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Mirri, Cat Warrior
   ( 3)
Legendary Creature — Cat Warrior
(2/3)
First strike, forestwalk, vigilance (This creature deals combat damage before creatures without first strike, it can't be blocked as long as defending player controls a Forest, and attacking doesn't cause this creature to tap.)
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Mirri, Weatherlight Duelist
   ( 3)
Legendary Creature — Cat Warrior
(3/2)
First strike Whenever Mirri, Weatherlight Duelist attacks, each opponent can't block with more than one creature this combat. As long as Mirri, Weatherlight Duelist is tapped, no more than one creature can attack you each combat.
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Mirror Match
   ( 6)
Instant
Cast this spell only during the declare blockers step. For each creature attacking you or a planeswalker you control, create a token that's a copy of that creature and that's blocking that creature. Exile those tokens at end of combat.
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Mirror of Fate
 ( 5)
Artifact
, Sacrifice Mirror of Fate: Choose up to seven face-up exiled cards you own. Exile all the cards from your library, then put the chosen cards on top of your library.
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Miscalculation
  ( 2)
Instant
Counter target spell unless its controller pays . Cycling ( , Discard this card: Draw a card.)
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Mishra's Self-Replicator
 ( 5)
Artifact Creature — Assembly-Worker
(2/2)
Whenever you cast a historic spell, you may pay . If you do, create a token that's a copy of Mishra's Self-Replicator. (Artifacts, legendaries, and Sagas are historic.)
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Misinformation
 ( 1)
Instant
Put up to three target cards from an opponent's graveyard on top of their library in any order.
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Mist of Stagnation
   ( 5)
Enchantment
Permanents don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player chooses a permanent for each card in their graveyard, then untaps those permanents.
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Mitotic Manipulation
   ( 3)
Sorcery
Look at the top seven cards of your library. You may put one of those cards onto the battlefield if it has the same name as a permanent. Put the rest on the bottom of your library in any order.
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Moat
   ( 4)
Enchantment
Creatures without flying can't attack.
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Moat Piranhas
  ( 2)
Creature — Fish
(3/3)
Defender (This creature can't attack.)
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Mobilization
  ( 3)
Enchantment
Soldier creatures have vigilance.  : Create a 1/1 white Soldier creature token.
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Mockery of Nature
 ( 9)
Creature — Eldrazi Beast
(6/5)
Emerge  (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's converted mana cost.) When you cast this spell, you may destroy target artifact or enchantment.
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Mogg Fanatic
 ( 1)
Creature — Goblin
(1/1)
Sacrifice Mogg Fanatic: It deals 1 damage to any target.
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Mogg Infestation
   ( 5)
Sorcery
Destroy all creatures target player controls. For each creature that died this way, that player creates two 1/1 red Goblin creature tokens.
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Moon-Eating Dog
  ( 4)
Creature — Dog
(3/3)
As long as you control a Yanling planeswalker, Moon-Eating Dog has flying. (It can't be blocked except by creatures with flying or reach.)
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Mortal Combat
   ( 4)
Enchantment
At the beginning of your upkeep, if twenty or more creature cards are in your graveyard, you win the game.
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Mountain Goat
 ( 1)
Creature — Goat
(1/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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Multani, Yavimaya's Avatar
   ( 6)
Legendary Creature — Elemental Avatar
(0/0)
Reach, trample Multani, Yavimaya's Avatar gets +1/+1 for each land you control and each land card in your graveyard.  , Return two lands you control to their owner's hand: Return Multani from your graveyard to your hand.
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Murder Investigation
  ( 2)
Enchantment — Aura
Enchant creature you control When enchanted creature dies, create X 1/1 white Soldier creature tokens, where X is its power.
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Mutilate
   ( 4)
Sorcery
All creatures get -1/-1 until end of turn for each Swamp you control.
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Mycosynth Lattice
 ( 6)
Artifact
All permanents are artifacts in addition to their other types. All cards that aren't on the battlefield, spells, and permanents are colorless. Players may spend mana as though it were mana of any color.
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Myr Battlesphere
 ( 7)
Artifact Creature — Myr Construct
(4/7)
When Myr Battlesphere enters the battlefield, create four 1/1 colorless Myr artifact creature tokens. Whenever Myr Battlesphere attacks, you may tap X untapped Myr you control. If you do, Myr Battlesphere gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
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Myr Incubator
 ( 6)
Artifact
, , Sacrifice Myr Incubator: Search your library for any number of artifact cards, exile them, then create that many 1/1 colorless Myr artifact creature tokens. Then shuffle your library.
