[+1]: Scry 2. Whenever one or more creatures you control deal combat damage to a player this turn, draw a card. [–2]: Create a token that's a copy of target creature you control, except the token is 4/4 and has vigilance. [–7]: You get an emblem with “At the beginning of your draw step, draw two additional cards” and “Creatures you control get +1/+1 for each card you've drawn this turn.”
Choose one — • Counter target spell unless its controller pays {2}. • Change the target of target spell with a single target unless that spell's controller pays {2}.
Slipstream (This creature can't be blocked as long as only creatures with slipstream are attacking.) Whenever Manipulator of Waves attacks, mill three cards. Then create a 0/0 blue Elemental Serpent creature token with “This creature gets +1/+1 for each five cards in your graveyard.”
Deception {2}{U}{U}({2}{U}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) As long as it's your turn, Marilye is a 3/2 Elf Rogue creature with hexproof and indestructible. [+1]: Tap target permanent. It doesn't untap during its controller's next untap step. [–2]: Exile the top five cards of target opponent's library. You may cast any number of cards exiled this way with total mana value less than or equal to the amount of damage dealt to them this turn without paying their mana costs.
You may spend mana as if it was mana of any color to cast cards exiled with Marilye. [+1]: Exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards. [–3]: Exile target creature. You may cast that card. If you don't, return it to its owner's hand. [–7]: Gain control of up to five target nonland permanents.
{X}{U}{U}: Marine Monster can't be blocked by creatures with mana value X or less this turn.
“It's not much use to build a boat when you can train a monster to carry you. Maybe that's why they don't build much of anything?” —Karina Oblay, field notes
Whenever Marshback Knights becomes the target of a spell or ability an opponent controls, counter it unless they pay {3}. {1}{U}: Marshback Knights gains flying until end of turn.
When Marshcroaker Coaching enters, create three 1/1 blue Frog creature tokens. Frogs you control have “{T}: Target creature gains flying until end of turn.”
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Martoob Watershaper enters, tap target creature. It doesn't untap during its controller's next untap step.
Masked Impersonator can't be blocked. Art of war — At the beginning of your end step, if Masked Impersonator dealt damage to an opponent this turn, you may have it become a copy of target creature you control except it has this ability.
Whenever another creature enters, Masquerading Bohemian becomes a copy of that creature except it's a Noble in addition to its other types and it has this ability.
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.
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.
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.