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Mosstodon
  ( 5)
Creature — Plant Elephant
(5/3)
: Target creature with power 5 or greater gains trample until end of turn.
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Mosswood Dreadknight
  ( 2)
Creature — Human Knight
(3/2)
Trample When this creature dies, you may cast it from your graveyard as an Adventure until the end of your next turn.
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Mosswort Bridge
( 0)
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. : Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
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Most Wanted
  ( 3)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +2/+1. When enchanted creature dies, create two Treasure tokens.
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Mothdust Changeling
 ( 1)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) Tap an untapped creature you control: This creature gains flying until end of turn.
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Mothrider Cavalry
   ( 4)
Creature — — Human Samurai
(2/2)
This spell costs less to cast if you have no creature cards in hand not named Mothrider Cavalry. Flying Other creatures you control get +1/+1.
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Mothrider Patrol
 ( 1)
Creature — Fox Warrior
(1/1)
Flying  , : Tap target creature.
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Mothrider Samurai
  ( 4)
Creature — Human Samurai
(2/2)
Flying Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Motivated Pony
  ( 5)
Creature — Horse
(3/3)
Trample, haste Whenever this creature attacks, attacking creatures get +1/+1 until end of turn. If a Food entered under your control this turn, untap those creatures and they get an additional +2/+2 until end of turn.
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Mountain Stronghold
( 0)
Land
Red legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Mounted Archers
  ( 4)
Creature — Human Soldier Archer
(2/3)
Reach (This creature can block creatures with flying.) : This creature can block an additional creature this turn.
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Mounted Dreadknight
  ( 5)
Creature — Vampire Knight
(5/4)
Trample This creature enters with a +1/+1 counter on it if an opponent lost life this turn.
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Mourner's Shield
 ( 4)
Artifact
Imprint — When this artifact enters, you may exile target card from a graveyard. , : Prevent all damage that would be dealt this turn by a source of your choice that shares a color with the exiled card.
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Mox Diamond
 ( 0)
Artifact
If this artifact would enter, you may discard a land card instead. If you do, put this artifact onto the battlefield. If you don't, put it into its owner's graveyard. : Add one mana of any color.
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Mr. House, President and CEO
   ( 3)
Legendary Artifact Creature — Human
(0/4)
Whenever you roll a 4 or higher, create a 3/3 colorless Robot artifact creature token. If you rolled 6 or higher, instead create that token and a Treasure token. , : Roll a six-sided die plus an additional six-sided die for each mana from Treasures spent to activate this ability.
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Mr. Orfeo, the Boulder
    ( 4)
Legendary Creature — Rhino Warrior
(2/4)
Whenever you attack, double target creature's power until end of turn.
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Mtenda Griffin
  ( 4)
Creature — Griffin
(2/2)
Flying , : Return this creature to its owner's hand and return target Griffin card from your graveyard to your hand. Activate only during your upkeep.
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Mtenda Herder
 ( 1)
Creature — Human Scout
(1/1)
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I>
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Mtenda Lion
 ( 1)
Creature — Cat
(2/1)
Whenever this creature attacks, defending player may pay . If that player does, prevent all combat damage that would be dealt by this creature this turn.
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Mu Yanling, Celestial Wind
   ( 6)
Legendary Planeswalker — Yanling
(5)
+1: Until your next turn, up to one target creature gets -5/-0. −3: Return up to two target creatures to their owners' hands. −7: Creatures you control with flying get +5/+5 until end of turn.
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Mu Yanling, Sky Dancer
   ( 3)
Legendary Planeswalker — Yanling
(2)
+2: Until your next turn, up to one target creature gets -2/-0 and loses flying. −3: Create a 4/4 blue Elemental Bird creature token with flying. −8: You get an emblem with "Islands you control have ‘ : Draw a card.'"
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Mu Yanling, Wind Rider
   ( 4)
Legendary Creature — Human Wizard Pilot
(2/4)
When this creature enters, create a 3/2 colorless Vehicle artifact token with crew 1. Vehicles you control have flying. Whenever one or more creatures you control with flying deal combat damage to a player, draw a card.
