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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 this creature and at least two other creatures attack, put a +1/+1 counter on this creature.
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Makeshift Binding
  ( 3)
Enchantment
When this enchantment enters, exile target creature an opponent controls until this enchantment 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: This enchantment 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 this creature 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 this creature or another Ally you control enters, you may put a +1/+1 counter on this creature.
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Makindi Sliderunner
  ( 2)
Creature — Beast
(2/1)
Trample Landfall — Whenever a land you control enters, this creature gets +1/+1 until end of turn.
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Malachite Golem
 ( 6)
Artifact Creature — Golem
(5/3)
 : This creature 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 this creature's power.
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Malakir Blood-Priest
  ( 2)
Creature — Vampire Cleric
(2/1)
When this creature 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 this creature 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 this creature.
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Malakir Familiar
  ( 3)
Creature — Bat
(2/1)
Flying, deathtouch Whenever you gain life, this creature 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 this creature attacks, target attacking creature gains trample until end of turn.
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Malamet Scythe
  ( 3)
Artifact — Equipment
Flash When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+2. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Malamet Veteran
  ( 5)
Creature — Cat Warrior
(5/4)
Trample Descend 4 — Whenever this creature 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 this creature 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 this creature enters, exile target player's graveyard. Put a +1/+1 counter on this creature for each creature card exiled this way.
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Malcator, Purity Overseer
   ( 3)
Legendary Creature — Phyrexian Elephant Wizard
(1/1)
When Malcator 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 this creature dies, draw a card.
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Malcolm, Alluring Scoundrel
  ( 2)
Legendary Creature — Siren Pirate
(2/1)
Flash Flying Whenever Malcolm 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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Malcolm, Keen-Eyed Navigator
  ( 3)
Legendary Creature — Siren Pirate
(2/2)
Flying Whenever one or more Pirates you control deal damage to your opponents, you create a Treasure token for each opponent dealt damage. (It's an artifact with " , Sacrifice this token: Add one mana of any color.") Partner (You can have two commanders if both have partner.)
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Malcolm, the Eyes
  ( 2)
Legendary Creature — Siren Pirate
(2/2)
Flying, haste Whenever you cast your second spell each turn, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Malefic Scythe
  ( 2)
Artifact — Equipment
This Equipment enters with a soul counter on it. Equipped creature gets +1/+1 for each soul counter on this Equipment. Whenever equipped creature dies, put a soul counter on this Equipment. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Malevolent Chandelier
 ( 6)
Artifact Creature — Construct
(4/4)
Flying : Put target card from a graveyard on the bottom of its owner's library. Activate only as a sorcery.
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Malevolent Noble
  ( 2)
Creature — Human Noble
(2/2)
, Sacrifice an artifact or another creature: Put a +1/+1 counter on this creature.
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Malevolent Rumble
  ( 2)
Sorcery
Reveal the top four cards of your library. You may put a permanent card from among them into your hand. Put the rest into your graveyard. Create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
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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.)
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Malevolent Witchkite
   ( 6)
Creature — Dragon Warlock
(5/4)
Flying When this creature enters, sacrifice any number of artifacts, enchantments, and/or tokens, then draw that many cards.
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Malfegor
     ( 6)
Legendary Creature — Demon Dragon
(6/6)
Flying When Malfegor enters, discard your hand. Each opponent sacrifices a creature of their choice for each card discarded this way.
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Malfunction
  ( 4)
Enchantment — Aura
Enchant artifact or creature When this Aura enters, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step.
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Malicious Advice
   ( 2)
Instant
Tap X target artifacts, creatures, and/or lands. You lose X life.
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Malicious Affliction
  ( 2)
Instant
Morbid — When you cast this spell, if a creature died this turn, you may copy Malicious Affliction and may choose a new target for the copy. Destroy target nonblack creature.
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Malicious Eclipse
   ( 3)
Sorcery
All creatures get -2/-2 until end of turn. If a creature an opponent controls would die this turn, exile it instead.
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Malicious Intent
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has " : Target creature can't block this turn."
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Malicious Invader
( 0)
Creature — Vampire
(3/3)
Flying This creature gets +2/+0 as long as an opponent controls a Human.
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Malicious Malfunction
   ( 3)
Sorcery
All creatures get -2/-2 until end of turn. If a creature would die this turn, exile it instead.
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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 this enchantment. At the beginning of each opponent's draw step, that player draws an additional card for each growth counter on this enchantment, then this enchantment deals damage to the player equal to the number of cards they drew this way.
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Malignus
   ( 5)
Creature — Elemental Spirit
(*/*)
Malignus's power and toughness are each equal to half the highest life total among your opponents, rounded up. Damage that would be dealt by this creature can't be prevented.
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Malleable Impostor
  ( 4)
Creature — Faerie Shapeshifter
(0/0)
Flash Flying You may have this creature enter as a copy of a creature an opponent controls, except it's a Faerie Shapeshifter in addition to its other types and it has flying.
