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Mantle of Webs
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+3 and has reach. (It can block creatures with flying.)
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Maralen of the Mornsong
   ( 3)
Legendary Creature — Elf Wizard
(2/3)
Players can't draw cards. At the beginning of each player's draw step, that player loses 3 life, searches their library for a card, puts it into their hand, then shuffles.
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Marath, Will of the Wild
   ( 3)
Legendary Creature — Elemental Beast
(0/0)
Marath enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it. , Remove X +1/+1 counters from Marath: Choose one —
• Put X +1/+1 counters on target creature. X can't be 0. • Marath deals X damage to any target. X can't be 0. • Create an X/X green Elemental creature token. X can't be 0.
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Maraxus of Keld
   ( 6)
Legendary Creature — Human Warrior
(*/*)
Maraxus's power and toughness are each equal to the number of untapped artifacts, creatures, and lands you control.
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March of Burgeoning Life
  ( 1)
Instant
As an additional cost to cast this spell, you may exile any number of green cards from your hand. This spell costs less to cast for each card exiled this way. Choose target creature with mana value less than X. Search your library for a creature card with the same name as that creature, put it onto the battlefield tapped, then shuffle.
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March of Otherworldly Light
  ( 1)
Instant
As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs less to cast for each card exiled this way. Exile target artifact, creature, or enchantment with mana value X or less.
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March of Progress
  ( 3)
Sorcery
Choose target artifact creature you control. For each creature chosen this way, create a token that's a copy of it. Overload  (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
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March of Reckless Joy
  ( 1)
Instant
As an additional cost to cast this spell, you may exile any number of red cards from your hand. This spell costs less to cast for each card exiled this way. Exile the top X cards of your library. You may play up to two of those cards until the end of your next turn.
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March of Souls
  ( 5)
Sorcery
Destroy all creatures. They can't be regenerated. For each creature destroyed this way, its controller creates a 1/1 white Spirit creature token with flying.
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March of Swirling Mist
  ( 1)
Instant
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs less to cast for each card exiled this way. Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
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March of the Canonized
   ( 2)
Enchantment
When this enchantment enters, create X 1/1 white Vampire creature tokens with lifelink. At the beginning of your upkeep, if your devotion to white and black is seven or greater, create a 4/3 white and black Vampire Demon creature token with flying.
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March of the Drowned
 ( 1)
Sorcery
Choose one — • Return target creature card from your graveyard to your hand. • Return two target Pirate cards from your graveyard to your hand.
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March of the Machines
  ( 4)
Enchantment
Each noncreature artifact is an artifact creature with power and toughness each equal to its mana value. (Equipment that's a creature can't equip a creature.)
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March of the Multitudes
    ( 3)
Instant
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.) Create X 1/1 white Soldier creature tokens with lifelink.
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March of the Returned
  ( 4)
Sorcery
Return up to two target creature cards from your graveyard to your hand.
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March of the World Ooze
    ( 6)
Enchantment
Creatures you control have base power and toughness 6/6 and are Oozes in addition to their other types. Whenever an opponent casts a spell, if it's not their turn, you create a 3/3 green Elephant creature token.
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March of Wretched Sorrow
  ( 1)
Instant
As an additional cost to cast this spell, you may exile any number of black cards from your hand. This spell costs less to cast for each card exiled this way. March of Wretched Sorrow deals X damage to target creature or planeswalker and you gain X life.
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Marchesa, Dealer of Death
   ( 3)
Legendary Creature — Human Rogue
(3/4)
Whenever you commit a crime, you may pay . If you do, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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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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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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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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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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Martyr of Spores
 ( 1)
Creature — Human Shaman
(1/1)
, Reveal X green cards from your hand, Sacrifice this creature: Target creature gets +X/+X until end of turn.
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Martyrs of Korlis
   ( 5)
Creature — Human
(1/6)
As long as this creature is untapped, all damage that would be dealt to you by artifacts is dealt to this creature instead.
