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Merry Bards
  ( 3)
Creature — Human Bard
(3/2)
When this creature enters, you may pay . When you do, create a Young Hero Role token attached to target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature has "Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it.")
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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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Merry-Go-Round (Merry-Go-Round (a))
( 0)
Artifact — Attraction
Visit — Creatures you control with power 2 or less gain horsemanship until end of turn. (They can't be blocked except by creatures with horsemanship.) Lights — 2, 6
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Merry-Go-Round (Merry-Go-Round (b))
( 0)
Artifact — Attraction
Visit — Creatures you control with power 2 or less gain horsemanship until end of turn. (They can't be blocked except by creatures with horsemanship.) Lights — 5, 6
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Mesmeric Fiend
  ( 2)
Creature — Nightmare Horror
(1/1)
When this creature enters, target opponent reveals their hand and you choose a nonland card from it. Exile that card. When this creature leaves the battlefield, return the exiled card to its owner's hand.
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Mesmerizing Benthid
   ( 5)
Creature — Octopus
(4/5)
When this creature enters, create two 0/2 blue Illusion creature tokens with "Whenever this token blocks a creature, that creature doesn't untap during its controller's next untap step." This creature has hexproof as long as you control an Illusion.
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Mesmerizing Dose
   ( 3)
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Enchanted creature doesn't untap during its controller's untap step.
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Messenger Drake
   ( 5)
Creature — Drake
(3/3)
Flying When this creature dies, draw a card.
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Messenger's Speed
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has trample and haste.
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Metathran Soldier
  ( 2)
Creature — Metathran Soldier
(1/1)
This creature can't be blocked.
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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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Miasma Demon
   ( 6)
Creature — Demon
(5/4)
Flying When this creature enters, you may discard any number of cards. When you do, up to that many target creatures each get -2/-2 until end of turn.
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Michiko Konda, Truth Seeker
  ( 4)
Legendary Creature — Human Advisor
(2/2)
Whenever a source an opponent controls deals damage to you, that player sacrifices a permanent of their choice.
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Midlife Upgrade
  ( 4)
Sorcery
As an additional cost to cast this spell, sacrifice X Contraptions. Assemble X plus one Contraptions. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
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Midnight Arsonist
  ( 4)
Creature — Vampire
(3/2)
When this creature enters, destroy up to X target artifacts without mana abilities, where X is the number of Vampires you control.
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Midnight Assassin
  ( 3)
Creature — Vampire Assassin
(1/2)
Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Midnight Banshee
    ( 6)
Creature — Spirit
(5/5)
Wither (This deals damage to creatures in the form of -1/-1 counters.) At the beginning of your upkeep, put a -1/-1 counter on each nonblack creature.
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Midnight Charm
 ( 1)
Instant
Choose one — • Midnight Charm deals 1 damage to target creature and you gain 1 life. • Target creature gains first strike until end of turn. • Tap target creature.
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Midnight Clock
  ( 3)
Artifact
: Add .
 : Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact. When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
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Midnight Covenant
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has " : This creature gets +1/+1 until end of turn."
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Midnight Crusader Shuttle
 ( 4)
Artifact — Vehicle
(3/4)
Midnight Entity — Whenever this Vehicle attacks, defending player faces a villainous choice — That player sacrifices a creature of their choice, or you gain control of a creature of your choice that player controls until end of turn. If you gain control of a creature this way, tap it, and it's attacking that player. Crew 2
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Midnight Entourage
   ( 4)
Creature — Aetherborn Rogue
(3/3)
Other Aetherborn you control get +1/+1. Whenever this creature or another Aetherborn you control dies, you draw a card and you lose 1 life.
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Midnight Guard
  ( 3)
Creature — Human Soldier
(2/3)
Whenever another creature enters, untap this creature.
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Midnight Haunting
  ( 3)
Instant
Create two 1/1 white Spirit creature tokens with flying.
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Midnight Mangler
  ( 2)
Artifact — Vehicle
(3/3)
During turns other than yours, this Vehicle is an artifact creature. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Midnight Mayhem
   ( 4)
Sorcery
Create three 1/1 red Gremlin creature tokens. Gremlins you control gain menace, lifelink, and haste until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
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Midnight Oil
   ( 4)
Enchantment
This enchantment enters with seven hour counters on it. At the beginning of your draw step, draw an additional card and remove two hour counters from this enchantment. Your maximum hand size is equal to the number of hour counters on this enchantment. Whenever you discard a card, you lose 1 life.
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Midnight Pathlighter
   ( 4)
Creature — Human Wizard
(2/3)
Creatures you control can't be blocked except by legendary creatures. Whenever one or more creatures you control deal combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
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Midnight Reaper
  ( 3)
Creature — Zombie Knight
(3/2)
Whenever a nontoken creature you control dies, this creature deals 1 damage to you and you draw a card.
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Midnight Recovery
  ( 4)
Sorcery
Return target creature card from your graveyard to your hand. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Midnight Ritual
   ( 3)
Sorcery
Exile X target creature cards from your graveyard. For each creature card exiled this way, create a 2/2 black Zombie creature token.
