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Maze Behemoth
  ( 6)
Creature — Elemental
(5/4)
Trample Multicolored creatures you control have trample.
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Maze Glider
  ( 6)
Creature — Elemental
(3/5)
Flying Multicolored creatures you control have flying.
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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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Maze Rusher
  ( 6)
Creature — Elemental
(6/3)
Haste Multicolored creatures you control have haste.
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Maze Sentinel
  ( 6)
Creature — Elemental
(3/6)
Vigilance Multicolored creatures you control have vigilance.
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Maze's End
( 0)
Land
Maze's End enters the battlefield tapped. : Add .
, , Return Maze's End to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle your library. If you control ten or more Gates with different names, you win the game.
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Mazirek, Kraul Death Priest
   ( 5)
Legendary Creature — Insect Shaman
(2/2)
Flying Whenever a player sacrifices another permanent, put a +1/+1 counter on each creature you control.
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Meadowboon
   ( 4)
Creature — Elemental
(3/3)
When Meadowboon leaves the battlefield, put a +1/+1 counter on each creature target player controls. Evoke  (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
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Meandering River
( 0)
Land
Meandering River enters the battlefield tapped. : Add or .
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Meandering Towershell
   ( 5)
Creature — Turtle
(5/9)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Meandering Towershell attacks, exile it. Return it to the battlefield under your control tapped and attacking at the beginning of the declare attackers step on your next turn.
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Measure of Wickedness
  ( 4)
Enchantment
At the beginning of your end step, sacrifice Measure of Wickedness and you lose 8 life. Whenever another card is put into your graveyard from anywhere, target opponent gains control of Measure of Wickedness.
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Mechanized Production
   ( 4)
Enchantment — Aura
Enchant artifact you control At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.
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Meddle
  ( 2)
Instant
If target spell has only one target and that target is a creature, change that spell's target to another creature.
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Meddling Kids
   ( 4)
Creature — Human Child
(2/3)
As Meddling Kids enters the battlefield, choose a word with four or more letters. Spells with the chosen word in their text box can't be cast.
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Meddling Mage
  ( 2)
Creature — Human Wizard
(2/2)
As Meddling Mage enters the battlefield, choose a nonland card name. Spells with the chosen name can't be cast.
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Medicine Bag
 ( 3)
Artifact
, , Discard a card: Regenerate target creature.
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Medicine Runner
  ( 2)
Creature — Elf Cleric
(2/1)
When Medicine Runner enters the battlefield, you may remove a counter from target permanent.
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Meditate
  ( 3)
Instant
Draw four cards. You skip your next turn.
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Meditation Puzzle
   ( 5)
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.) You gain 8 life.
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Medomai the Ageless
   ( 6)
Legendary Creature — Sphinx
(4/4)
Flying Whenever Medomai the Ageless deals combat damage to a player, take an extra turn after this one. Medomai the Ageless can't attack during extra turns.
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Meekstone
 ( 1)
Artifact
Creatures with power 3 or greater don't untap during their controllers' untap steps.
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Megantic Sliver
  ( 6)
Creature — Sliver
(3/3)
Sliver creatures you control get +3/+3.
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Megatherium
  ( 3)
Creature — Beast
(4/4)
Trample When Megatherium enters the battlefield, sacrifice it unless you pay for each card in your hand.
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Megatog
   ( 6)
Creature — Atog
(3/4)
Sacrifice an artifact: Megatog gets +3/+3 and gains trample until end of turn.
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Meglonoth
    ( 6)
Creature — Beast
(6/6)
Vigilance, trample Whenever Meglonoth blocks a creature, Meglonoth deals damage to that creature's controller equal to Meglonoth's power.
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Megrim
  ( 3)
Enchantment
Whenever an opponent discards a card, Megrim deals 2 damage to that player.
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Meishin, the Mind Cage
    ( 7)
Legendary Enchantment
All creatures get -X/-0, where X is the number of cards in your hand.
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Melancholy
  ( 3)
Enchantment — Aura
Enchant creature When Melancholy enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of your upkeep, sacrifice Melancholy unless you pay .
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Melee
  ( 5)
Instant
Cast this spell only during your turn and only during combat before blockers are declared. You choose which creatures block this combat and how those creatures block. Whenever a creature attacks and isn't blocked this combat, untap it and remove it from combat.
