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Air Marshal
  ( 2)
Creature — Human Soldier
(2/1)
: Target Soldier gains flying until end of turn.
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Angelic Field Marshal
   ( 4)
Creature — Angel
(3/3)
Flying Lieutenant — As long as you control your commander, this creature gets +2/+2 and creatures you control have vigilance.
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Benalish Marshal
   ( 3)
Creature — Human Knight
(3/3)
Other creatures you control get +1/+1.
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Blooming Marsh
( 0)
Land
This land enters tapped unless you control two or fewer other lands. : Add or .
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Dauntless River Marshal
  ( 2)
Creature — Human Soldier
(2/1)
This creature gets +1/+1 as long as you control an Island.  : Tap target creature.
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Dawnwing Marshal
  ( 2)
Creature — Cat Soldier
(2/2)
Flying  : Creatures you control get +1/+1 until end of turn.
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Daysquad Marshal
  ( 4)
Creature — Human Soldier
(3/3)
When this creature enters, create a 1/1 white Human Soldier creature token.
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Éomer, Marshal of Rohan
   ( 4)
Legendary Creature — Human Knight
(4/4)
Haste Whenever one or more other attacking legendary creatures you control die, untap all creatures you control. After this phase, there is an additional combat phase. This ability triggers only once each turn.
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Field Marshal
   ( 3)
Creature — Human Soldier
(2/2)
Other Soldier creatures get +1/+1 and have first strike. (They deal combat damage before creatures without first strike.)
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Frost Marsh
( 0)
Snow Land
This land enters tapped. : Add or .
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Goblin Marshal
   ( 6)
Creature — Goblin Warrior
(3/3)
Echo   (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature enters or dies, create two 1/1 red Goblin creature tokens.
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Graveyard Marshal
  ( 2)
Creature — Zombie Soldier
(3/2)
 , Exile a creature card from your graveyard: Create a tapped 2/2 black Zombie creature token.
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Haazda Marshal
 ( 1)
Creature — Human Soldier
(1/1)
Whenever this creature and at least two other creatures attack, create a 1/1 white Soldier creature token with lifelink.
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Haunt of the Dead Marshes
 ( 1)
Creature — Nightmare Elf
(1/1)
When this creature enters, scry 1.  : Return this card from your graveyard to the battlefield tapped. Activate only if you control a legendary creature.
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Marsh Boa
 ( 1)
Creature — Snake
(1/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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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.
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Marsh Crocodile
   ( 4)
Creature — Crocodile
(4/4)
When this creature enters, return a blue or black creature you control to its owner's hand. When this creature enters, each player discards a card.
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Marsh Flats
( 0)
Land
, Pay 1 life, Sacrifice this land: 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 this creature enters, create two 1/1 black Goblin Rogue creature tokens. Sacrifice a Goblin: This creature has base power and toughness 3/3 until end of turn.
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Marsh Gas
 ( 1)
Instant
All creatures get -2/-0 until end of turn.
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Marsh Goblins
  ( 2)
Creature — Goblin
(1/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Marsh Lurker
  ( 4)
Creature — Beast
(3/2)
Sacrifice a Swamp: This creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Marsh Threader
  ( 2)
Creature — Kor Scout
(2/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Marsh Viper
  ( 4)
Creature — Snake
(1/2)
Whenever this creature deals damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.)
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Marshal of the Lost
   ( 4)
Creature — Orc Warrior
(3/3)
Deathtouch Whenever you attack, target creature gets +X/+X until end of turn, where X is the number of attacking creatures.
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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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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.)
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Marshaling the Troops
  ( 2)
Sorcery
Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way.
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Marshal's Anthem
   ( 4)
Enchantment
Multikicker  (You may pay an additional  any number of times as you cast this spell.) Creatures you control get +1/+1. When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.
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Marshdrinker Giant
   ( 5)
Creature — Giant Warrior
(4/3)
When this creature enters, destroy target Island or Swamp an opponent controls.
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Marshland Bloodcaster
  ( 5)
Creature — Vampire Warlock
(3/5)
Flying  , : Rather than pay the mana cost of the next spell you cast this turn, you may pay life equal to that spell's mana value.
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Marshmist Titan
  ( 7)
Creature — Giant
(4/5)
This spell costs less to cast, where X is your devotion to black. (Each in the mana costs of permanents you control counts toward your devotion to black.)
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Mogg War Marshal
  ( 2)
Creature — Goblin Warrior
(1/1)
Echo  (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature enters or dies, create a 1/1 red Goblin creature token.
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Odric, Lunarch Marshal
  ( 4)
Legendary Creature — Human Soldier
(3/3)
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
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Persistent Marshstalker
  ( 2)
Creature — Rat Berserker
(3/1)
This creature gets +1/+0 for each other Rat you control. Threshold — Whenever you attack with one or more Rats, if seven or more cards are in your graveyard, you may pay  . If you do, return this card from your graveyard to the battlefield tapped and attacking.
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Piranha Marsh
( 0)
Land
This land enters tapped. When this land enters, target player loses 1 life. : Add .
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Ramosian Sky Marshal
   ( 5)
Creature — Human Rebel
(3/3)
Flying , : Search your library for a Rebel permanent card with mana value 6 or less, put it onto the battlefield, then shuffle.
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Resplendent Marshal
   ( 3)
Creature — Angel Warrior
(3/3)
Flying When this creature enters or dies, you may exile another creature card from your graveyard. When you do, put a +1/+1 counter on each creature you control other than this creature that shares a creature type with the exiled card.
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Salt Marsh
( 0)
Land
This land enters tapped. : Add or .
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Seasoned Marshal
   ( 4)
Creature — Human Soldier
(2/2)
Whenever this creature attacks, you may tap target creature.
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Shipwreck Marsh
( 0)
Land
This land enters tapped unless you control two or more other lands. : Add or .
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Sima Yi, Wei Field Marshal
  ( 6)
Legendary Creature — Human Soldier
(*/4)
Sima Yi's power is equal to the number of Swamps you control.
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Skirk Fire Marshal
   ( 5)
Creature — Goblin
(2/2)
Protection from red Tap five untapped Goblins you control: This creature deals 10 damage to each creature and each player.
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Smoldering Marsh
( 0)
Land — Swamp Mountain
( : Add or .) This land enters tapped unless you control two or more basic lands.
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Steel-Plume Marshal
   ( 5)
Creature — Bird Soldier
(3/3)
Flying Whenever this creature attacks, other attacking creatures you control with flying get +2/+2 until end of turn.
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Stern Marshal
  ( 3)
Creature — Human Soldier
(2/2)
: Target creature gets +2/+2 until end of turn. Activate only during your turn, before attackers are declared.
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Sunlit Marsh
( 0)
Land — Plains Swamp
( : Add or .) This land enters tapped.
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Ulder Ravengard, Marshal
   ( 3)
Legendary Creature — — Human Noble Soldier
(3/3)
When Ulder Ravengard, Marshal enters the battlefield, another target nontoken creature you control gains double team until end of turn. Whenever Ulder Ravengard attacks, conjure a duplicate of another target nontoken attacking creature into your hand.
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Vivid Marsh
( 0)
Land
This land enters tapped with two charge counters on it. : Add .
, Remove a charge counter from this land: Add one mana of any color.
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