11976 cards found
Midnight Visitor

Midnight Visitor {4}{U}

Creature - Spirit
Flying
When Midnight Visitor enters, you may return target creature to its owner's hand.
With each passing night, the shadows of the future they foretold grew darker.
3/2
  • The Empty Throne of Feanav
Midwife to the World

Midwife to the World {1}{G}

Legendary Creature - Elemental
{T}, Mill a card: Add {G}.
{X}{U}{B}, {T}, Exile a permanent card with mana value X from your graveyard: Create a tapped token that's a copy of it, except it's an X/X Elemental creature in addition to its other types.
Veronia's overflowing vitality makes every part of the plane a fertile womb.
1/2
  • MSEM Masters: Legends
Miede-District Alchemist

Miede-District Alchemist {2}{R}

Creature - Human Wizard
When Miede-District Alchemist enters, add {R}{R}{R}.
Paranoia {1}{R} (You may cast this spell for its paranoia cost when a permanent you control leaves the battlefield.)
1/1
  • Kaleidoscope
Miede-District Enforcer

Miede-District Enforcer {3}{R}

Creature - Human Soldier
Haste
{R}, {T}: Miede-District Enforcer deals 2 damage to target creature that entered this turn or player that cast a creature spell this turn.
Paranoia {1}{R} (You may cast this spell for its paranoia cost when a permanent you control leaves the battlefield.)
2/1
  • Kaleidoscope
Mieng of the Pyre Waltz

Mieng of the Pyre Waltz {1}{R}{R}

Legendary Creature - Human Wizard
Golden age (If you cast an instant or sorcery spell, activated a nonmana ability, and attacked this turn, enter a renaissance for this game.)
{1}{R}: Mieng gains flying until end of turn.
Whenever Mieng attacks, create a 4/4 red Dragon creature token with flying that's tapped and attacking. Exile that token at end of combat unless you're in a renaissance.
2/2
  • Nangjiao In Bloom
Mieng, Who Dances With Dragons

Mieng, Who Dances With Dragons {R}

Legendary Creature - Human
Ferocious — Whenever a creature with power 4 or greater you control enters, Mieng, Who Dances With Dragons becomes a 4/4 Dragon creature with flying until end of turn.
2/1
Might of the Modrans

Might of the Modrans {3}{G}

Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3 and has trample.
Tales tell of the Modrans, terrifying servants of the old gods. Some say they still walk the earth, hidden among the Ensouled.
  • Arkadai
Mighty Beetle

Mighty Beetle {2}{G}{G}

Creature - Insect
Flash
When Mighty Beetle enters, you may put two +1/+1 counters on target creature you control.
A show of heroism often encourages others.
2/2
  • Monsters of Chikyu
Mighty Colossus

Mighty Colossus {5}

Artifact Creature - Golem
It doesn't tire, stop or feel. It was built to be the perfect war machine and it accomplished it far too well.
4/5
  • K15 Core Set
Mighty Totem

Mighty Totem {1}

Artifact
When Mighty Totem enters, scry 1.
{1}{G}, Sacrifice Mighty Totem: Target creature gets +3/+3 until end of turn.
  • High Noon
Mighty Xioshu

Mighty Xioshu {4}{G}{G}

Creature - Elk Bear
Golden age (If you cast an instant or sorcery spell, activated a nonmana ability, and attacked this turn, enter a renaissance for this game.)
Mighty Xioshu can't be blocked by creatures with power 2 or less as long as you're in a renaissance.
7/6
  • Nangjiao In Bloom
Migrating Herd

Migrating Herd {3}{G}

Creature - Elk
You may exert Migrating Herd as it attacks. When you do, sacrifice a land and draw a card. (An exerted creature won't untap during your next untap step.)
“Emulating the survival instincts of animals in the Wiedfree has been deemed impossible.”
—Tales of the Wild, Vol. II
4/4
  • End of Wollensie
Mikkino's Climactic Clash