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Muck Drubb
   ( 5)
Creature — Beast
(3/3)
Flash When this creature enters, change the target of target spell that targets only a single creature to this creature. 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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Mudbrawler Cohort
  ( 2)
Creature — Goblin Warrior
(1/1)
Haste This creature gets +1/+1 as long as you control another red creature.
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Mudbrawler Raiders
   ( 4)
Creature — Goblin Warrior
(3/3)
This creature can't be blocked by blue creatures.
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Mudbutton Clanger
 ( 1)
Creature — Goblin Warrior
(1/1)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with this creature, you may reveal it. If you do, this creature gets +1/+1 until end of turn.
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Mudbutton Torchrunner
  ( 3)
Creature — Goblin Warrior
(1/1)
When this creature dies, it deals 3 damage to any target.
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Mudhole
  ( 3)
Instant
Target player exiles all land cards from their graveyard.
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Mudslide
  ( 3)
Enchantment
Creatures without flying don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped creatures without flying they control and pay for each creature chosen this way. If the player does, untap those creatures.
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Mul Daya Channelers
   ( 3)
Creature — Elf Druid Shaman
(2/2)
Play with the top card of your library revealed. As long as the top card of your library is a creature card, this creature gets +3/+3. As long as the top card of your library is a land card, this creature has " : Add two mana of any one color."
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Muldrotha, the Gravetide
    ( 6)
Legendary Creature — Elemental Avatar
(6/6)
During each of your turns, you may play a land and cast a permanent spell of each permanent type from your graveyard. (If a card has multiple permanent types, choose one as you play it.)
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Mulldrifter
  ( 5)
Creature — Elemental
(2/2)
Flying When this creature enters, draw two cards. Evoke  (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Multani's Decree
  ( 4)
Sorcery
Destroy all enchantments. You gain 2 life for each enchantment destroyed this way.
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Multiclass Baldric
 ( 1)
Artifact — Equipment
Equipped creature has lifelink if you control a Cleric, deathtouch if you control a Rogue, haste if you control a Warrior, and flying if you control a Wizard. As long as you have a full party, prevent all damage that would be dealt to equipped creature. Equip 
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Munda, Ambush Leader
   ( 4)
Legendary Creature — Kor Ally
(3/4)
Haste Rally — Whenever Munda or another Ally you control enters, you may look at the top four cards of your library. If you do, reveal any number of Ally cards from among them, then put those cards on top of your library in any order and the rest on the bottom in any order.
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Munda's Vanguard
  ( 5)
Creature — Kor Knight Ally
(3/3)
Cohort — , Tap an untapped Ally you control: Put a +1/+1 counter on each creature you control.
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Muraganda Eldrazi (playtest)
  ( 5)
Creature — — Eldrazi Dinosaur
(6/5)
Devoid (This card has no color.) Deworded (This creature counts as having no abilities.) When you cast this spell, put a primeval counter on target creature. (A creature with a primeval counter loses all abilities and can't gain abilities.)
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Murder Investigation
  ( 2)
Enchantment — Aura
Enchant creature you control When enchanted creature dies, create X 1/1 white Soldier creature tokens, where X is its power.
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Murder of Crows
   ( 5)
Creature — Bird
(4/4)
Flying Whenever another creature dies, you may draw a card. If you do, discard a card.
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Murderer's Axe
 ( 4)
Artifact — Equipment
Equipped creature gets +2/+2. Equip—Discard a card.
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Murderous Compulsion
  ( 2)
Sorcery
Destroy target tapped creature. 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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Murderous Cut
  ( 5)
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .) Destroy target creature.
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Murderous Redcap
   ( 4)
Creature — Goblin Assassin
(2/2)
When this creature enters, it deals damage equal to its power to any target. Persist (When this creature 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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Murderous Rider
   ( 3)
Creature — Zombie Knight
(2/3)
Lifelink When this creature dies, put it on the bottom of its owner's library.
