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Manifold Insights
  ( 3)
Sorcery
Reveal the top ten cards of your library. Starting with the next opponent in turn order, each opponent chooses a different nonland card from among them. Put the chosen cards into your hand and the rest on the bottom of your library in a random order.
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Manipulate Fate
  ( 2)
Sorcery
Search your library for three cards, exile them, then shuffle your library. Draw a card.
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Manor Gargoyle
 ( 5)
Artifact Creature — Gargoyle
(4/4)
Defender Manor Gargoyle has indestructible as long as it has defender. : Until end of turn, Manor Gargoyle loses defender and gains flying.
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Manor Skeleton
  ( 2)
Creature — Skeleton
(1/1)
Haste  : Regenerate Manor Skeleton.
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Man-o'-War
  ( 3)
Creature — Jellyfish
(2/2)
When Man-o'-War enters the battlefield, return target creature to its owner's hand.
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Manriki-Gusari
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+2 and has " : Destroy target Equipment." Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Manta Ray
   ( 3)
Creature — Fish
(3/3)
Manta Ray can't attack unless defending player controls an Island. Manta Ray can't be blocked except by blue creatures. When you control no Islands, sacrifice Manta Ray.
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Manta Riders
 ( 1)
Creature — Merfolk
(1/1)
: Manta Riders gains flying until end of turn.
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Manticore Eternal
   ( 5)
Creature — Zombie Manticore
(5/4)
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.) Manticore Eternal attacks each combat if able.
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Manticore of the Gauntlet
  ( 5)
Creature — Manticore
(5/4)
When Manticore of the Gauntlet enters the battlefield, put a -1/-1 counter on target creature you control. Manticore of the Gauntlet deals 3 damage to target opponent or planeswalker.
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Mantis Engine
 ( 5)
Artifact Creature — Insect
(3/3)
: Mantis Engine gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
: Mantis Engine gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
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Mantle of Leadership
  ( 2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Whenever a creature enters the battlefield, enchanted creature gets +2/+2 until end of turn.
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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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Map the Wastes
  ( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. 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 their library.
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Maralen of the Mornsong Avatar
( 0)
Vanguard
(+0/-3)
At the beginning of the game, you may pay any amount of life. You can't draw cards. At the beginning of your draw step, look at the top X cards of your library, where X is the amount of life paid with Maralen of the Mornsong Avatar. Put one of them into your hand, then shuffle your library.
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Marang River Prowler
  ( 3)
Creature — Human Rogue
(2/1)
Marang River Prowler can't block and can't be blocked. You may cast Marang River Prowler from your graveyard as long as you control a black or green permanent.
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Marath, Will of the Wild
   ( 3)
Legendary Creature — Elemental Beast
(0/0)
Marath, Will of the Wild enters the battlefield 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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Marauder's Axe
 ( 2)
Artifact — Equipment
Equipped creature gets +2/+0. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Marauding Boneslasher
  ( 3)
Creature — Zombie Minotaur
(3/3)
Marauding Boneslasher can't block unless you control another Zombie.
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Marauding Knight
   ( 4)
Creature — Zombie Knight
(2/2)
Protection from white Marauding Knight gets +1/+1 for each Plains your opponents control.
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Marauding Looter
   ( 4)
Creature — Human Pirate
(4/3)
Raid — At the beginning of your end step, if you attacked with a creature this turn, you may draw a card. If you do, discard a card.
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Marauding Maulhorn
   ( 4)
Creature — Beast
(5/3)
Marauding Maulhorn attacks each combat if able unless you control a creature named Advocate of the Beast.
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Maraxus
( 0)
Vanguard
(+1/+2)
Creatures you control get +1/+0.
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Maraxus of Keld
   ( 6)
Legendary Creature — Human Warrior
(*/*)
Maraxus of Keld's power and toughness are each equal to the number of untapped artifacts, creatures, and lands you control.
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Marble Diamond
 ( 2)
Artifact
Marble Diamond enters the battlefield tapped. : Add .