Mikkino's Climactic Clash {3}{W}{W}

Enchantment - Quest
(Add a quest counter as this enters. Sacrifice after 3.)
Whenever you cast a legendary spell, add a quest counter.
1 — Look at the top seven cards of your library. You may reveal up to two legendary cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
2 — You gain 5 life.
3 — Destroy all nonlegendary creatures.
  • Adventurers of Onora
Mikkino, Realized Greatness

Mikkino, Realized Greatness {1}{W}

Legendary Creature - Mouse Knight
Vigilance
Whenever Mikkino becomes blocked by a creature with power 3 or greater, exile that creature.
2/2
Card has other part: Miniscule Mettle
  • Adventurers of Onora
MiliCore Barracks

MiliCore Barracks

Land
MiliCore Barracks enters tapped.
{T}: Add {B} or {R}.
{B}{R}, {T}: Create a Function token with “Deathtouch.” Activate only if an opponent lost life this turn. (It's an enchantment. As you cast an instant or sorcery spell, sacrifice any number of Functions to add their effects to that spell.)
  • Beyond the Blackwall
Militant Arms

Militant Arms {2}{W}

Artifact - Equipment
When Militant Arms enters, create a 1/1 white Human creature token, then attach Militant Arms to it.
Equipped creature gets +2/+1.
Equip {3}
The armor's history drags as a chain and comforts as a blanket.
  • End of Wollensie
Militant Youth

Militant Youth {W}

Creature - Human Warrior
Whenever you gain life, Militant Youth gets +1/+1 until end of turn.
“The path to glory is simple: make sure that no one survives your conviction but you.”
—Aelwen, Crimson Battleguard
2/1
Militant's Standard

Militant's Standard {1}{W}

Artifact - Equipment
When Militant's Standard enters, draw a card if you control a Merfolk.
Equipped creature gets +2/+1.
Equip {2}
It contains the power to command both the tides and the creatures that drive them.
  • Elmare: Into the Abyss
Military Authority

Military Authority {3}{W}

Enchantment - Aura
Enchant creature you control
When Military Authority enters, create two 1/1 white Soldier creature tokens.
Enchanted creature gets +2/+2.
When Akros goes to war, its people follow.
  • Theros Triumphant
Military Gathering

Military Gathering {3}{W}

Enchantment
At the beginning of your upkeep, you gain 1 life for each creature you control.
{3}{W}: Create a 1/1 white Soldier creature token. Activate only if you have the highest life total among all players.
  • Khaliz-Dorahn
Militia Commander

Militia Commander {2}{W}{W}

Creature - Human Peasant Warrior
When Militia Commander enters, create a 1/1 white Peasant creature token.
Other Citizens and Peasants you control get +1/+1.
“Look alive, lads and lasses! Fight for your queen, and your homes!”
3/2
  • Quest for the Roseblade
Militia Surgeon

Militia Surgeon {2}{W}

Creature - Human Soldier
When Militia Surgeon enters, you gain 2 life.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
3/2
  • Feanav: The Apothecary's Progress
Militia's Charge

Militia's Charge {2}{G}

Enchantment - Aura
Flash
Enchant creature you control
Enchanted creature gets +2/+2.
Whenever enchanted creature attacks, if it's a Citizen or Peasant, create a 1/1 white Peasant creature token.
  • The Petals Wilt
Millaray Antillanca

Millaray Antillanca {1}{R}{G}

Legendary Planeswalker - Millaray
At the beginning of your end step, you may mill two cards. If you do, you gain 2 life.
[+1]: You may discard a card. If you do, draw a card.
[–2]: Exile up to six cards from your graveyard. Create a 1/1 red and green Spirit creature token for each two cards exiled this way.
[–6]: You may cast a card from your hand or graveyard without paying its mana cost. If it has {X} in its mana cost, X is 6.
Loyalty:
3
Milunda, Prairie Prince

Milunda, Prairie Prince {2}{W}{B}

Legendary Creature - Horse Knight
Lifelink
When Milunda, Prairie Prince enters, each opponent loses life equal to the number of storied permanents you control and you gain that much life. (Enchantments and legendary permanents are storied.)
3/4
  • Kahembo: Olde Dawn