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Myr Matrix
 ( 5)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) Myr creatures get +1/+1. : Create a 1/1 colorless Myr artifact creature token.
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Myr Propagator
 ( 3)
Artifact Creature — Myr
(1/1)
, : Create a token that's a copy of Myr Propagator.
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Mysterious Pathlighter
  ( 3)
Creature — Faerie
(2/2)
Flying Each creature you control that has an Adventure enters the battlefield with an additional +1/+1 counter on it. (It doesn't need to have gone on the adventure first.)
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Mystic Meditation
  ( 4)
Sorcery
Draw three cards. Then discard two cards unless you discard a creature card.
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Mystic Speculation
 ( 1)
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Scry 3. (Look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
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Naban, Dean of Iteration
  ( 2)
Legendary Creature — Human Wizard
(2/1)
If a Wizard entering the battlefield under your control causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
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Nacatl Hunt-Pride
  ( 6)
Creature — Cat Warrior
(5/4)
Vigilance , : Target creature can't block this turn.
, : Target creature blocks this turn if able.
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Nacatl Savage
  ( 2)
Creature — Cat Warrior
(2/1)
Protection from artifacts
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Nacatl War-Pride
    ( 6)
Creature — Cat Warrior
(3/3)
Nacatl War-Pride must be blocked by exactly one creature if able. Whenever Nacatl War-Pride attacks, create X tokens that are copies of Nacatl War-Pride and that are tapped and attacking, where X is the number of creatures defending player controls. Exile the tokens at the beginning of the next end step.
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Nahiri's Machinations
  ( 2)
Enchantment
At the beginning of combat on your turn, target creature you control gains indestructible until end of turn.  : Nahiri's Machinations deals 1 damage to target blocking creature.
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Nahiri's Wrath
  ( 3)
Sorcery
As an additional cost to cast this spell, discard X cards. Nahiri's Wrath deals damage equal to the total converted mana cost of the discarded cards to each of up to X target creatures and/or planeswalkers.
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Nalathni Dragon
   ( 4)
Creature — Dragon
(1/1)
Flying; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) : Nalathni Dragon gets +1/+0 until end of turn. If this ability has been activated four or more times this turn, sacrifice Nalathni Dragon at the beginning of the next end step.
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Nantuko Cultivator
  ( 4)
Creature — Insect Druid
(2/2)
When Nantuko Cultivator enters the battlefield, you may discard any number of land cards. Put that many +1/+1 counters on Nantuko Cultivator and draw that many cards.
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Nath of the Gilt-Leaf
   ( 5)
Legendary Creature — Elf Warrior
(4/4)
At the beginning of your upkeep, you may have target opponent discard a card at random. Whenever an opponent discards a card, you may create a 1/1 green Elf Warrior creature token.
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Nath's Elite
  ( 5)
Creature — Elf Warrior
(4/2)
All creatures able to block Nath's Elite do so. When Nath's Elite enters the battlefield, clash with an opponent. If you win, put a +1/+1 counter on Nath's Elite. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher converted mana cost.)
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Natural Affinity
  ( 3)
Instant
All lands become 2/2 creatures until end of turn. They're still lands.
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Natural Balance
   ( 4)
Sorcery
Each player who controls six or more lands chooses five lands they control and sacrifices the rest. Each player who controls four or fewer lands may search their library for up to X basic land cards and put them onto the battlefield, where X is five minus the number of lands they control. Then each player who searched their library this way shuffles it.
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Natural Connection
  ( 3)
Instant
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
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Natural Emergence
   ( 4)
Enchantment
When Natural Emergence enters the battlefield, return a red or green enchantment you control to its owner's hand. Lands you control are 2/2 creatures with first strike. They're still lands.
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Natural End
  ( 3)
Instant
Destroy target artifact or enchantment. You gain 3 life.
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Natural Order
   ( 4)
Sorcery
As an additional cost to cast this spell, sacrifice a green creature. Search your library for a green creature card and put it onto the battlefield. Then shuffle your library.
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Natural Reclamation
  ( 5)
Instant
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 of your library in a random order.) Destroy target artifact or enchantment.
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Natural Selection
 ( 1)
Instant
Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle their library.
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Natural State
 ( 1)
Instant
Destroy target artifact or enchantment with converted mana cost 3 or less.
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Naturalize
  ( 2)
Instant
Destroy target artifact or enchantment.
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Nature's Chosen
 ( 1)
Enchantment — Aura
Enchant creature you control : Untap enchanted creature. Activate this ability only during your turn and only once each turn.