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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.)
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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.
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Mammoth Spider
  ( 5)
Creature — Spider
(3/5)
Reach (This creature can block creatures with flying.)
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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.)
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Man of Measure
   ( 3)
Creature — Human Knight
(2/2)
As long as you're shorter than an opponent, this creature gets +0/+1 and has first strike. As long as you're taller than an opponent, this creature gets +1/+0.
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Mana Bloom
  ( 1)
Enchantment
This enchantment enters with X charge counters on it. Remove a charge counter from this enchantment: Add one mana of any color. Activate only once each turn. At the beginning of your upkeep, if this enchantment has no charge counters on it, return it to its owner's hand.
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Mana Breach
  ( 3)
Enchantment
Whenever a player casts a spell, that player returns a land they control to its owner's hand.
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Mana Cache
   ( 3)
Enchantment
At the beginning of each player's end step, put a charge counter on this enchantment for each untapped land that player controls. Remove a charge counter from this enchantment: Add . Any player may activate this ability but only during their turn before the end step.
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Mana Cannons
  ( 3)
Enchantment
Whenever you cast a multicolored spell, this enchantment deals X damage to any target, where X is the number of colors that spell is.
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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.)
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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.
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Mana Crypt
 ( 0)
Artifact
At the beginning of your upkeep, flip a coin. If you lose the flip, this artifact deals 3 damage to you. : Add  .
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Mana Cylix
 ( 1)
Artifact
, : Add one mana of any color.
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Mana Drain
  ( 2)
Instant
Counter target spell. At the beginning of your next main phase, add an amount of equal to that spell's mana value.
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Mana Echoes
   ( 4)
Enchantment
Whenever a creature enters, you may add an amount of equal to the number of creatures you control that share a creature type with it.
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Mana Flair
  ( 2)
Instant
Add for each nonland permanent with art by the artist of your choice.
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Mana Flare
  ( 3)
Enchantment
Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
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Mana Geode
 ( 3)
Artifact
When this artifact enters, scry 1. : Add one mana of any color.
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Mana Geyser
   ( 5)
Sorcery
Add for each tapped land your opponents control.
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Mana Leak
  ( 2)
Instant
Counter target spell unless its controller pays .
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Mana Leech
  ( 3)
Creature — Leech
(1/1)
You may choose not to untap this creature during your untap step. : Tap target land. It doesn't untap during its controller's untap step for as long as this creature remains tapped.
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Mana Matrix
 ( 6)
Artifact
Instant and enchantment spells you cast cost less to cast.
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Mana Maze
  ( 2)
Enchantment
Players can't cast spells that share a color with the spell most recently cast this turn.
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Mana Reflection
   ( 6)
Enchantment
If you tap a permanent for mana, it produces twice as much of that mana instead.
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Mana Seism
  ( 2)
Sorcery
Sacrifice any number of lands, then add that much .
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Mana Severance
  ( 2)
Sorcery
Search your library for any number of land cards, exile them, then shuffle.
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Mana Short
  ( 3)
Instant
Tap all lands target player controls and that player loses all unspent mana.
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Mana Skimmer
  ( 4)
Creature — Leech
(2/2)
Flying Whenever this creature deals damage to a player, tap target land that player controls. That land doesn't untap during its controller's next untap step.
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Mana Tithe
 ( 1)
Instant
Counter target spell unless its controller pays .
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Mana Vapors
  ( 2)
Sorcery
Lands target player controls don't untap during their next untap step.
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Mana Vault
 ( 1)
Artifact
This artifact doesn't untap during your untap step. At the beginning of your upkeep, you may pay . If you do, untap this artifact. At the beginning of your draw step, if this artifact is tapped, it deals 1 damage to you. : Add   .
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Mana Vortex
   ( 3)
Enchantment
When you cast this spell, counter it unless you sacrifice a land. At the beginning of each player's upkeep, that player sacrifices a land of their choice. When there are no lands on the battlefield, sacrifice this enchantment.
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Mana Web
 ( 3)
Artifact
Whenever a land an opponent controls is tapped for mana, tap all lands that player controls that could produce any type of mana that land could produce.
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Manabarbs
  ( 4)
Enchantment
Whenever a player taps a land for mana, this enchantment deals 1 damage to that player.
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Manabond
 ( 1)
Enchantment
At the beginning of your end step, you may reveal your hand and put all land cards from it onto the battlefield. If you do, discard your hand.
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Mana-Charged Dragon
   ( 6)
Creature — Dragon
(5/5)
Flying, trample Join forces — Whenever this creature attacks or blocks, each player starting with you may pay any amount of mana. This creature gets +X/+0 until end of turn, where X is the total amount of mana paid this way.
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Manacles of Decay
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. : Enchanted creature gets -1/-1 until end of turn.
: Enchanted creature can't block this turn.
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Manaforce Mace
 ( 4)
Artifact — Equipment
Domain — Equipped creature gets +1/+1 for each basic land type among lands you control. Equip 
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