8596 cards found
Mid-Autumn Celebrants

Mid-Autumn Celebrants {3}{G/W}

Creature - Panda Bear Monk
Vigilance
When Mid-Autumn Celebrants enters, create a 2/2 white Panda Bear Monk creature token with vigilance.
“Well-learned are the Panju of the wolf pack's lessons of unity.”
—Xiong Mao
2/2
  • Panxiou
Midnight Fright

Midnight Fright {2}{B}{B}

Sorcery
Target opponent discards two cards, then sacrifices a creature.
  • High Noon
Midnight Gaze

Midnight Gaze {3}{B}

Instant
Look at the top two cards of your library. You may shuffle.
Draw two cards. You lose 2 life.
“The sun shows warm lies like a mother too soft to wean its child from hope. Scry in moonlight, see, suffer, and grow.”
  • Glacia: Hail to the Queen
Midnight Predator

Midnight Predator {2}{G}{G}

Creature - Wolf
Flash
“I do not fear the dark. I fear what lurks within it.”
— Kuan, the Wildwalker
4/4
  • Goliaths of Nangjiao
Midnight Stalking

Midnight Stalking {4}{B}

Sorcery
Harvest (You may tap any number of creatures you control as you cast this spell. If you do, reduce this spell's mana cost by their total power.)
Destroy target creature.
Thomas was quick to boast during the day and quicker to run off scared during the night.
  • Harvest Festival
Midnight Vagrant

Midnight Vagrant {2}{B}{B}

Creature - Bear Rogue
Whenever you cast a spell from exile, put two +1/+1 counters on Midnight Vagrant. It gains menace until end of turn.
{1}{B}{B}: Exile the top card of target opponent's library. You may play that card during any turn you attacked with a Rogue, and you may spend mana as though it were mana of any color to cast it. Activate only as a sorcery.
2/2
  • Adventurers of Onora
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
Midnight's Pale Moon

Midnight's Pale Moon {2}{B}{B}

Sorcery
Each player loses 2 life, discards two cards, sacrifices two creatures, then sacrifices two lands.
  • Imperial Legacies
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
Might of All

Might of All {3}{W}{W}

Sorcery
Creatures you control gain flying until end of turn if you control a creature with flying. The same is true for first strike, double strike, haste, hexproof, indestructible, lifelink, trample, vigilance, and prowess.
  • Zero
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
Mightlight

Mightlight {2}{G}

Instant
Reveal the bottom two cards of your library. You may put one of those cards into your hand. If you do, target creature gets +X/+X until end of turn, where X is that card's mana value.
  • Oirohpo
Mighty

Mighty {2}{R}

Sorcery
Until end of turn, target creature gains double strike and damage dealt by it can't be prevented.
Fuse (You may cast one or both halves of this card from your hand.)
Card has other part: High
  • Oirohpo
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 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.
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.
You gain 5 life.
Destroy all nonlegendary creatures.
  • Adventurers of Onora
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
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