card from your graveyard to your hand. • Target creature gets -3/-3 until end of turn. • Goad each creature target 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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Maestros Diabolist
( 3)
Creature — Vampire Warrior
(1/4)
Deathtouch, haste Whenever Maestros Diabolist attacks, if you don't control a Devil token, create a tapped and attacking 1/1 red Devil creature token with "When this creature dies, it deals 1 damage to any target."
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Maestros Initiate
( 3)
Creature — Human Citizen
(3/1)
, Exile Maestros Initiate from your graveyard: Draw two cards, then discard a card.
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Maestros Theater
( 0)
Land
When Maestros Theater enters, sacrifice it. When you do, search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
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Maestros' Totally Safe Hideout (playtest)
( 0)
Land
Land casualty 2 (As this land enters, you may sacrifice a creature with power 2 or greater. If you do, create a token that's a copy of this land.) Maestros' Totally Safe Hideout enters the battlefield tapped. : Add , , or .
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Maga, Traitor to Mortals
( 3)
Legendary Creature — Human Wizard
(0/0)
Maga, Traitor to Mortals enters with X +1/+1 counters on it. When Maga enters, target player loses life equal to the number of +1/+1 counters on it.
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Magda, Brazen Outlaw
( 2)
Legendary Creature — Dwarf Berserker
(2/1)
Other Dwarves you control get +1/+0. Whenever a Dwarf you control becomes tapped, create a Treasure token. Sacrifice five Treasures: Search your library for an artifact or Dragon card, put that card onto the battlefield, then shuffle.
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Magda, the Hoardmaster
( 2)
Legendary Creature — Dwarf Berserker
(2/2)
Whenever you commit a crime, create a tapped Treasure token. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) Sacrifice three Treasures: Create a 4/4 red Scorpion Dragon creature token with flying and haste. Activate only as a sorcery.
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Mage Hunter
( 4)
Creature — Horror
(3/4)
Whenever an opponent casts or copies an instant or sorcery spell, they lose 1 life.
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Mage Hunters' Onslaught
( 4)
Sorcery
Destroy target creature or planeswalker. Whenever a creature blocks this turn, its controller loses 1 life.
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Mage Slayer
( 3)
Artifact — Equipment
Whenever equipped creature attacks, it deals damage equal to its power to the player or planeswalker it's attacking. Equip
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Magebane Armor
( 3)
Artifact — Equipment
Equipped creature gets +2/+4 and loses flying. Prevent all noncombat damage that would be dealt to equipped creature. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Magebane Lizard
( 2)
Creature — Lizard
(1/4)
Whenever a player casts a noncreature spell, Magebane Lizard deals damage to that player equal to the number of noncreature spells they've cast this turn.
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Magefire Wings
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+0 and has flying.
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Mage-Ring Bully
( 2)
Creature — Human Warrior
(2/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Mage-Ring Bully attacks each combat if able.
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Mage-Ring Responder
( 7)
Artifact Creature — Golem
(7/7)
Mage-Ring Responder doesn't untap during your untap step. : Untap Mage-Ring Responder. Whenever Mage-Ring Responder attacks, it deals 7 damage to target creature defending player controls.
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Maggot Carrier
( 1)
Creature — Zombie
(1/1)
When Maggot Carrier enters, each player loses 1 life.
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Maggot Therapy
( 3)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +2/-2.
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Magic Word
( 3)
Enchantment — Aura
Enchant creature As Magic Word enters, choose a word. Whisper the chosen word: Tap enchanted creature.
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Magical Hacker
( 2)
Creature — Human Gamer
(1/2)
: Change the text of target spell or permanent by replacing all instances of + with -, and vice versa, until end of turn.
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Magister of Worth
( 6)
Creature — Angel
(4/4)
Flying Will of the council — When Magister of Worth enters, starting with you, each player votes for grace or condemnation. If grace gets more votes, each player returns each creature card from their graveyard to the battlefield. If condemnation gets more votes or the vote is tied, destroy all creatures other than Magister of Worth.