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Marble Priest
 ( 5)
Artifact Creature — Cleric
(3/3)
All Walls able to block Marble Priest do so. Prevent all combat damage that would be dealt to Marble Priest by Walls.
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Marble Titan
  ( 4)
Creature — Giant
(3/3)
Creatures with power 3 or greater don't untap during their controllers' untap steps.
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March from the Tomb
   ( 5)
Sorcery
Return any number of target Ally creature cards with total converted mana cost 8 or less from your graveyard to the battlefield.
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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 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 converted mana cost. (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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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 Marchesa's Decree enters the battlefield, 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 Marchesa's Infiltrator 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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Mardu Ascendancy
   ( 3)
Enchantment
Whenever a nontoken creature you control attacks, create a 1/1 red Goblin creature token that's tapped and attacking. Sacrifice Mardu Ascendancy: Creatures you control get +0/+3 until end of turn.
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Mardu Blazebringer
  ( 3)
Creature — Ogre Warrior
(4/4)
When Mardu Blazebringer attacks or blocks, sacrifice it at end of combat.
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Mardu Charm
   ( 3)
Instant
Choose one — • Mardu Charm deals 4 damage to target creature. • Create two 1/1 white Warrior creature tokens. They gain first strike until end of turn. • Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
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Mardu Hateblade
 ( 1)
Creature — Human Warrior
(1/1)
: Mardu Hateblade gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
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Mardu Heart-Piercer
  ( 4)
Creature — Human Archer
(2/3)
Raid — When Mardu Heart-Piercer enters the battlefield, if you attacked with a creature this turn, Mardu Heart-Piercer deals 2 damage to any target.
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Mardu Hordechief
  ( 3)
Creature — Human Warrior
(2/3)
Raid — When Mardu Hordechief enters the battlefield, if you attacked with a creature this turn, create a 1/1 white Warrior creature token.
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Mardu Roughrider
    ( 5)
Creature — Orc Warrior
(5/4)
Whenever Mardu Roughrider attacks, target creature can't block this turn.
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Mardu Runemark
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has first strike as long as you control a white or black permanent.
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Mardu Scout
  ( 2)
Creature — Goblin Scout
(3/1)
Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Mardu Shadowspear
 ( 1)
Creature — Human Warrior
(1/1)
Whenever Mardu Shadowspear attacks, each opponent loses 1 life. Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Mardu Skullhunter
  ( 2)
Creature — Human Warrior
(2/1)
Mardu Skullhunter enters the battlefield tapped. Raid — When Mardu Skullhunter enters the battlefield, if you attacked with a creature this turn, target opponent discards a card.
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Mardu Strike Leader
  ( 3)
Creature — Human Warrior
(3/2)
Whenever Mardu Strike Leader attacks, create a 2/1 black Warrior creature token. Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Mardu Woe-Reaper
 ( 1)
Creature — Human Warrior
(2/1)
Whenever Mardu Woe-Reaper or another Warrior enters the battlefield under your control, you may exile target creature card from a graveyard. If you do, you gain 1 life.
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Marhault Elsdragon
    ( 6)
Legendary Creature — Elf Warrior
(4/6)
Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)
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Marionette Master
   ( 6)
Creature — Human Artificer
(1/3)
Fabricate 3 (When this creature enters the battlefield, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens.) Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to Marionette Master's power.
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Marjhan
   ( 7)
Creature — Serpent
(8/8)
Marjhan doesn't untap during your untap step.  , Sacrifice a creature: Untap Marjhan. Activate this ability only during your upkeep.
Marjhan can't attack unless defending player controls an Island.  : Marjhan gets -1/-0 until end of turn and deals 1 damage to target attacking creature without flying.
When you control no Islands, sacrifice Marjhan.
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Mark for Death
  ( 4)
Sorcery
Target creature an opponent controls blocks this turn if able. Untap that creature. Other creatures that player controls can't block this turn.