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Melek, Izzet Paragon
   ( 6)
Legendary Creature — Weird Wizard
(2/4)
Play with the top card of your library revealed. You may cast the top card of your library if it's an instant or sorcery card. Whenever you cast an instant or sorcery spell from your library, copy it. You may choose new targets for the copy.
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Melesse Spirit
   ( 5)
Creature — Angel Spirit
(3/3)
Flying, protection from black
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Meletis Astronomer
  ( 2)
Creature — Human Wizard
(1/3)
Heroic — Whenever you cast a spell that targets Meletis Astronomer, look at the top three cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Melira, Sylvok Outcast
  ( 2)
Legendary Creature — Human Scout
(2/2)
You can't get poison counters. Creatures you control can't have -1/-1 counters put on them. Creatures your opponents control lose infect.
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Melira's Keepers
  ( 5)
Creature — Human Warrior
(4/4)
Melira's Keepers can't have counters put on it.
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Meloku the Clouded Mirror
  ( 5)
Legendary Creature — Moonfolk Wizard
(2/4)
Flying , Return a land you control to its owner's hand: Create a 1/1 blue Illusion creature token with flying.
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Melt Terrain
   ( 4)
Sorcery
Destroy target land. Melt Terrain deals 2 damage to that land's controller.
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Meltdown
  ( 1)
Sorcery
Destroy each artifact with converted mana cost X or less.
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Melting
  ( 4)
Enchantment
All lands are no longer snow.
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Memnarch
 ( 7)
Legendary Artifact Creature — Wizard
(4/5)
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Memnite
 ( 0)
Artifact Creature — Construct
(1/1)
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Memoricide
  ( 4)
Sorcery
Choose a nonland card name. Search target player's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles their library.
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Commit // Memory (Memory)
   ( 6)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Each player shuffles their hand and graveyard into their library, then draws seven cards.
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Memory Erosion
   ( 3)
Enchantment
Whenever an opponent casts a spell, that player puts the top two cards of their library into their graveyard.
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Memory Jar
 ( 5)
Artifact
, Sacrifice Memory Jar: 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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Memory Lapse
  ( 2)
Instant
Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
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Memory Plunder
    ( 4)
Instant
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost.
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Memory Sluice
 ( 1)
Sorcery
Target player puts the top four cards of their library into their graveyard. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
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Memory's Journey
  ( 2)
Instant
Target player shuffles up to three target cards from their graveyard into their library. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Menacing Ogre
   ( 5)
Creature — Ogre
(3/3)
Trample, haste When Menacing Ogre enters the battlefield, each player secretly chooses a number. Then those numbers are revealed. Each player with the highest number loses that much life. If you are one of those players, put two +1/+1 counters on Menacing Ogre.
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Menagerie Liberator
  ( 4)
Creature — Human Warrior
(3/2)
Trample Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked with a creature this combat.)
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Mending Hands
 ( 1)
Instant
Prevent the next 4 damage that would be dealt to any target this turn.
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Meng Huo, Barbarian King
   ( 5)
Legendary Creature — Human Barbarian Soldier
(4/4)
Other green creatures you control get +1/+1.
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Mental Agony
  ( 4)
Sorcery
Target player discards two cards and loses 2 life.
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Mental Misstep
 ( 1)
Instant
( can be paid with either or 2 life.) Counter target spell with converted mana cost 1.
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Mental Note
 ( 1)
Instant
Put the top two cards of your library into your graveyard. Draw a card.
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Mental Vapors
  ( 4)
Sorcery
Target player discards a card. 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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Mentor of the Meek
  ( 3)
Creature — Human Soldier
(2/2)
Whenever another creature with power 2 or less enters the battlefield under your control, you may pay . If you do, draw a card.
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Mephidross Vampire
   ( 6)
Creature — Vampire
(3/4)
Flying Each creature you control is a Vampire in addition to its other creature types and has "Whenever this creature deals damage to a creature, put a +1/+1 counter on this creature."
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Mephitic Ooze
  ( 5)
Creature — Ooze
(0/5)
Mephitic Ooze gets +1/+0 for each artifact you control. Whenever Mephitic Ooze deals combat damage to a creature, destroy that creature. The creature can't be regenerated.
