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Marchesa's Smuggler
  ( 2)
Creature — Human Rogue
(1/1)
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)   : Target creature you control gains haste until end of turn and can't be blocked this turn.
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Marchesa's Surprise Party (playtest)
( 0)
Conspiracy — — Secret Mission
(Start the game with this conspiracy face up in the command zone. Before the game, secretly choose one of the following. During your end step, if you meet the condition, you may reveal your choice and turn this card face down. When you do, collect the reward.) • You've cast three or more spells this turn. • An opponent lost 6 or more life this turn. • There are nine or more cards in your graveyard. Reward — Draw a card.
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Marching Duodrone
 ( 2)
Artifact Creature — Construct
(2/2)
Whenever this creature attacks, each player creates a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Marcus, Mutant Mayor
   ( 5)
Legendary Creature — Mutant Advisor
(4/4)
Vigilance, trample Whenever a creature you control deals combat damage to a player, draw a card if that creature has a +1/+1 counter on it. If it doesn't, put a +1/+1 counter on it.
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Mardu Ascendancy
   ( 3)
Enchantment
Whenever a nontoken creature you control attacks, create a 1/1 red Goblin creature token that's tapped and attacking. Sacrifice this enchantment: Creatures you control get +0/+3 until end of turn.
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Mardu Blazebringer
  ( 3)
Creature — Ogre Warrior
(4/4)
When this creature attacks or blocks, sacrifice it at end of combat.
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Mardu Charm
   ( 3)
Instant
Choose one — • Mardu Charm deals 4 damage to target creature. • Create two 1/1 white Warrior creature tokens. They gain first strike until end of turn. • Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
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Mardu Hateblade
 ( 1)
Creature — Human Warrior
(1/1)
: This creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
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Mardu Heart-Piercer
  ( 4)
Creature — Human Archer
(2/3)
Raid — When this creature enters, if you attacked this turn, this creature deals 2 damage to any target.
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Mardu Hordechief
  ( 3)
Creature — Human Warrior
(2/3)
Raid — When this creature enters, if you attacked this turn, create a 1/1 white Warrior creature token.
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Mardu Outrider
   ( 3)
Creature — Orc Warrior
(5/5)
As an additional cost to cast this spell, discard a card.
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Mardu Roughrider
    ( 5)
Creature — Orc Warrior
(5/4)
Whenever this creature attacks, target creature can't block this turn.
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Mardu Runemark
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has first strike as long as you control a white or black permanent.
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Mardu Scout
  ( 2)
Creature — Goblin Scout
(3/1)
Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Mardu Shadowspear
 ( 1)
Creature — Human Warrior
(1/1)
Whenever this creature attacks, each opponent loses 1 life. Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Mardu Siegebreaker
    ( 4)
Creature — Human Warrior
(4/4)
Deathtouch, haste When this creature enters, exile up to one other target creature you control until this creature leaves the battlefield. Whenever this creature attacks, for each opponent, create a tapped token that's a copy of the exiled card attacking that opponent. At the beginning of your next end step, sacrifice those tokens.
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Mardu Skullhunter
  ( 2)
Creature — Human Warrior
(2/1)
This creature enters tapped. Raid — When this creature enters, if you attacked this turn, target opponent discards a card.
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Mardu Strike Leader
  ( 3)
Creature — Human Warrior
(3/2)
Whenever this creature attacks, create a 2/1 black Warrior creature token. Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Mardu Woe-Reaper
 ( 1)
Creature — Human Warrior
(2/1)
Whenever this creature or another Warrior you control enters, you may exile target creature card from a graveyard. If you do, you gain 1 life.
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Marhault Elsdragon
    ( 6)
Legendary Creature — Elf Warrior
(4/6)
Rampage 1 <I>(Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)</I>
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Mari, the Killing Quill
   ( 3)
Legendary Creature — Vampire Assassin
(3/2)
Whenever a creature an opponent controls dies, exile it with a hit counter on it. Assassins, Mercenaries, and Rogues you control have deathtouch and "Whenever this creature deals combat damage to a player, you may remove a hit counter from a card that player owns in exile. If you do, draw a card and create two Treasure tokens."
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Marina Vendrell
     ( 5)
Legendary Creature — Human Warlock
(3/5)
When Marina Vendrell enters, reveal the top seven cards of your library. Put all enchantment cards from among them into your hand and the rest on the bottom of your library in a random order. : Lock or unlock a door of target Room you control. Activate only as a sorcery.