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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 Mark of Fury 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 Mark of the Oni.
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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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Marked by Honor
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has vigilance. (Attacking doesn't cause it to tap.)
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Marker Beetles
   ( 3)
Creature — Insect
(2/3)
When Marker Beetles dies, target creature gets +1/+1 until end of turn. , Sacrifice Marker Beetles: Draw a card.
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Farm // Market (Market)
  ( 3)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Draw two cards, then discard two cards.
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Market Festival
  ( 4)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
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Markov Blademaster
   ( 3)
Creature — Vampire Warrior
(1/1)
Double strike Whenever Markov Blademaster deals combat damage to a player, put a +1/+1 counter on it.
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Markov Crusader
  ( 5)
Creature — Vampire Knight
(4/3)
Lifelink Markov Crusader has haste as long as you control another Vampire.
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Markov Dreadknight
   ( 5)
Creature — Vampire Knight
(3/3)
Flying  , Discard a card: Put two +1/+1 counters on Markov Dreadknight.
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Markov Patrician
  ( 3)
Creature — Vampire
(3/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Markov Warlord
  ( 6)
Creature — Vampire Warrior
(4/4)
Haste When Markov Warlord enters the battlefield, up to two target creatures can't block this turn.
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Maro
   ( 4)
Creature — Elemental
(*/*)
Maro's power and toughness are each equal to the number of cards in your hand.
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Maro Avatar
( 0)
Vanguard
(+2/-7)
Tap an untapped creature you control, Discard a card: Target creature you control gets +X/+X until end of turn, where X is the number of cards in your hand.
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Marrow Bats
  ( 5)
Creature — Bat Skeleton
(4/1)
Flying Pay 4 life: Regenerate Marrow Bats.
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Marrow Chomper
   ( 5)
Creature — Zombie Lizard
(3/3)
Devour 2 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with twice that many +1/+1 counters on it.) When Marrow Chomper enters the battlefield, you gain 2 life for each creature it devoured.
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Marrow Shards
 ( 1)
Instant
( can be paid with either or 2 life.) Marrow Shards deals 1 damage to each attacking creature.
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Marrow-Gnawer
   ( 5)
Legendary Creature — Rat Rogue
(2/3)
Rat creatures have fear. (They can't be blocked except by artifact creatures and/or black creatures.) , Sacrifice a Rat: Create X 1/1 black Rat creature tokens, where X is the number of Rats you control.
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Marsh Boa
 ( 1)
Creature — Snake
(1/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Marsh Casualties
  ( 2)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Creatures target player controls get -1/-1 until end of turn. If this spell was kicked, those creatures get -2/-2 until end of turn instead.
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Marsh Crocodile
   ( 4)
Creature — Crocodile
(4/4)
When Marsh Crocodile enters the battlefield, return a blue or black creature you control to its owner's hand. When Marsh Crocodile enters the battlefield, each player discards a card.
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Marsh Flats
( 0)
Land
, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle your library.
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Marsh Flitter
  ( 4)
Creature — Faerie Rogue
(1/1)
Flying When Marsh Flitter enters the battlefield, create two 1/1 black Goblin Rogue creature tokens. Sacrifice a Goblin: Marsh Flitter has base power and toughness 3/3 until end of turn.
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Marsh Gas
 ( 1)
Instant
All creatures get -2/-0 until end of turn.
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Marsh Goblins
  ( 2)
Creature — Goblin
(1/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Marsh Lurker
  ( 4)
Creature — Beast
(3/2)
Sacrifice a Swamp: Marsh Lurker gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Marsh Threader
  ( 2)
Creature — Kor Scout
(2/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Marsh Viper
  ( 4)
Creature — Snake
(1/2)
Whenever Marsh Viper deals damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.)
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Marshaling Cry
   ( 3)
Sorcery
Creatures you control get +1/+1 and gain vigilance until end of turn. Cycling ( , Discard this card: Draw a card.) Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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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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