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Mephitic Vapors
  ( 3)
Sorcery
All creatures get -1/-1 until end of turn. 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.)
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Mer Man
  ( 5)
Host Creature — Human Fish
(3/3)
When this creature enters the battlefield, you may draw a card.
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Mercadian Atlas
 ( 5)
Artifact
At the beginning of your end step, if you didn't play a land this turn, you may draw a card.
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Mercadian Bazaar
( 0)
Land
Mercadian Bazaar enters the battlefield tapped. : Put a storage counter on Mercadian Bazaar.
, Remove any number of storage counters from Mercadian Bazaar: Add for each storage counter removed this way.
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Mercadian Lift
 ( 2)
Artifact
, : Put a winch counter on Mercadian Lift.
, Remove X winch counters from Mercadian Lift: You may put a creature card with converted mana cost X from your hand onto the battlefield.
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Mercadia's Downfall
  ( 3)
Instant
Each attacking creature gets +1/+0 until end of turn for each nonbasic land defending player controls.
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Mercenaries
  ( 4)
Creature — Human Mercenary
(3/3)
: The next time Mercenaries would deal damage to you this turn, prevent that damage. Any player may activate this ability.
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Mercenary Informer
  ( 3)
Creature — Human Rebel Mercenary
(2/1)
Mercenary Informer can't be the target of black spells or abilities from black sources.  : Put target nontoken Mercenary on the bottom of its owner's library.
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Mercenary Knight
  ( 3)
Creature — Human Mercenary Knight
(4/4)
When Mercenary Knight enters the battlefield, sacrifice it unless you discard a creature card.
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Merchant of Secrets
  ( 3)
Creature — Human Wizard
(1/1)
When Merchant of Secrets enters the battlefield, draw a card.
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Merchant Scroll
  ( 2)
Sorcery
Search your library for a blue instant card, reveal that card, and put it into your hand. Then shuffle your library.
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Merchant Ship
 ( 1)
Creature — Human
(0/2)
Merchant Ship can't attack unless defending player controls an Island. Whenever Merchant Ship attacks and isn't blocked, you gain 2 life. When you control no Islands, sacrifice Merchant Ship.
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Merciless Eternal
  ( 3)
Creature — Zombie Cleric
(2/2)
Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.)  , Discard a card: Merciless Eternal gets +2/+2 until end of turn.
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Merciless Eviction
   ( 6)
Sorcery
Choose one — • Exile all artifacts. • Exile all creatures. • Exile all enchantments. • Exile all planeswalkers.
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Merciless Executioner
  ( 3)
Creature — Orc Warrior
(3/1)
When Merciless Executioner enters the battlefield, each player sacrifices a creature.
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Merciless Javelineer
   ( 4)
Creature — Minotaur Warrior
(4/2)
, Discard a card: Put a -1/-1 counter on target creature. That creature can't block this turn.
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Merciless Predator
( 0)
Creature — Werewolf
(3/2)
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Merciless Predator.
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Merciless Resolve
  ( 3)
Instant
As an additional cost to cast this spell, sacrifice a creature or land. Draw two cards.
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Mercurial Geists
   ( 4)
Creature — Spirit
(1/3)
Flying Whenever you cast an instant or sorcery spell, Mercurial Geists gets +3/+0 until end of turn.
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Mercurial Kite
  ( 4)
Creature — Bird
(2/2)
Flying Whenever Mercurial Kite deals combat damage to a creature, tap that creature. That creature doesn't untap during its controller's next untap step.
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Mercy Killing
  ( 3)
Instant
Target creature's controller sacrifices it, then creates X 1/1 green and white Elf Warrior creature tokens, where X is that creature's power.
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Mer-Ek Nightblade
  ( 4)
Creature — Orc Assassin
(2/3)
Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has deathtouch.
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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 converted mana cost 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 Assassin
  ( 2)
Creature — Merfolk Assassin
(1/2)
: Destroy target creature with islandwalk.
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Merfolk Branchwalker
  ( 2)
Creature — Merfolk Scout
(2/1)
When Merfolk Branchwalker enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Merfolk Looter
  ( 2)
Creature — Merfolk Rogue
(1/1)
: Draw a card, then discard a card.
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Merfolk Mesmerist
  ( 2)
Creature — Merfolk Wizard
(1/2)
, : Target player puts the top two cards of their library into their graveyard.
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