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Marina Vendrell's Grimoire
  ( 6)
Legendary Artifact
When Marina Vendrell's Grimoire enters, if you cast it, draw five cards. You have no maximum hand size and don't lose the game for having 0 or less life. Whenever you gain life, draw that many cards. Whenever you lose life, discard that many cards. Then if you have no cards in hand, you lose the game.
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Marionette Apprentice
  ( 2)
Creature — Human Artificer
(1/2)
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.) Whenever another creature or artifact you control is put into a graveyard from the battlefield, each opponent loses 1 life.
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Marionette Master
   ( 6)
Creature — Human Artificer
(1/3)
Fabricate 3 (When this creature enters, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens.) Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to this creature's power.
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Marisi, Breaker of the Coil
    ( 4)
Legendary Creature — Cat Warrior
(5/4)
Your opponents can't cast spells during combat. Whenever a creature you control deals combat damage to a player, goad each creature that 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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Marit Lage's Slumber
  ( 2)
Legendary Snow Enchantment
Whenever Marit Lage's Slumber or another snow permanent you control enters, scry 1. At the beginning of your upkeep, if you control ten or more snow permanents, sacrifice Marit Lage's Slumber. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
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Marjhan
   ( 7)
Creature — Serpent
(8/8)
This creature doesn't untap during your untap step.  , Sacrifice a creature: Untap this creature. Activate only during your upkeep.
This creature can't attack unless defending player controls an Island.  : This creature gets -1/-0 until end of turn and deals 1 damage to target attacking creature without flying.
When you control no Islands, sacrifice this creature.
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Mark for Death
  ( 4)
Sorcery
Target creature an opponent controls blocks this turn if able. Untap that creature. Other creatures that player controls can't block this turn.
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Mark of Asylum
  ( 2)
Enchantment
Prevent all noncombat damage that would be dealt to creatures you control.
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Mark of Eviction
 ( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, return enchanted creature and all Auras attached to that creature to their owners' hands.
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Mark of Fury
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has haste. At the beginning of the end step, return this Aura to its owner's hand.
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Mark of Mutiny
  ( 3)
Sorcery
Gain control of target creature until end of turn. Put a +1/+1 counter on it and untap it. That creature gains haste until end of turn. (It can attack and this turn.)
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Mark of Sakiko
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature deals combat damage to a player, add that much . Until end of turn, you don't lose this mana as steps and phases end."
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Mark of the Oni
  ( 3)
Enchantment — Aura
Enchant creature You control enchanted creature. At the beginning of the end step, if you control no Demons, sacrifice this Aura.
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Mark of the Vampire
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has lifelink.
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Marked by Honor
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has vigilance. (Attacking doesn't cause it to tap.)
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Marker Beetles
   ( 3)
Creature — Insect
(2/3)
When this creature dies, target creature gets +1/+1 until end of turn. , Sacrifice this creature: Draw a card.
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Farm // Market (Market)
  ( 3)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Draw two cards, then discard two cards.
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Market Festival
  ( 4)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
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Market Gnome
 ( 1)
Artifact Creature — Gnome
(0/3)
When this creature dies, you gain 1 life and draw a card. When this creature is exiled from the battlefield while you're activating a craft ability, you gain 1 life and draw a card.
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Marketback Walker
  ( 0)
Artifact Creature — Construct
(0/0)
This creature enters with X +1/+1 counters on it. : Put a +1/+1 counter on this creature.
When this creature dies, draw a card for each +1/+1 counter on it.
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Marketwatch Phantom
  ( 2)
Creature — Spirit Detective
(2/2)
Whenever another creature you control with power 2 or less enters, this creature gains flying until end of turn.
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Markov Baron
  ( 3)
Creature — Vampire Noble
(2/2)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Lifelink Other Vampires you control get +1/+1. 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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Markov Blademaster
   ( 3)
Creature — Vampire Warrior
(1/1)
Double strike (This creature deals both first-strike and regular combat damage.) Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
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Markov Crusader
  ( 5)
Creature — Vampire Knight
(4/3)
Lifelink This creature has haste as long as you control another Vampire.
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Markov Dreadknight
   ( 5)
Creature — Vampire Knight
(3/3)
Flying  , Discard a card: Put two +1/+1 counters on this creature.
