9744 cards found
Magma Spray

Magma Spray {R}

Instant
Magma Spray deals 2 damage to target creature. If that creature would die this turn, exile it instead.
Burial rites as a tradition have not evolved among the cultures of Jund, and it's easy to see why.
  • Alara
Magmatic Cache

Magmatic Cache {R}

Sorcery
As an additional cost to cast this spell, sacrifice a land and discard a card.
Draw three cards.
Past the blinding ash storms, the flowing lava fields, the shattered landscape, and the rage of the angels lay the treasures of a fallen age.
  • Descent from the Highlands
Magmatic Ravager

Magmatic Ravager {4}{R}{R}

Creature - Elemental
Trample
When Magmatic Ravager enters, two target lands you control don't untap during your next untap step.
6/6
  • Zero
Magmatic Violator

Magmatic Violator {2}{B}{R}

Creature - Elemental
Haste
When Magmatic Violator enters, target opponent sacrifices a creature.
At the beginning of the end step, sacrifice Magmatic Violator.
4/1
  • Alara
Magnificent Liturgy

Magnificent Liturgy {3}{U}

Sorcery
Tap up to two target creatures an opponent controls. Those creatures don't untap during their controller's next untap step.
Create an Idol token. (It's an artifact with “{1}, Sacrifice this artifact: Put a +1/+1 counter on target creature. Activate only as a sorcery.”)
  • Goliaths of Nangjiao
Magnificent Palace

Magnificent Palace

Land
Magnificent Palace enters tapped.
As Magnificent Palace enters, choose two colors.
{T}: Add one mana of any of the chosen colors.
  • Seasons of War
Magus Aspirant

Magus Aspirant {2}{U}{R}

Creature - Human Wizard
Prowess
When Magus Aspirant enters, you may search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle.
Aspiring to greatness, one musty tome at a time.
2/2
  • Zero
Magus of Memories

Magus of Memories {4}{U}{R}

Creature - Human Wizard
At the beginning of your upkeep, if five or more instant and/or sorcery cards are in your graveyard, return target instant or sorcery card at random from your graveyard to your hand.
4/5
  • Aftermath
Mahara Angel

Mahara Angel {3}{B}

Creature - Angel Cleric
Flying
{1}, Sacrifice a creature: Mahara Angel gets +1/+1 until end of turn.
Mahara asks for but one simple thing: your unwavering devotion.
3/2
  • Alkabah
Mahara Enforcer

Mahara Enforcer {1}{W}

Creature - Nephilim Soldier
Lifelink
{3}{W}: Mahara Enforcer gets +3/+3 until end of turn. Activate only once each turn and only if you control another Angel or Nephilim.
“Avaz heats the crucibles of war to their breaking point. Cool heads and colder steel alone will prevail.”
2/2
  • Alkabah: The Rise of Soli
Mahara Vanguard

Mahara Vanguard {1}{W}{B}

Creature - Human Scout Soldier
Whenever Mahara Vanguard attacks, Soldiers you control get +1/+0 and gain menace until end of turn.
“The battles today mean more than just a single victory. With each conflict, Mahara grows stronger and peace can come to Kaneh.”
—Siaveed, Commander of Armies
2/2
  • Alkabah
Maiden of the Daffodils

Maiden of the Daffodils {2}{G}

Creature - Dryad
When Maiden of the Daffodils dies, you may return target land card from your graveyard to the battlefield.
She watches the flowers in life, and they welcome her in death.
2/3
  • Goliaths of Nangjiao
Main Role Maiden

Main Role Maiden {G}{U}{R}

Creature - Construct Noble
Whenever you cast a spell with mana value 4 or greater, create a Treasure token. If that spell's mana value is 6 or greater, draw a card. If that spell's mana value is 8 or greater, Main Role Maiden deals 4 damage to each creature and planeswalker you don't control.
3/3
  • The Stage Presents: The Neverending Act
Majestic Dominion

Majestic Dominion

Land - Plains Swamp Forest
({T}: Add {W}, {B}, or {G}.)
Majestic Dominion enters tapped.
Usona was absolutely drowning in monuments to wars, to heroes, and to the dead, each long forgotten despite the best efforts of those memorials.
Majestic Garrison

Majestic Garrison {3}{W}

Creature - Wall
Flash
Defender
When Majestic Garrison enters, another target creature you control gains indestructible until end of turn.
“I wonder what threats forced you to create something as impregnable as this.”
—Gallord, to Allagras
0/6
  • Aftermath
Majestic Hippocamp

Majestic Hippocamp {1}{U}

Enchantment Creature - Fish Horse
Flash (You may cast this spell any time you could cast an instant.)
When Majestic Hippocamp enters, target creature gets -2/-0 until end of turn.
“Back when I walked behind the waters, I even saw a hippocampus without its fins or tail. Imagine!”
—Myrmidon
2/1
  • Elmare: Into the Abyss
Majestic Monitor

Majestic Monitor {2}{R}

Creature - Lizard
First strike
When Majestic Monitor enters, if you control a legendary creature, creatures you control get +1/+0 and gain haste until end of turn.
2/1
  • Surging Tide
Majestic Nauticorn

Majestic Nauticorn {4}{W}

Enchantment Creature - Fish Unicorn
Majestic Nauticorn has first strike as long as it's attacking.
Cycling {W} ({W}, Discard this card: Draw a card.)
A Coralight knight is nothing without their noble steed.
4/3
  • Elmare: Into the Abyss
Major General Explorer

Major General Explorer {6}{W}

Creature - Human Soldier
This spell costs {X} less to cast, where X is the number of creatures you control.
Vigilance
He possesses information vegetable, animal, and mineral.
3/5
  • Love Song
Make Way

Make Way {1}{R}

Enchantment - Aura
Enchant creature
When Make Way enters, draw a card.
Enchanted creature can't block.
Naya's behemoths are, by definition, movers and shakers.
  • Alara
Make a Plan

Make a Plan {2}{G}

Sorcery
Create a tapped Plains token, Island token, Swamp token, Mountain token, or Forest token.
Compose (Then if you cast this from your hand, exile it and create a Saga token with “r3—You may cast a copy of this card from exile without paying its mana cost.”)
  • The Stage Presents: The Neverending Act
Make an Entrance

Make an Entrance {R}

Instant
Target creature gains haste until end of turn. Make an Entrance deals 2 damage to up to one target creature.
  • High Noon
Make or Break

Make or Break {1}{B}

Sorcery
Target player discards two cards unless they discard a noncreature, nonland card.
There were no more distractions to shield her. All Tahti'd had, known, and planned was gone. First came the fear, cold and screaming and empty... but then, from somewhere deep, a quiet thought: “Then find something else.”
  • Lovi Awoken
Makeshift Quarters

Makeshift Quarters {1}{W}

Sorcery
You gain 4 life.
Recruit. (Create a 0/0 white Soldier Army creature token, then put a +1/+1 counter on each Army you control.)
Mahara's rules of engagement require resting exactly once a day.
  • Alkabah
Makeup Call

Makeup Call {1}{B}

Instant
Remove all counters from target permanent with counters. If it's a creature or enchantment, destroy it.
She applied more and more to cover the scar, with every layer only highlighting the ugliness more and more.
  • Karina's Explorations