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Magister Sphinx
( 7)
Artifact Creature — Sphinx
(5/5)
Flying When Magister Sphinx enters, target player's life total becomes 10.
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Magistrate's Scepter
( 3)
Artifact
, : Put a charge counter on Magistrate's Scepter. , Remove three charge counters from Magistrate's Scepter: Take an extra turn after this one.
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Magma Burst
( 4)
Instant
Kicker—Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you cast this spell.) Magma Burst deals 3 damage to any target. If this spell was kicked, it deals 3 damage to another target.
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Magma Pummeler
( 2)
Creature — Elemental
(0/0)
Magma Pummeler enters with X +1/+1 counters on it. If damage would be dealt to Magma Pummeler while it has a +1/+1 counter on it, prevent that damage and remove that many +1/+1 counters from it. When one or more counters are removed from Magma Pummeler this way, it deals that much damage to any target.
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Magma Rift
( 3)
Sorcery
As an additional cost to cast this spell, sacrifice a land. Magma Rift deals 5 damage to target creature.
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Magma Sliver
( 4)
Creature — Sliver
(3/3)
All Slivers have ": Target Sliver creature gets +X/+0 until end of turn, where X is the number of Slivers on the battlefield."
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Magma Spray
( 1)
Instant
Magma Spray deals 2 damage to target creature. If that creature would die this turn, exile it instead.
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Magmaroth
( 4)
Creature — Elemental
(5/5)
At the beginning of your upkeep, put a -1/-1 counter on Magmaroth. Whenever you cast a noncreature spell, remove a -1/-1 counter from Magmaroth.
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Magmasaur
( 5)
Creature — Elemental Dinosaur
(0/0)
Magmasaur enters with five +1/+1 counters on it. At the beginning of your upkeep, you may remove a +1/+1 counter from Magmasaur. If you don't, sacrifice Magmasaur and it deals damage equal to the number of +1/+1 counters on it to each creature without flying and each player.
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Magmatic Channeler
( 2)
Creature — Human Wizard
(1/3)
As long as there are four or more instant and/or sorcery cards in your graveyard, Magmatic Channeler gets +3/+1. , Discard a card: Exile the top two cards of your library, then choose one of them. You may play that card this turn.
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Magmatic Core
( 4)
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 end step, Magmatic Core deals X damage divided as you choose among any number of target creatures, where X is the number of age counters on it.
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Magmatic Force
( 8)
Creature — Elemental
(7/7)
At the beginning of each upkeep, Magmatic Force deals 3 damage to any target.
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Magmatic Sprinter
( 3)
Creature — Phyrexian Warrior
(3/2)
Haste When Magmatic Sprinter enters, put two oil counters on target artifact or creature you control. At the beginning of your end step, return Magmatic Sprinter to its owner's hand unless you remove two oil counters from it.
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Magnanimous Magistrate
( 6)
Creature — Human Advisor
(3/4)
Magnanimous Magistrate enters with five reprieve counters on it. Whenever another nontoken creature you control dies, if its mana value was 1 or greater, you may remove that many reprieve counters from Magnanimous Magistrate. If you do, return that card to the battlefield under its owner's control.
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Magnetic Snuffler
( 5)
Artifact Creature — Construct
(4/4)
When Magnetic Snuffler enters, return target Equipment card from your graveyard to the battlefield attached to Magnetic Snuffler. Whenever you sacrifice an artifact, put a +1/+1 counter on Magnetic Snuffler.
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Magnigoth Sentry
( 4)
Creature — Treefolk
(4/4)
Reach (This creature can block creatures with flying.)
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Magnigoth Treefolk
( 5)
Creature — Treefolk
(2/6)
Domain — For each basic land type among lands you control, Magnigoth Treefolk has landwalk of that type. (It can't be blocked as long as defending player controls a land of that type.)
