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Lumra, Bellow of the Woods
   ( 6)
Legendary Creature — Elemental Bear
(*/*)
Vigilance, reach Lumra's power and toughness are each equal to the number of lands you control. When Lumra enters, mill four cards. Then return all land cards from your graveyard to the battlefield tapped.
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Lurrus of the Dream-Den
   ( 3)
Legendary Creature — Cat Nightmare
(3/2)
Companion — Each permanent card in your starting deck has mana value 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Lifelink Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.
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Lutri, the Spellchaser
   ( 3)
Legendary Creature — Elemental Otter
(3/2)
Companion — Each nonland card in your starting deck has a different name. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Flash When Lutri enters, if you cast it, copy target instant or sorcery spell you control. You may choose new targets for the copy.
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Lynde, Cheerful Tormentor
    ( 4)
Legendary Creature — Human Warlock
(2/4)
Deathtouch Whenever a Curse is put into your graveyard from the battlefield, return it to the battlefield attached to you at the beginning of the next end step. At the beginning of your upkeep, you may attach a Curse attached to you to one of your opponents. If you do, draw two cards.
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Lyzolda, the Blood Witch
   ( 3)
Legendary Creature — Human Cleric
(3/1)
, Sacrifice a creature: Lyzolda deals 2 damage to any target if the sacrificed creature was red. Draw a card if the sacrificed creature was black.
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Mabel, Heir to Cragflame
   ( 3)
Legendary Creature — Mouse Soldier
(3/3)
Other Mice you control get +1/+1. When Mabel enters, create Cragflame, a legendary colorless Equipment artifact token with "Equipped creature gets +1/+1 and has vigilance, trample, and haste" and equip .
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Mace of the Valiant
  ( 3)
Artifact — Equipment
Equipped creature gets +1/+1 for each charge counter on this Equipment and has vigilance. (Attacking doesn't cause it to tap.) Whenever a creature you control enters, put a charge counter on this Equipment. Equip 
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Mad Prophet
  ( 4)
Creature — Human Shaman
(2/2)
Haste , Discard a card: Draw a card.
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Maddening Hex
   ( 3)
Enchantment — Aura Curse
Enchant player Whenever enchanted player casts a noncreature spell, roll a d6. This Aura deals damage to that player equal to the result. Then attach this Aura to another one of your opponents chosen at random.
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Maestros Theater
( 0)
Land
When this land enters, sacrifice it. When you do, search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
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Magda, the Hoardmaster
  ( 2)
Legendary Creature — Dwarf Berserker
(2/2)
Whenever you commit a crime, create a tapped Treasure token. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) Sacrifice three Treasures: Create a 4/4 red Scorpion Dragon creature token with flying and haste. Activate only as a sorcery.
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Maggot Therapy
  ( 3)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +2/-2.
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Magma Hellion
  ( 7)
Creature — Hellion
(5/4)
Assist (Another player can pay up to of this spell's cost.) Trample, haste
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Magmatic Hellkite
   ( 4)
Creature — Dragon
(4/5)
Flying When this creature enters, destroy target nonbasic land an opponent controls. Its controller searches their library for a basic land card, puts it onto the battlefield tapped with a stun counter on it, then shuffles. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Magnetic Theft
 ( 1)
Instant
Attach target Equipment to target creature. (Control of the Equipment doesn't change.)
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Magnus the Red
   ( 5)
Legendary Creature — Demon Primarch
(4/5)
Flying Unearthly Power — Instant and sorcery spells you cast cost less to cast for each creature token you control. Blade of Magnus — Whenever Magnus the Red deals combat damage to a player, create a 3/3 red Spawn creature token.
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Magosi, the Waterveil
( 0)
Land
This land enters tapped. : Add .
, : Put an eon counter on this land. Skip your next turn.
, Remove an eon counter from this land and return it to its owner's hand: Take an extra turn after this one.
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Magus of the Abyss
  ( 4)
Creature — Human Wizard
(4/3)
At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of their choice. It can't be regenerated.
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Magus of the Bazaar
  ( 2)
Creature — Human Wizard
(0/1)
: Draw two cards, then discard three cards.
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Magus of the Bridge
   ( 3)
Creature — Human Wizard
(4/4)
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 2/2 black Zombie creature token. When a creature is put into an opponent's graveyard from the battlefield, exile this creature.
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Magus of the Chains (playtest)
  ( 2)
Creature — — Human Wizard
(2/2)
If a player would draw a card except the first one they draw in each of their draw steps, that player discards a card instead. If the player discards a card this way, they draw a card. If the player doesn't discard a card this way, they mill a card.
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Magus of the Disk
   ( 4)
Creature — Human Wizard
(2/4)
This creature enters tapped. , : Destroy all artifacts, creatures, and enchantments.
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Magus of the Future
    ( 5)
Creature — Human Wizard
(2/3)
Play with the top card of your library revealed. You may play lands and cast spells from the top of your library.
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Magus of the Jar
   ( 5)
Creature — Human Wizard
(3/3)
, Sacrifice this creature: Each player exiles all cards from their hand face down and draws seven cards. At the beginning of the next end step, each player discards their hand and returns to their hand each card they exiled this way.
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Magus of the Library
  ( 2)
Creature — Human Wizard
(1/1)
: Add .
: Draw a card. Activate only if you have exactly seven cards in hand.
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Magus of the Mirror
   ( 6)
Creature — Human Wizard
(4/2)
, Sacrifice this creature: Exchange life totals with target opponent. Activate only during your upkeep.