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Markov Enforcer
   ( 6)
Creature — Vampire Soldier
(6/6)
Whenever this creature or another Vampire you control enters, this creature fights up to one target creature an opponent controls. Whenever a creature dealt damage by this creature this turn dies, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
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Markov Patrician
  ( 3)
Creature — Vampire
(3/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Markov Purifier
   ( 3)
Creature — Vampire Cleric
(2/3)
Lifelink At the beginning of your end step, if you gained life this turn, you may pay . If you do, draw a card.
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Markov Retribution
  ( 3)
Sorcery
Choose one or both — • Creatures you control get +1/+0 until end of turn. • Target Vampire you control deals damage equal to its power to another target creature.
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Markov Waltzer
   ( 4)
Creature — Vampire
(1/3)
Flying, haste At the beginning of combat on your turn, up to two target creatures you control each get +1/+0 until end of turn.
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Markov Warlord
  ( 6)
Creature — Vampire Warrior
(4/4)
Haste (This creature can attack and as soon as it comes under your control.) When this creature enters, up to two target creatures can't block this turn.
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Marneus Calgar
    ( 5)
Legendary Creature — Astartes Warrior
(3/5)
Double strike Master Tactician — Whenever one or more tokens you control enter, draw a card. Chapter Master — : Create two 2/2 white Astartes Warrior creature tokens with vigilance.
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Maro
   ( 4)
Creature — Elemental
(*/*)
Maro's power and toughness are each equal to the number of cards in your hand.
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Marrow Bats
  ( 5)
Creature — Bat Skeleton
(4/1)
Flying Pay 4 life: Regenerate this creature.
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Marrow Chomper
   ( 5)
Creature — Zombie Lizard
(3/3)
Devour 2 (As this creature enters, you may sacrifice any number of creatures. It enters with twice that many +1/+1 counters on it.) When this creature enters, you gain 2 life for each creature it devoured.
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Marrow Shards
 ( 1)
Instant
( can be paid with either or 2 life.) Marrow Shards deals 1 damage to each attacking creature.
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Marrow-Gnawer
   ( 5)
Legendary Creature — Rat Rogue
(2/3)
All Rats have fear. , Sacrifice a Rat: Create X 1/1 black Rat creature tokens, where X is the number of Rats you control.
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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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Martha Jones
  ( 3)
Legendary Creature — Human Cleric
(3/2)
Woman Who Walked the Earth — When Martha Jones enters, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") Whenever you sacrifice a Clue, Martha Jones and up to one other target creature can't be blocked this turn. Doctor's companion (You can have two commanders if the other is the Doctor.)
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Martial Coup
   ( 2)
Sorcery
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
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Martial Glory
  ( 2)
Instant
Target creature gets +3/+0 until end of turn. Target creature gets +0/+3 until end of turn.
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Martial Impetus
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.
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Martial Law
   ( 4)
Enchantment
At the beginning of your upkeep, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
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Márton Stromgald
   ( 4)
Legendary Creature — Human Knight
(1/1)
Whenever Márton Stromgald attacks, other attacking creatures get +1/+1 until end of turn for each attacking creature other than Márton Stromgald. Whenever Márton Stromgald blocks, other blocking creatures get +1/+1 until end of turn for each blocking creature other than Márton Stromgald.
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Martyr for the Cause
  ( 2)
Creature — Human Soldier
(2/2)
When this creature dies, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Martyr of Ashes
 ( 1)
Creature — Human Shaman
(1/1)
, Reveal X red cards from your hand, Sacrifice this creature: This creature deals X damage to each creature without flying.
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Martyr of Bones
 ( 1)
Creature — Human Wizard
(1/1)
, Reveal X black cards from your hand, Sacrifice this creature: Exile up to X target cards from a single graveyard.
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Martyr of Dusk
  ( 2)
Creature — Vampire Soldier
(2/1)
When this creature dies, create a 1/1 white Vampire creature token with lifelink.
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Martyr of Frost
 ( 1)
Creature — Human Wizard
(1/1)
, Reveal X blue cards from your hand, Sacrifice this creature: Counter target spell unless its controller pays .
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Martyr of Sands
 ( 1)
Creature — Human Cleric
(1/1)
, Reveal X white cards from your hand, Sacrifice this creature: You gain three times X life.
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