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Magnivore
( 4)
Creature — Lhurgoyf
(*/*)
Haste (This creature can attack and as soon as it comes under your control.) Magnivore's power and toughness are each equal to the number of sorcery cards in all graveyards.
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Magnus the Red
( 5)
Legendary Creature — Demon Primarch
(4/5)
Flying Unearthly Power — Instant and sorcery spells you cast cost less to cast for each creature token you control. Blade of Magnus — Whenever Magnus the Red deals combat damage to a player, create a 3/3 red Spawn creature token.
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Magosi, the Waterveil
( 0)
Land
Magosi, the Waterveil enters tapped. : Add . , : Put an eon counter on Magosi, the Waterveil. Skip your next turn. , Remove an eon counter from Magosi, the Waterveil and return it to its owner's hand: Take an extra turn after this one.
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Magus of the Bazaar
( 2)
Creature — Human Wizard
(0/1)
: Draw two cards, then discard three cards.
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Magus of the Bridge
( 3)
Creature — Human Wizard
(4/4)
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 2/2 black Zombie creature token. When a creature is put into an opponent's graveyard from the battlefield, exile Magus of the Bridge.
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Magus of the Future
( 5)
Creature — Human Wizard
(2/3)
Play with the top card of your library revealed. You may play lands and cast spells from the top of your library.
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Magus of the Jar
( 5)
Creature — Human Wizard
(3/3)
, Sacrifice Magus of the Jar: Each player exiles all cards from their hand face down and draws seven cards. At the beginning of the next end step, each player discards their hand and returns to their hand each card they exiled this way.
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Magus of the Library
( 2)
Creature — Human Wizard
(1/1)
: Add . : Draw a card. Activate only if you have exactly seven cards in hand.
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Magus of the Mirror
( 6)
Creature — Human Wizard
(4/2)
, Sacrifice Magus of the Mirror: Exchange life totals with target opponent. Activate only during your upkeep.
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Magus of the Scroll
( 1)
Creature — Human Wizard
(1/1)
, : Choose a card name, then reveal a card at random from your hand. If that card has the chosen name, Magus of the Scroll deals 2 damage to any target.
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Magus of the Tabernacle
( 4)
Creature — Human Wizard
(2/6)
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay ."
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Magus of the Vineyard
( 1)
Creature — Human Wizard
(1/1)
At the beginning of each player's first main phase, that player adds .
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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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Mahadi, Emporium Master
( 3)
Legendary Creature — Devil
(3/3)
At the beginning of your end step, create a Treasure token for each creature that died this turn. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Main Event Horizon
( 5)
Sorcery
As an additional cost to cast this spell, choose A through M or N through Z. Destroy each creature whose name begins with a letter in the chosen range.
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Mairsil, the Pretender
( 4)
Legendary Creature — Human Wizard
(4/4)
When Mairsil, the Pretender enters, you may exile an artifact or creature card from your hand or graveyard and put a cage counter on it. Mairsil, the Pretender has all activated abilities of all cards you own in exile with cage counters on them. You may activate each of those abilities only once each turn.
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Maja, Bretagard Protector
( 5)
Legendary Creature — Human Warrior
(2/3)
Other creatures you control get +1/+1. Landfall — Whenever a land you control enters, create a 1/1 white Human Warrior creature token.
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Majestic Auricorn
( 5)
Creature — Unicorn
(4/4)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Vigilance Whenever this creature mutates, you gain 4 life.
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Majestic Heliopterus
( 4)
Creature — Dinosaur
(2/2)
Flying Whenever Majestic Heliopterus attacks, another target Dinosaur you control gains flying until end of turn.
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Majestic Metamorphosis
( 3)
Instant
Until end of turn, target artifact or creature becomes a 4/4 Angel artifact creature and gains flying. Draw a card.
