MSEM Masters Cube

MSEM Masters Cube contains 624 cards.
Released: 2022-01-01
Master of Ancient Ways

Master of Ancient Ways {1}{W}{W}

Creature - Human Warrior
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.
3/2
Master of Marble Row

Master of Marble Row {3}{W}{W}

Creature - Human Artificer
When Master of Marble Row enters the battlefield, 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 the battlefield, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.”
3/4
Ostracizer Orb

Ostracizer Orb {1}{W}

Artifact
When Ostracizer Orb enters the battlefield, exile target nonartifact, nonland permanent until Ostracizer Orb leaves the battlefield.
“Take care of the problem for me, won't you dear?”
—Elesh Norn, to her attendant
Out-of-Body Experience

Out-of-Body Experience {W}

Instant
Exile target creature. That creature's controller creates a 1/1 blue Elemental creature token with flying.
“You must have someone with you when you enter the state of kuimi, lest you lose all contact with the earth.”
—Lihuen, elder machi
Paragon of Noon

Paragon of Noon {W}

Creature - Human Warrior
{3}{W}{W}: Put a divinity counter on Paragon of Noon. It gains indestructible.
Whenever Paragon of Noon attacks, if it has a divinity counter on it, search your library for a creature card with mana value 1, put it onto the battlefield tapped and attacking, then shuffle.
2/1
Parish Paragon

Parish Paragon {1}{W}

Creature - Human Cleric
Parish Paragon gets +1/+1 for each creature you control.
All damage that would be dealt to other creatures you control not named Parish Paragon is dealt to Parish Paragon instead.
0/0
Planar Eviction

Planar Eviction {1}{W}{W}

Enchantment
Primal—{W}, Exile a creature you control. (During your turn, you may cast this spell by paying {W} and exiling a creature you control instead of playing a land.)
When Planar Eviction enters the battlefield, exile another target nonland permanent until Planar Eviction leaves the battlefield.
Queen Hannaru
Hannaru the Conqueror

Queen Hannaru {1}{W}{W}

Legendary Creature - Human Noble Soldier
Whenever Queen Hannaru enters the battlefield or attacks, put a +1/+1 counter on another target creature you control.
At the beginning of your upkeep, if there are four or more +1/+1 counters among creatures you control, you may transform Queen Hannaru.
3/3
Card has other part: Hannaru the Conqueror
Hannaru the Conqueror
Queen Hannaru

Hannaru the Conqueror

Legendary Creature - God
(Color indicator: Hannaru the Conqueror is white)
Indestructible
Whenever Hannaru the Conqueror attacks, put a +1/+1 counter on each creature you control.
4/4
Card has other part: Queen Hannaru
Refulgent Rupture

Refulgent Rupture {2}{W}{W}

Sorcery
Destroy all monocolored creatures.
“Give to us all the resolve needed to purify Mious. Give me the strength to atone for my sins.”
—Bahum, praying to Bahet
Sandstreamer

Sandstreamer {W}{W}

Creature - Spirit
Flash
Flying
When Sandstreamer enters the battlefield, target permanent gains indestructible until end of turn.
2/2
Scion of Storms

Scion of Storms {3}{W}{W}

Creature - Elemental Avatar
Vigilance
When Scion of Storms enters the battlefield, create a 2/2 white Elemental creature token with flying.
Whenever a Plains enters the battlefield under your control, you may aetherize Scion of Storms. (To aetherize, create a token that's a copy of it, then exile that token.)
5/5
Seto San, the Dragonblade

Seto San, the Dragonblade {1}{W}{W}

Legendary Planeswalker - Seto
As long as it's your turn, Seto San is a 3/3 Human Warrior creature with indestructible.
[+1]: Up to one target creature you control gains lifelink until end of turn.
[0]: Create a 1/1 white Warrior creature token.
[–X]: Search your library for an Aura or Equipment card with mana value X and put it onto the battlefield, then shuffle.
Loyalty:
3
Seto San, the Sacred Hand

Seto San, the Sacred Hand {3}{W}{W}

Legendary Planeswalker - Seto
[+1]: Create two 1/1 white Warrior creature tokens. You gain 2 life.
[–2]: Destroy each creature with the greatest power or tied for the greatest power among creatures on the battlefield.
[–5]: Creatures you control get +X/+X and gain lifelink until end of turn, where X is the number of creatures you control.
Loyalty:
3
Setting Sun

Setting Sun {2}{W}{W}

Sorcery
Destroy all creatures.
“Everywhere else, sundowns in the wild are a thing of beauty. Here on Daisite, it means you didn't ride fast enough.”
—Azun, Sheriff of Daisite
Sire of Empires

Sire of Empires {1}{W}{W}

Creature - Lammasu
Flying
Sire of Empires gets +1/+1 as long as you control another creature, has lifelink as long as you control an enchantment, and has vigilance as long as you control an artifact.
3/3
Strayseeker Ranger

Strayseeker Ranger {2}{W}{W}

Creature - Human Soldier Ranger
When Strayseeker Ranger enters the battlefield, search your library for a creature card with mana value 2 or less, reveal it, put it into your hand, then shuffle.
Recite {W}{W} (You may cast this creature from your graveyard for its recite cost. If you do, exile it when it enters the battlefield or if it would leave the battlefield.)
3/2
Sworn Cohort

Sworn Cohort {1}{W}

Creature - Human Samurai
First strike
When Sworn Cohort dies, you may search your library for a legendary card, reveal it, put it into your hand, then shuffle.
2/2
Tenuous Existence

Tenuous Existence {1}{W}

Instant
Choose one —
• Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
• Until end of turn, if a creature would enter the battlefield and it wasn't cast, exile it instead.
Flashback {1}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Theocracy

Theocracy {1}{W}{W}

Enchantment - Discovery
(As this Discovery enters and after your draw step, add a progress counter. Stop after you've discovered.)
I, II — Look at the top five cards of your library. Put up to one creature card with mana value 2 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Discovery — At the beginning of combat on your turn, tap target creature an opponent controls.
Trident of Benediction

Trident of Benediction {2}{W}

Artifact - Equipment
When Trident of Benediction enters the battlefield, create two 1/1 white Merfolk creature tokens.
Equipped creature has vigilance and “Whenever this creature attacks or blocks, creatures you control get +1/+1 until end of turn.”
Equip {2}
Turela, Defiant Angel

Turela, Defiant Angel {2}{W}{W}

Legendary Creature - Angel
Flash
Flying
When Turela, Defiant Angel enters the battlefield, exile all other creatures you control. Return them to the battlefield under their owner's control at the beginning of the next end step.
4/4
Unending Armies

Unending Armies {3}{W}{W}

Sorcery
Create three 1/1 colorless Servo artifact creature tokens.
Exile Unending Armies. At the beginning of your upkeep, if you have more life than each opponent, you may cast it without paying its mana cost. Otherwise, put it into your graveyard.
Valtrian Cavalier

Valtrian Cavalier {W}{W}

Creature - Human Knight
Motivate 1 (When this creature enters the battlefield, you may motivate target creature with less power than this by putting a +1/+1 counter on it.)
{2}{W}{W}: Exile Valtrian Cavalier, then return it to the battlefield under your control.
3/1
Waxing Angel

Waxing Angel {W}

Creature - Angel
Flying, lifelink
At the beginning of each end step, if you gained 3 or more life this turn, choose one —
• Put a +1/+1 counter on Waxing Angel.
• Exile target artifact or enchantment.
1/1