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Murderous Spoils
  ( 6)
Instant
Destroy target nonblack creature. It can't be regenerated. You gain control of all Equipment that were attached to it. (This effect lasts indefinitely.)
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Murk Dwellers
  ( 4)
Creature — Zombie
(2/2)
Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of combat.
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Murk Strider
  ( 4)
Creature — Eldrazi Processor
(3/2)
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, return target creature to its owner's hand.
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Murkfiend Liege
    ( 5)
Creature — Horror
(4/4)
Other green creatures you control get +1/+1. Other blue creatures you control get +1/+1. Untap all green and/or blue creatures you control during each other player's untap step.
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Murktide Regent
   ( 7)
Creature — Dragon
(3/3)
Delve (Each card you exile from your graveyard while casting this spell pays for .) Flying This creature enters with a +1/+1 counter on it for each instant and sorcery card exiled with it. Whenever an instant or sorcery card leaves your graveyard, put a +1/+1 counter on this creature.
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Murmurs from Beyond
  ( 3)
Instant — Arcane
Reveal the top three cards of your library. An opponent chooses one of them. Put that card into your graveyard and the rest into your hand.
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Muse Drake
  ( 4)
Creature — Drake
(1/3)
Flying When this creature enters, draw a card.
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Mushroom Watchdogs
  ( 2)
Creature — Dog
(2/2)
Sacrifice a Food: Put a +1/+1 counter on this creature. It gains vigilance until end of turn. Activate only as a sorcery.
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Muster the Departed
  ( 3)
Enchantment
When this enchantment enters, create a 1/1 white Spirit creature token with flying. Morbid — At the beginning of your end step, if a creature died this turn, populate. (Create a token that's a copy of a creature token you control.)
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Mutated Cultist
  ( 3)
Creature — Eldrazi Horror
(1/3)
Devoid (This card has no color.) When you cast this spell, remove all counters from up to one target permanent or opponent. The next spell you cast this turn costs less to cast for each counter removed this way. Deathtouch
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Mutational Advantage
   ( 3)
Instant
Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Mutual Destruction
 ( 1)
Sorcery
This spell has flash as long as you control a permanent with flash. As an additional cost to cast this spell, sacrifice a creature. Destroy target creature.
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Muxus, Goblin Grandee
   ( 6)
Legendary Creature — Goblin Noble
(4/4)
When Muxus enters, reveal the top six cards of your library. Put all Goblin creature cards with mana value 5 or less from among them onto the battlefield and the rest on the bottom of your library in a random order. Whenever Muxus attacks, it gets +1/+1 until end of turn for each other Goblin you control.
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Mwonvuli Acid-Moss
   ( 4)
Sorcery
Destroy target land. Search your library for a Forest card, put that card onto the battlefield tapped, then shuffle.
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Mycoid Shepherd
    ( 4)
Creature — Fungus
(5/4)
Whenever this creature or another creature you control with power 5 or greater dies, you may gain 5 life.
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Myconid Spore Tender
  ( 4)
Creature — Fungus
(4/1)
Infesting Spores — When this creature enters, destroy up to one target artifact or enchantment.
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Mycosynth Fiend
  ( 3)
Creature — Phyrexian Horror
(2/2)
This creature gets +1/+1 for each poison counter your opponents have.
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Myojin of Blooming Dawn
    ( 8)
Legendary Creature — Spirit
(4/6)
Myojin of Blooming Dawn enters with an indestructible counter on it if you cast it from your hand. Remove an indestructible counter from Myojin of Blooming Dawn: Create a 1/1 colorless Spirit creature token for each permanent you control.
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Myojin of Cryptic Dreams
    ( 8)
Legendary Creature — Spirit
(3/3)
Myojin of Cryptic Dreams enters with an indestructible counter on it if you cast it from your hand. Remove an indestructible counter from Myojin of Cryptic Dreams: Copy target permanent spell you control three times. (The copies become tokens.)