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Mask of Avacyn
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+2 and has hexproof. (It can't be the target of spells or abilities your opponents control.) Equip 
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Mask of Griselbrand
   ( 3)
Legendary Artifact — Equipment
Equipped creature has flying and lifelink. Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards. Equip 
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Mask of Immolation
  ( 2)
Artifact — Equipment
When this Equipment enters, create a 1/1 red Elemental creature token, then attach this Equipment to it. Equipped creature has "Sacrifice this creature: It deals 1 damage to any target." Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Mask of Intolerance
 ( 2)
Artifact
At the beginning of each player's upkeep, if there are four or more basic land types among lands that player controls, this artifact deals 3 damage to that player.
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Mask of Law and Grace
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from black and from red.
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Mask of Memory
 ( 2)
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Mask of Riddles
  ( 2)
Artifact — Equipment
Equipped creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Whenever equipped creature deals combat damage to a player, you may draw a card. Equip 
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Mask of the Mimic
 ( 1)
Instant
As an additional cost to cast this spell, sacrifice a creature. Search your library for a card with the same name as target nontoken creature, put that card onto the battlefield, then shuffle.
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Mask of the Schemer
  ( 3)
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, it connives X, where X is the amount of damage it dealt to that player. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.) Equip 
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Master of Arms
  ( 3)
Creature — Human Soldier
(2/2)
First strike  : Tap target creature blocking this creature.
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Master of Ceremonies
  ( 4)
Creature — Rhino Druid
(3/4)
At the beginning of your upkeep, each opponent chooses money, friends, or secrets. For each player who chose money, you and that player each create a Treasure token. For each player who chose friends, you and that player each create a 1/1 green and white Citizen creature token. For each player who chose secrets, you and that player each draw a card.
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Master of Cruelties
   ( 5)
Creature — Demon
(1/4)
First strike, deathtouch This creature can only attack alone. Whenever this creature attacks a player and isn't blocked, that player's life total becomes 1. This creature assigns no combat damage this combat.
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Master of Death
   ( 3)
Creature — Zombie Wizard
(3/1)
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) At the beginning of your upkeep, if this card is in your graveyard, you may pay 1 life. If you do, return it to your hand.
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Master of Diversion
  ( 3)
Creature — Human Scout
(2/2)
Whenever this creature attacks, tap target creature defending player controls.
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Master of Etherium
  ( 3)
Artifact Creature — Vedalken Wizard
(*/*)
Master of Etherium's power and toughness are each equal to the number of artifacts you control. Other artifact creatures you control get +1/+1.
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Master of Predicaments
   ( 5)
Creature — Sphinx
(4/4)
Flying Whenever this creature deals combat damage to a player, choose a card in your hand. That player guesses whether the card's mana value is greater than 4. If the player guessed wrong, you may cast the card without paying its mana cost.
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Master of the Feast
   ( 3)
Enchantment Creature — Demon
(5/5)
Flying At the beginning of your upkeep, each opponent draws a card.
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Master of the Pearl Trident
  ( 2)
Creature — Merfolk
(2/2)
Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
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Master of the Veil
   ( 4)
Creature — Human Wizard
(2/3)
Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When this creature is turned face up, you may turn target creature with a morph ability face down.
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Master of the Wild Hunt
   ( 4)
Creature — Human Shaman
(3/3)
At the beginning of your upkeep, create a 2/2 green Wolf creature token. : Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves.
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Master of Waves
  ( 4)
Creature — Merfolk Wizard
(2/1)
Protection from red Elemental creatures you control get +1/+1. When this creature enters, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
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Master of Winds
   ( 4)
Creature — Sphinx Wizard
(1/4)
Flying When this creature enters, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have this creature's base power and toughness become 4/1 or 1/4 until end of turn.
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Masterwork of Ingenuity
 ( 1)
Artifact — Equipment
You may have this Equipment enter as a copy of any Equipment on the battlefield.
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Mastery of the Unseen
  ( 2)
Enchantment
Whenever a permanent you control is turned face up, you gain 1 life for each creature you control.  : Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Maul of the Skyclaves
  ( 3)
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.) Equip   
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Maw of Kozilek
  ( 4)
Creature — Eldrazi Drone
(2/5)
Devoid (This card has no color.) : This creature gets +2/-2 until end of turn. ( represents colorless mana.)
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Maw of the Obzedat
   ( 5)
Creature — Thrull
(3/3)
Sacrifice a creature: Creatures you control get +1/+1 until end of turn.