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Majestic Myriarch
( 5)
Creature — Chimera
(*/*)
Majestic Myriarch's power and toughness are each equal to twice the number of creatures you control. At the beginning of each combat, Majestic Myriarch gains flying until end of turn if you control a creature with flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
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Major Teroh
( 4)
Legendary Creature — Bird Soldier
(2/3)
Flying , Sacrifice Major Teroh: Exile all black creatures.
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Make Disappear
( 2)
Instant
Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell and you may choose a new target for the copy.) Counter target spell unless its controller pays .
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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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Make Your Move
( 3)
Instant
Destroy target artifact, enchantment, or creature with power 4 or greater.
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Make Your Own Luck
( 5)
Sorcery
Look at the top three cards of your library. You may exile a nonland card from among them. If you do, it becomes plotted. Put the rest into your hand. (You may cast it as a sorcery on a later turn without paying its mana cost.)
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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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Makindi Patrol
( 3)
Creature — Human Knight Ally
(2/3)
Rally — Whenever Makindi Patrol or another Ally you control enters, creatures you control gain vigilance until end of turn.
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Makindi Sliderunner
( 2)
Creature — Beast
(2/1)
Trample Landfall — Whenever a land you control enters, Makindi Sliderunner gets +1/+1 until end of turn.
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Malady Invoker
( 0)
Creature — Phyrexian Treefolk
(3/3)
When this creature transforms into Malady Invoker, target creature an opponent controls gets -0/-X until end of turn, where X is Malady Invoker's power.
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Malakir Blood-Priest
( 2)
Creature — Vampire Cleric
(2/1)
When Malakir Blood-Priest enters, each opponent loses X life and you gain X life, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Malakir Bloodwitch
( 5)
Creature — Vampire Shaman
(4/4)
Flying, protection from white When Malakir Bloodwitch enters, each opponent loses life equal to the number of Vampires you control. You gain life equal to the life lost this way.
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Malakir Cullblade
( 2)
Creature — Vampire Warrior
(1/1)
Whenever a creature an opponent controls dies, put a +1/+1 counter on Malakir Cullblade.
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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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Malakir Rebirth
( 1)
Instant
Choose target creature. You lose 2 life. Until end of turn, that creature gains "When this creature dies, return it to the battlefield tapped under its owner's control."
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Malakir Soothsayer
( 5)
Creature — Vampire Shaman Ally
(4/4)
Cohort — , Tap an untapped Ally you control: You draw a card and you lose 1 life.
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Malamet Brawler
( 2)
Creature — Cat Warrior
(2/2)
Whenever Malamet Brawler attacks, target attacking creature gains trample until end of turn.
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Malamet Veteran
( 5)
Creature — Cat Warrior
(5/4)
Trample Descend 4 — Whenever Malamet Veteran attacks, if there are four or more permanent cards in your graveyard, put a +1/+1 counter on target creature.
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Malamet War Scribe
( 5)
Creature — Cat Warrior
(4/3)
When Malamet War Scribe enters, creatures you control get +2/+1 until end of turn.
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Malanthrope
( 3)
Creature — Tyranid
(2/2)
Flying Scavenge the Dead — When Malanthrope enters, exile target player's graveyard. Put a +1/+1 counter on Malanthrope for each creature card exiled this way.
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Malcator, Purity Overseer
( 3)
Legendary Creature — Phyrexian Elephant Wizard
(1/1)
When Malcator, Purity Overseer enters, create a 3/3 colorless Phyrexian Golem artifact creature token. At the beginning of your end step, if three or more artifacts entered the battlefield under your control this turn, create a 3/3 colorless Phyrexian Golem artifact creature token.
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Malcator's Watcher
( 2)
Artifact Creature — Phyrexian Drone
(1/1)
Flying, vigilance When Malcator's Watcher dies, draw a card.
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Malcolm, Alluring Scoundrel
( 2)
Legendary Creature — Siren Pirate
(2/1)
Flash Flying Whenever Malcolm, Alluring Scoundrel deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
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