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Myojin of Roaring Blades
    ( 8)
Legendary Creature — Spirit
(7/4)
Myojin of Roaring Blades enters with an indestructible counter on it if you cast it from your hand. Remove an indestructible counter from Myojin of Roaring Blades: It deals 7 damage to each of up to three targets.
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Myojin of Seeing Winds
    ( 10)
Legendary Creature — Spirit
(3/3)
Myojin of Seeing Winds enters with a divinity counter on it if you cast it from your hand. Myojin of Seeing Winds has indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Seeing Winds: Draw a card for each permanent you control.
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Myr Adapter
 ( 3)
Artifact Creature — Myr
(1/1)
This creature gets +1/+1 for each Equipment attached to it.
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Myr Custodian
 ( 3)
Artifact Creature — Myr
(2/3)
When this creature enters, scry 2. Then each opponent may scry 1. (To scry X, a player looks at the top X cards of their library, then puts any number of them on the bottom and the rest on top in any order.)
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Myr Landshaper
 ( 3)
Artifact Creature — Myr
(1/1)
: Target land becomes an artifact in addition to its other types until end of turn.
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Myr Mindservant
 ( 1)
Artifact Creature — Myr
(1/1)
, : Shuffle your library.
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Myr Quadropod
 ( 4)
Artifact Creature — Myr
(1/4)
: Switch this creature's power and toughness until end of turn.
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Myr Welder
 ( 3)
Artifact Creature — Myr
(1/4)
Imprint — : Exile target artifact card from a graveyard. This creature has all activated abilities of all cards exiled with it.
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Myrel, Shield of Argive
  ( 4)
Legendary Creature — Human Soldier
(3/4)
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments. Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.
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Myriad Construct
 ( 4)
Artifact Creature — Construct
(4/4)
Kicker  If this creature was kicked, it enters with a +1/+1 counter on it for each nonbasic land your opponents control. When this creature becomes the target of a spell, sacrifice it and create a number of 1/1 colorless Construct artifact creature tokens equal to its power.
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Myriad Landscape
( 0)
Land
This land enters tapped. : Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
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Myrkul, Lord of Bones
    ( 7)
Legendary Creature — God
(7/5)
As long as your life total is less than or equal to half your starting life total, Myrkul has indestructible. Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that card, except it's an enchantment and loses all other card types.
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Myrkul's Edict
  ( 2)
Sorcery
Roll a d20. 1–9 | Choose an opponent. That player sacrifices a creature of their choice. 10–19 | Each opponent sacrifices a creature of their choice. 20 | Each opponent sacrifices a creature with the greatest power among creatures that player controls.
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Mysteries of the Deep
  ( 5)
Instant
Draw two cards. Landfall — If you had a land enter the battlefield under your control this turn, draw three cards instead.
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Mystic Crusader
   ( 3)
Creature — Human Nomad Mystic
(2/1)
Protection from black and from red Threshold — As long as seven or more cards are in your graveyard, this creature gets +1/+1 and has flying.
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Mystic Decree
   ( 4)
World Enchantment
All creatures lose flying and islandwalk.
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Mystic Denial
   ( 3)
Instant
Counter target creature or sorcery spell.
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Mystic Doom Sandwich
( 0)
Stickers
2 — Lifelink 3 — This creature must be blocked if able. Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. 2 — 1/4 5 — 6/8
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Mystic Meditation
  ( 4)
Sorcery
Draw three cards. Then discard two cards unless you discard a creature card.
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Mystic of the Hidden Way
  ( 5)
Creature — Human Monk
(3/2)
This creature can't be blocked. Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Mystic Redaction
  ( 3)
Enchantment
At the beginning of your upkeep, scry 1. Whenever you discard a card, each opponent mills two cards. (They put the top two cards of their library into their graveyard.)
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Mystic Subdual
  ( 2)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets -2/-0 and loses all abilities. (Mutating onto the creature won't give it new abilities. It can gain abilities in other ways.)
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Mystical Dispute
  ( 3)
Instant
This spell costs less to cast if it targets a blue spell. Counter target spell unless its controller pays .
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