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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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Magma Vein
( 3)
Enchantment
, Sacrifice a land: Magma Vein deals 1 damage to each creature without flying.
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Magmaquake
( 2)
Instant
Magmaquake deals X damage to each creature without flying and each planeswalker.
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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 Chasm
( 2)
Sorcery
Creatures without flying can't block 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 Galleon
( 5)
Artifact — Vehicle
(5/5)
When Magmatic Galleon enters, it deals 5 damage to target creature an opponent controls. Whenever one or more creatures your opponents control are dealt excess noncombat damage, create a Treasure token. Crew 2
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Magmatic Insight
( 1)
Sorcery
As an additional cost to cast this spell, discard a land card. Draw two cards.
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Magmatic Sinkhole
( 6)
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .) Magmatic Sinkhole deals 5 damage to target creature or planeswalker.
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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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Magmaw
( 5)
Creature — Elemental
(4/4)
, Sacrifice a nonland permanent: Magmaw deals 1 damage to any target.
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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 Flux
( 3)
Instant
Artifact creatures you control gain flying until end of turn.
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Magnetic Mine
( 4)
Artifact
Whenever another artifact is put into a graveyard from the battlefield, Magnetic Mine deals 2 damage to that artifact's controller.
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Magnetic Mountain
( 3)
Enchantment
Blue creatures don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped blue creatures they control and pay for each creature chosen this way. If the player does, untap those creatures.
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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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Magnetic Theft
( 1)
Instant
Attach target Equipment to target creature. (Control of the Equipment doesn't change.)
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Magnetic Web
( 2)
Artifact
If a creature with a magnet counter on it attacks, all creatures with magnet counters on them attack if able. Whenever a creature with a magnet counter on it attacks, all creatures with magnet counters on them block that creature this turn if able. , : Put a magnet counter on target creature.
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Magnify
( 1)
Instant
All creatures get +1/+1 until end of turn.
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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 Abyss
( 4)
Creature — Human Wizard
(4/3)
At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of their choice. It can't be regenerated.
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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 Chains (playtest)
( 2)
Creature — — Human Wizard
(2/2)
If a player would draw a card except the first one they draw in each of their draw steps, that player discards a card instead. If the player discards a card this way, they draw a card. If the player doesn't discard a card this way, they mill a card.
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Magus of the Disk
( 4)
Creature — Human Wizard
(2/4)
Magus of the Disk enters tapped. , : Destroy all artifacts, creatures, and enchantments.
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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 Moat
( 4)
Creature — Human Wizard
(0/3)
Creatures without flying can't attack.
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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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Mahamoti Djinn
( 6)
Creature — Djinn
(5/6)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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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 Genesis
( 8)
Sorcery
Reveal the top X cards of your library, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. You may put any number of permanent cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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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 a ________ Splash
( 3)
Enchantment
Flash When this enchantment enters, you may put a name sticker on it. Whenever you put a sticker on this enchantment, tap up to X target creatures, where X is the number of u's in name stickers on this enchantment.
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Make a Stand
( 3)
Instant
Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
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Make a Wish
( 4)
Sorcery
Return two cards at random from your graveyard to your hand.
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Make an Example
( 4)
Sorcery
Each opponent separates the creatures they control into two piles. For each opponent, you choose one of their piles. Each opponent sacrifices the creatures in their chosen pile. (Piles can be empty.)
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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 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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Make Obsolete
( 3)
Instant
Creatures your opponents control get -1/-1 until end of turn.
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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 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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Makindi Ox
( 5)
Creature — Ox
(4/4)
Landfall — Whenever a land you control enters, tap target creature an opponent controls.
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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 Shieldmate
( 3)
Creature — Kor Soldier Ally
(0/3)
Defender Whenever Makindi Shieldmate or another Ally you control enters, you may put a +1/+1 counter on Makindi Shieldmate.
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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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Malachite Golem
( 6)
Artifact Creature — Golem
(5/3)
: Malachite Golem gains trample until end of turn.
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Malachite Talisman
( 2)
Artifact
Whenever a player casts a green spell, you may pay . If you do, untap target permanent.
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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 Battle Glyph
( 1)
Sorcery
Choose target creature you control and target creature you don't control. If the creature you control entered this turn, put a +1/+1 counter on it. Then those creatures fight each other.
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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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