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Midnight Scavengers
  ( 5)
Creature — Human Rogue
(3/3)
When this creature enters, you may return target creature card with mana value 3 or less from your graveyard to your hand. (Melds with Graf Rats.)
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Midsummer Revel
   ( 5)
Enchantment
At the beginning of your upkeep, you may put a verse counter on this enchantment. , Sacrifice this enchantment: Create X 3/3 green Beast creature tokens, where X is the number of verse counters on this enchantment.
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Midvast Protector
  ( 4)
Creature — Human Wizard
(2/3)
When this creature enters, target creature you control gains protection from the color of your choice until end of turn.
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Might Beyond Reason
  ( 4)
Instant
Put two +1/+1 counters on target creature. Delirium — Put three +1/+1 counters on that creature instead if there are four or more card types among cards in your graveyard.
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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 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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Migrating Ketradon
   ( 6)
Creature — Dinosaur
(6/6)
Reach When this creature enters, you gain 4 life. Cycling ( , Discard this card: Draw a card.)
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Mijae Djinn
   ( 3)
Creature — Djinn
(6/3)
Whenever this creature attacks, flip a coin. If you lose the flip, remove this creature from combat and tap it.
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Mikaeus, the Unhallowed
    ( 6)
Legendary Creature — Zombie Cleric
(5/5)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a Human deals damage to you, destroy it. Other non-Human creatures you control get +1/+1 and have undying. (When a creature with undying 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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Mild-Mannered Librarian
 ( 1)
Creature — Human
(1/1)
 : This creature becomes a Werewolf. Put two +1/+1 counters on it and you draw a card. Activate only once.
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Military Discipline
 ( 1)
Enchantment — Aura
Flash Enchant creature When this Aura enters, enchanted creature gains first strike until end of turn. Enchanted creature gets +1/+0.
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Militia's Pride
  ( 2)
Kindred Enchantment — Kithkin
Whenever a nontoken creature you control attacks, you may pay . If you do, create a 1/1 white Kithkin Soldier creature token that's tapped and attacking.
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Mimeoplasm, Revered One
    ( 3)
Legendary Creature — Ooze
(0/0)
As Mimeoplasm enters, exile up to X creature cards from your graveyard. It enters with three +1/+1 counters on it for each creature card exiled this way. : Mimeoplasm becomes a copy of target creature card exiled with it, except it's 0/0 and has this ability.
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Mina and Denn, Wildborn
   ( 4)
Legendary Creature — Elf Ally
(4/4)
You may play an additional land on each of your turns.  , Return a land you control to its owner's hand: Target creature gains trample until end of turn.
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Minamo Sightbender
  ( 2)
Creature — Human Wizard
(1/2)
, : Target creature with power X or less can't be blocked this turn.
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Minamo's Meddling
   ( 4)
Instant
Counter target spell. That spell's controller reveals their hand, then discards each card with the same name as a card spliced onto that spell.
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Spring // Mind (Mind)
   ( 6)
Instant
Aftermath (Cast this spell only from your graveyard. Then exile it.) Draw two cards.
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Mind Bend
 ( 1)
Instant
Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another. (For example, you may change "nonblack creature" to "nongreen creature" or "forestwalk" to "islandwalk." This effect lasts indefinitely.)
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Mind Bomb
 ( 1)
Sorcery
Each player may discard up to three cards. Mind Bomb deals damage to each player equal to 3 minus the number of cards they discarded this way.
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Mind Burst
  ( 2)
Sorcery
Target player discards X cards, where X is one plus the number of cards named Mind Burst in all graveyards.
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Mind Carver
 ( 1)
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature gets +1/+0. It gets +3/+1 instead as long as an opponent has eight or more cards in their graveyard. Equip  
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Mind Control
   ( 5)
Enchantment — Aura
Enchant creature You control enchanted creature.
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Mind Drain
  ( 3)
Sorcery
Target opponent discards two cards, mills a card, and loses 1 life. You gain 1 life. (To mill a card, a player puts the top card of their library into their graveyard.)
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Mind Drill Assailant
   ( 4)
Creature — Rat Warlock
(2/5)
Threshold — As long as seven or more cards are in your graveyard, this creature gets +3/+0.  : Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Mind Extraction
  ( 3)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Target player reveals their hand and discards all cards of each of the sacrificed creature's colors.
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Mind Flayer
   ( 5)
Creature — Horror
(3/3)
Dominate Monster — When this creature enters, gain control of target creature for as long as you control this creature.
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Mind Funeral
   ( 3)
Sorcery
Target opponent reveals cards from the top of their library until four land cards are revealed. That player puts all cards revealed this way into their graveyard.
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Mind Grind
   ( 2)
Sorcery
Each opponent reveals cards from the top of their library until they reveal X land cards, then puts all cards revealed this way into their graveyard. X can't be 0.
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Mind Harness
 ( 1)
Enchantment — Aura
Enchant red or green creature 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.) You control enchanted creature.
