Master Assassin can't be blocked by creatures with odd mana values. (Zero is even. This creature's mana value is 2.) Whenever you cast a spell during an opponent's turn, put a +1/+1 counter on Master Assassin. You may have it phase out.
Flash When Master Echomage enters, you may cast target instant or sorcery card from your graveyard with mana value X or less without paying its mana cost, where X is the number of Wizards you control. Exile that card instead of putting it into your graveyard as it resolves.
When Master Negotiator enters, you may gain control of target nonland permanent an opponent controls with mana value 2 or less. If you do, its controller may draw a card. Otherwise, you draw a card.
Flying Whenever you cast an instant or sorcery spell from your hand, you may cast an instant or sorcery card with mana value less than or equal to that spell's mana value from your graveyard without paying its mana cost. Exile that card instead of putting it into your graveyard as it resolves.
Creatures you control attacking cause abilities of that creature to trigger as though it entered. {2}{R}{W}: Target creature gains vigilance and haste until end of turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever Master of Ancient Ways mentors a creature, that creature gains double strike until end of turn.
Flash When Master of Disorientation enters, you may choose new targets for target instant or sorcery spell. Then proliferate. (Choose any number of permanents and/or players with counters on them, then give each another counter of each kind already there.)
Whenever a nonbasic nontoken land enters under an opponent's control, create a tapped colorless land token named Fading Rift with “{T}, Sacrifice this land: Add one mana of any color.”
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When Master of Marble Row enters, choose one — • Create a colorless Monument artifact token with “Creatures you control get +1/+1.” • Create a white Cloister enchantment token with “When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.”
You may choose not to untap Master of Minds during your untap step. {T}: Gain control of target creature with mana value X or less for as long as Master of Minds remains tapped, where X is the number of Islands you control.
Trample Disgraced 2 (This enters with two -1/-1 counters. Whenever it deals combat damage to a player, remove all -1/-1 counters from it.) Whenever a creature an opponent controls blocks, Master of No Quarter deals 2 damage to that creature.
You may activate equip abilities any time you could cast an instant if you pay an additional {1} to activate them. Armed — Equipped creatures you control get +1/+1 as long as Master of Steel is equipped.
Whenever you cast a spell, if it isn't your main phase, choose one. This ability triggers only once each turn. • Put a +1/+1 counter on Master of Three Paths. • Tap target creature. • Master of Three Paths phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, you may switch Master of Tranquility's power and toughness until end of turn.
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Master of Winds or another creature with flying you control enters, you may draw a card.
When Master of the Abyss enters, draw two cards, then discard a card. {2}{U}{U}, {T}, Discard two cards: Create an X/X black Horror creature token, where X is the number of cards in your graveyard.