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Mayor of Avabruck
  ( 2)
Creature — Human Advisor Werewolf
(1/1)
Other Human creatures you control get +1/+1. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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Maze of Ith
( 0)
Land
: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
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Maze of Shadows
( 0)
Land
: Add .
: Untap target attacking creature with shadow. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
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Measure of Wickedness
  ( 4)
Enchantment
At the beginning of your end step, sacrifice this enchantment and you lose 8 life. Whenever another card is put into your graveyard from anywhere, target opponent gains control of this enchantment.
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Meeting of Minds
  ( 4)
Instant
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.) Draw two cards.
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Memory of Toshiro
( 0)
Enchantment Creature — Human Samurai
(2/3)
, Pay 1 life: Add . Spend this mana only to cast an instant or sorcery spell.
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Mentor of Evos Isle
  ( 3)
Creature — — Bird Wizard
(2/1)
Flying When Mentor of Evos Isle enters the battlefield, choose a creature card in your hand. It perpetually gains flying.
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Mentor of the Meek
  ( 3)
Creature — Human Soldier
(2/2)
Whenever another creature you control with power 2 or less enters, you may pay . If you do, draw a card.
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Merchant of Truth
   ( 4)
Creature — Angel Detective
(2/5)
Flying Whenever a nontoken creature you control dies, investigate. Clues you control have exalted. (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
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Meren of Clan Nel Toth
   ( 4)
Legendary Creature — Human Shaman
(3/4)
Whenever another creature you control dies, you get an experience counter. At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.
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Merfolk of the Depths
   ( 6)
Creature — Merfolk Soldier
(4/2)
Flash (You may cast this spell any time you could cast an instant.)
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Meria, Scholar of Antiquity
   ( 3)
Legendary Creature — Elf Artificer
(3/3)
Tap an untapped nontoken artifact you control: Add . Tap two untapped nontoken artifacts you control: Exile the top card of your library. You may play it this turn.
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Merry, Esquire of Rohan
  ( 2)
Legendary Creature — Halfling Knight
(2/2)
Haste Merry has first strike as long as it's equipped. Whenever you attack with Merry and another legendary creature, draw a card.
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Merry, Warden of Isengard
   ( 3)
Legendary Creature — Halfling Advisor
(1/4)
Partner with Pippin, Warden of Isengard (When this creature enters, target player may put Pippin into their hand from their library, then shuffle.) Whenever one or more artifacts you control enter, create a 1/1 white Soldier creature token with lifelink. This ability triggers only once each turn.
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Miara, Thorn of the Glade
  ( 2)
Legendary Creature — Elf Scout
(1/2)
Whenever Miara or another Elf you control dies, you may pay and 1 life. If you do, draw a card. Partner (You can have two commanders if both have partner.)
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Michiko's Reign of Truth
  ( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I, II — Target creature gets +1/+1 until end of turn for each artifact and/or enchantment you control. III — Exile this Saga, then return it to the battlefield transformed under your control.
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Might of Alara
 ( 1)
Instant
Domain — Target creature gets +1/+1 until end of turn for each basic land type among lands you control.
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Might of Oaks
  ( 4)
Instant
Target creature gets +7/+7 until end of turn.
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Might of Old Krosa
 ( 1)
Instant
Target creature gets +2/+2 until end of turn. If you cast this spell during your main phase, that creature gets +4/+4 until end of turn instead.
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Might of the Ancestors
  ( 3)
Enchantment
At the beginning of combat on your turn, target creature you control gets +2/+0 and gains vigilance until end of turn.
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Might of the Masses
 ( 1)
Instant
Target creature gets +1/+1 until end of turn for each creature you control.
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Might of the Meek
 ( 1)
Instant
Target creature gains trample until end of turn. It also gets +1/+0 until end of turn if you control a Mouse. Draw a card.
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Might of the Old Ways
  ( 2)
Instant
Target creature gets +2/+2 until end of turn. Coven — Then if you control three or more creatures with different powers, draw a card.
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Mighty Servant of Leuk-o
 ( 3)
Artifact — Vehicle
(6/6)
Trample Ward—Discard a card. Whenever this Vehicle becomes crewed for the first time each turn, if it was crewed by exactly two creatures, it gains "Whenever this creature deals combat damage to a player, draw two cards" until end of turn. Crew 4
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