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Mind Knives
  ( 2)
Sorcery
Target opponent discards a card at random.
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Mind Maggots
  ( 4)
Creature — Insect
(2/2)
When this creature enters, discard any number of creature cards. For each card discarded this way, put two +1/+1 counters on this creature.
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Mind Rake
  ( 3)
Sorcery
Target player discards two cards. Overload  (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Mind Raker
  ( 4)
Creature — Eldrazi Processor
(3/3)
Devoid (This card has no color.) When this creature enters, you may put a card an opponent owns from exile into that player's graveyard. If you do, each opponent discards a card.
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Mind Ravel
  ( 3)
Sorcery
Target player discards a card. Draw a card at the beginning of the next turn's upkeep.
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Mind Rot
  ( 3)
Sorcery
Target player discards two cards.
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Mind Sculpt
  ( 2)
Sorcery
Target opponent mills seven cards.
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Mind Shatter
   ( 2)
Sorcery
Target player discards X cards at random.
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Mind Slash
   ( 3)
Enchantment
, Sacrifice a creature: Target opponent reveals their hand. You choose a card from it. That player discards that card. Activate only as a sorcery.
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Mind Sludge
  ( 5)
Sorcery
Target player discards a card for each Swamp you control.
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Mind Spike
 ( 1)
Sorcery
Target opponent reveals each noncreature, nonland card in their hand. You choose a card revealed this way. That player discards that card. You lose 2 life. If they didn't reveal a card this way, you draw a card.
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Mind Spiral
  ( 5)
Sorcery
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.) Target player draws three cards. If the gift was promised, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Mind Swords
  ( 2)
Sorcery
If you control a Swamp, you may sacrifice a creature rather than pay this spell's mana cost. Each player exiles two cards from their hand.
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Mind Twist
  ( 1)
Sorcery
Target player discards X cards at random.
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Mind Unbound
   ( 6)
Enchantment
At the beginning of your upkeep, put a lore counter on this enchantment, then draw a card for each lore counter on this enchantment.
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Mind Warp
   ( 4)
Sorcery
Look at target player's hand and choose X cards from it. That player discards those cards.
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Mind Whip
   ( 4)
Enchantment — Aura
Enchant creature At the beginning of the upkeep of enchanted creature's controller, that player may pay . If they don't, this Aura deals 2 damage to that player and you tap that creature.
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Mindbender Spores
  ( 3)
Creature — Fungus Wall
(0/1)
Defender (This creature can't attack.) Flying Whenever this creature blocks a creature, put four fungus counters on that creature. The creature gains "This creature doesn't untap during your untap step if it has a fungus counter on it" and "At the beginning of your upkeep, remove a fungus counter from this creature."
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Mindblade Render
  ( 2)
Creature — Azra Warrior
(1/3)
Whenever your opponents are dealt combat damage, if any of that damage was dealt by a Warrior, you draw a card and you lose 1 life.
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Mindblaze
  ( 6)
Sorcery
Choose a nonland card name and a number greater than 0. Target player reveals their library. If that library contains exactly the chosen number of cards with the chosen name, Mindblaze deals 8 damage to that player. Then that player shuffles.
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Mindbreak Trap
   ( 4)
Instant — Trap
If an opponent cast three or more spells this turn, you may pay rather than pay this spell's mana cost. Exile any number of target spells.
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Mindclaw Shaman
  ( 5)
Creature — Lizard Shaman
(2/2)
When this creature enters, target opponent reveals their hand. You may cast an instant or sorcery spell from among those cards without paying its mana cost.
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Mindcrank
 ( 2)
Artifact
Whenever an opponent loses life, that player mills that many cards. (Damage causes loss of life.)
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Mindculling
  ( 6)
Sorcery
You draw two cards and target opponent discards two cards.
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Mindeye Drake
  ( 5)
Creature — Drake
(2/5)
Flying When this creature dies, target player mills five cards.
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Mindlash Sliver
 ( 1)
Creature — Sliver
(1/1)
All Slivers have " , Sacrifice this permanent: Each player discards a card."
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Mindleech Ghoul
  ( 2)
Creature — Zombie
(2/2)
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, each opponent exiles a card from their hand.
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Mindleech Mass
    ( 8)
Creature — Horror
(6/6)
Trample Whenever this creature deals combat damage to a player, you may look at that player's hand. If you do, you may cast a spell from among those cards without paying its mana cost.
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Mindleecher
   ( 6)
Creature — Nightmare
(5/5)
Mutate  (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Flying Whenever this creature mutates, exile the top card of each opponent's library face down. You may look at and play those cards for as long as they remain exiled.
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Mindless Automaton
 ( 4)
Artifact Creature — Construct
(0/0)
This creature enters with two +1/+1 counters on it. , Discard a card: Put a +1/+1 counter on this creature.
Remove two +1/+1 counters from this creature: Draw a card.
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Mindless Conscription
  ( 3)
Enchantment
When this enchantment enters and whenever you draw your third card each turn, amass Zombies 3. (Put three +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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