Tap enchanted creature: Untap target artifact, creature, or land. Activate this ability only if enchanted creature is white and is untapped and only once each turn.
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Nature's Claim
 ( 1)
Instant
Destroy target artifact or enchantment. Its controller gains 4 life.
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Nature's Cloak
  ( 3)
Sorcery
Green creatures you control gain forestwalk until end of turn. (They can't be blocked as long as defending player controls a Forest.)
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Nature's Kiss
  ( 2)
Enchantment — Aura
Enchant creature , Exile the top card of your graveyard: Enchanted creature gets +1/+1 until end of turn.
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Nature's Lore
  ( 2)
Sorcery
Search your library for a Forest card and put that card onto the battlefield. Then shuffle your library.
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Nature's Panoply
 ( 1)
Instant
Strive — This spell costs  more to cast for each target beyond the first. Choose any number of target creatures. Put a +1/+1 counter on each of them.
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Nature's Resurgence
   ( 4)
Sorcery
Each player draws a card for each creature card in their graveyard.
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Nature's Revolt
   ( 5)
Enchantment
All lands are 2/2 creatures that are still lands.
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Nature's Spiral
  ( 2)
Sorcery
Return target permanent card from your graveyard to your hand.
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Nature's Way
  ( 2)
Sorcery
Target creature you control gains vigilance and trample until end of turn. It deals damage equal to its power to target creature you don't control.
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Nature's Will
   ( 4)
Enchantment
Whenever one or more creatures you control deal combat damage to a player, tap all lands that player controls and untap all lands you control.
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Nature's Wrath
   ( 6)
Enchantment
At the beginning of your upkeep, sacrifice Nature's Wrath unless you pay . Whenever a player puts an Island or blue permanent onto the battlefield, that player sacrifices an Island or blue permanent. Whenever a player puts a Swamp or black permanent onto the battlefield, that player sacrifices a Swamp or black permanent.
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Navigator's Compass
 ( 1)
Artifact
When Navigator's Compass enters the battlefield, you gain 3 life. : Until end of turn, target land you control becomes the basic land type of your choice in addition to its other types.
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Navigator's Ruin
  ( 3)
Enchantment
Raid — At the beginning of your end step, if you attacked this turn, target opponent mills four cards.
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Near-Death Experience
    ( 5)
Enchantment
At the beginning of your upkeep, if you have exactly 1 life, you win the game.
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Nearheath Chaplain
  ( 4)
Creature — Human Cleric
(3/1)
Lifelink  , Exile Nearheath Chaplain from your graveyard: Create two 1/1 white Spirit creature tokens with flying. Activate this ability only any time you could cast a sorcery.
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Nearheath Pilgrim
  ( 2)
Creature — Human Cleric
(2/1)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.
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Nearheath Stalker
  ( 5)
Creature — Vampire Rogue
(4/1)
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Necratog
   ( 3)
Creature — Atog
(1/2)
Exile the top creature card of your graveyard: Necratog gets +2/+2 until end of turn.
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Negate
  ( 2)
Instant
Counter target noncreature spell.
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Nekrataal
   ( 4)
Creature — Human Assassin
(2/1)
First strike When Nekrataal enters the battlefield, destroy target nonartifact, nonblack creature. That creature can't be regenerated.
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Nemata, Grove Guardian
   ( 6)
Legendary Creature — Treefolk
(4/5)
 : Create a 1/1 green Saproling creature token.
Sacrifice a Saproling: Saproling creatures get +1/+1 until end of turn.
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Nexus of Fate
   ( 7)
Instant
Take an extra turn after this one. If Nexus of Fate would be put into a graveyard from anywhere, reveal Nexus of Fate and shuffle it into its owner's library instead.
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Nezumi Cutthroat
  ( 2)
Creature — Rat Warrior
(2/1)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Nezumi Cutthroat can't block.
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Nezumi Graverobber
  ( 2)
Creature — Rat Rogue
(2/1)
 : Exile target card from an opponent's graveyard. If no cards are in that graveyard, flip Nezumi Graverobber.
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Nezumi Shadow-Watcher
 ( 1)
Creature — Rat Warrior
(1/1)
Sacrifice Nezumi Shadow-Watcher: Destroy target Ninja.
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Night Incarnate
  ( 5)
Creature — Elemental
(3/4)
Deathtouch When Night Incarnate leaves the battlefield, all creatures get -3/-3 until end of turn. Evoke  (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
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Nightfall Predator
( 0)
Creature — Werewolf
(4/4)
, : Nightfall Predator fights target creature. (Each deals damage equal to its power to the other.)
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Nightfall Predator.
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