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Magus of the Moat
   ( 4)
Creature — Human Wizard
(0/3)
Creatures without flying can't attack.
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Magus of the Scroll
 ( 1)
Creature — Human Wizard
(1/1)
, : Choose a card name, then reveal a card at random from your hand. If that card has the chosen name, this creature deals 2 damage to any target.
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Magus of the Tabernacle
  ( 4)
Creature — Human Wizard
(2/6)
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay ."
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Magus of the Vineyard
 ( 1)
Creature — Human Wizard
(1/1)
At the beginning of each player's first main phase, that player adds  .
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Maha, Its Feathers Night
   ( 5)
Legendary Creature — Elemental Bird
(6/5)
Flying, trample Ward—Discard a card. Creatures your opponents control have base toughness 1.
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Mairsil, the Pretender
    ( 4)
Legendary Creature — Human Wizard
(4/4)
When Mairsil enters, you may exile an artifact or creature card from your hand or graveyard and put a cage counter on it. Mairsil has all activated abilities of all cards you own in exile with cage counters on them. You may activate each of those abilities only once each turn.
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Majestic Heliopterus
  ( 4)
Creature — Dinosaur
(2/2)
Flying Whenever this creature attacks, another target Dinosaur you control gains flying until end of turn.
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Malamet Scythe
  ( 3)
Artifact — Equipment
Flash When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+2. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Malcator's Watcher
  ( 2)
Artifact Creature — Phyrexian Drone
(1/1)
Flying, vigilance When this creature dies, draw a card.
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Malcolm, the Eyes
  ( 2)
Legendary Creature — Siren Pirate
(2/2)
Flying, haste Whenever you cast your second spell each turn, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Malefic Scythe
  ( 2)
Artifact — Equipment
This Equipment enters with a soul counter on it. Equipped creature gets +1/+1 for each soul counter on this Equipment. Whenever equipped creature dies, put a soul counter on this Equipment. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Mana Cache
   ( 3)
Enchantment
At the beginning of each player's end step, put a charge counter on this enchantment for each untapped land that player controls. Remove a charge counter from this enchantment: Add . Any player may activate this ability but only during their turn before the end step.
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Mana Tithe
 ( 1)
Instant
Counter target spell unless its controller pays .
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Manaform Hellkite
   ( 4)
Creature — Dragon
(4/4)
Flying Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step.
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Mangara, the Diplomat
  ( 4)
Legendary Creature — Human Cleric
(2/4)
Lifelink Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card. Whenever an opponent casts their second spell each turn, draw a card.
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Manticore of the Gauntlet
  ( 5)
Creature — Manticore
(5/4)
When this creature enters, put a -1/-1 counter on target creature you control. This creature deals 3 damage to target opponent or planeswalker.
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Mantle of the Ancients
   ( 5)
Enchantment — Aura
Enchant creature you control When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature. Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
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Mantle of the Wolf
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4. When this Aura is put into a graveyard from the battlefield, create two 2/2 green Wolf creature tokens.
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Map the Frontier
  ( 4)
Sorcery
Search your library for up to two basic land cards and/or Desert cards, put them onto the battlefield tapped, then shuffle.
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Map the Wastes
  ( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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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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Marauding Boneslasher
  ( 3)
Creature — Zombie Minotaur
(3/3)
This creature can't block unless you control another Zombie.
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March from the Black Gate
  ( 2)
Enchantment
When this enchantment enters and whenever an Army you control attacks, amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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March from the Tomb
   ( 5)
Sorcery
Return any number of target Ally creature cards with total mana value 8 or less from your graveyard to the battlefield.
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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 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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Marchesa, Resolute Monarch
( 0)
Legendary Creature — Human Noble
(3/6)
Menace, deathtouch Whenever Marchesa attacks, remove all counters from up to one target permanent. At the beginning of your upkeep, if you haven't been dealt combat damage since your last turn, you draw a card and you lose 1 life.
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Marchesa, the Black Rose
    ( 4)
Legendary Creature — Human Wizard
(3/3)
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Other creatures you control have dethrone. Whenever a creature you control with a +1/+1 counter on it dies, return that card to the battlefield under your control at the beginning of the next end step.
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Marchesa's Decree
  ( 4)
Enchantment
When this enchantment enters, you become the monarch. Whenever a creature attacks you or a planeswalker you control, that creature's controller loses 1 life.
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Marchesa's Emissary
  ( 4)
Creature — Human Rogue
(2/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
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Marchesa's Infiltrator
  ( 3)
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.) Whenever this creature deals combat damage to a player, draw a card.
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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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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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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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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 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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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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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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Marwyn, the Nurturer
  ( 3)
Legendary Creature — Elf Druid
(1/1)
Whenever another Elf you control enters, put a +1/+1 counter on Marwyn. : Add an amount of equal to Marwyn's power.
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Masako the Humorless
  ( 3)
Legendary Creature — Human Advisor
(2/1)
Flash Tapped creatures you control can block as though they were untapped.
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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 Apothecary
   ( 3)
Creature — Human Cleric
(2/2)
Tap an untapped Cleric you control: Prevent the next 2 damage that would be dealt to any target this turn.
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Master Chef
  ( 3)
Legendary Enchantment — Background
Commander creatures you own have "This creature enters with an additional +1/+1 counter on it" and "Other creatures you control enter with an additional +1/+1 counter on them."
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