25508 cards found
Midnight Covenant

Midnight Covenant {1}{B}

Enchantment - Aura
Enchant creature
Enchanted creature has "{B}: This creature gets +1/+1 until end of turn."
"Not all mortals fought the kami. The ogres revered the oni, while some humans made pacts based upon empty promises."
—The History of Kamigawa
  • Champions of Kamigawa
Midnight Crusader Shuttle

Midnight Crusader Shuttle {4}

Artifact - Vehicle
Midnight Entity — Whenever Midnight Crusader Shuttle attacks, defending player faces a villainous choice — That player sacrifices a creature, or you gain control of a creature of your choice that player controls until end of turn. If you gain control of a creature this way, tap it, and it's attacking that player.
Crew 2
3/4
  • Doctor Who 179 784
Midnight Duelist

Midnight Duelist {W}

Creature - Human Soldier
Protection from Vampires
Avacyn's return did not rid him of his desire for revenge.
1/2
  • Avacyn Restored
Midnight Entourage

Midnight Entourage {2}{B}{B}

Creature - Aetherborn Rogue
Other Aetherborn you control get +1/+1.
Whenever Midnight Entourage or another Aetherborn you control dies, you draw a card and you lose 1 life.
3/3
Midnight Guard

Midnight Guard {2}{W}

Creature - Human Soldier
Whenever another creature enters the battlefield, untap Midnight Guard.
"When you're on watch, no noise is harmless and no shadow can be ignored."
—Olgard of the Skiltfolk
2/3
Midnight Haunting

Midnight Haunting {2}{W}

Instant
Create two 1/1 white Spirit creature tokens with flying.
The path back to the world of the living is murky and bewildering. A geist may not even realize that it's terrifying its own loved ones.
Midnight Oil

Midnight Oil {2}{B}{B}

Enchantment
Midnight Oil enters the battlefield with seven hour counters on it.
At the beginning of your draw step, draw an additional card and remove two hour counters from Midnight Oil.
Your maximum hand size is equal to the number of hour counters on Midnight Oil.
Whenever you discard a card, you lose 1 life.
Midnight Pathlighter

Midnight Pathlighter {2}{W}{U}

Creature - Human Wizard
Creatures you control can't be blocked except by legendary creatures.
Whenever one or more creatures you control deal combat damage to a player, venture into the dungeon.
2/3
Related cards: Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation
  • Forgotten Realms Commander 52 322
Midnight Reaper

Midnight Reaper {2}{B}

Creature - Zombie Knight
Whenever a nontoken creature you control dies, Midnight Reaper deals 1 damage to you and you draw a card.
No one welcomes his visit, yet all must grant him tribute.
3/2
Related card: Raddic, Tal Zealot
Midnight Recovery

Midnight Recovery {3}{B}

Sorcery
Return target creature card from your graveyard to your hand.
Cipher
  • Gatecrash
Midnight Ritual

Midnight Ritual {X}{2}{B}

Sorcery
Exile X target creature cards from your graveyard. For each creature card exiled this way, create a 2/2 black Zombie creature token.
Bury old friends deeply, lest they return bearing worms.
Midnight Scavengers
Chittering Host

Midnight Scavengers {4}{B}

Creature - Human Rogue
When Midnight Scavengers enters the battlefield, you may return target creature card with mana value 3 or less from your graveyard to your hand.
3/3
Card has other part: Chittering Host
Related card: Graf Rats
Midvast Protector

Midvast Protector {3}{W}

Creature - Human Wizard
When Midvast Protector enters the battlefield, target creature you control gains protection from the color of your choice until end of turn.
"I cultivated my faith in Avacyn despite meager returns. Now my faith is repaid."
2/3
  • Avacyn Restored
Might Beyond Reason

Might Beyond Reason {3}{G}

Instant
Put two +1/+1 counters on target creature.
Delirium — Put three +1/+1 counters on that creature instead if there are four or more card types among cards in your graveyard.
  • Shadows over Innistrad
Might Makes Right

Might Makes Right {5}{R}

Enchantment
At the beginning of combat on your turn, if you control each creature on the battlefield with the greatest power, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
An oath of fealty sworn with a handshake.
  • Magic 2015
Might Sliver

Might Sliver {4}{G}

Creature - Sliver
All Sliver creatures get +2/+2.
"The colossal thing rumbled over the ridge, tree husks crumbling before it. The ones we were already fighting howled as it came, their muscles suddenly surging, and we knew it was time to flee."
—Llanach, Skyshroud ranger
2/2
Might Weaver

Might Weaver {1}{G}

Creature - Human Wizard
{2}: Target red or white creature gains trample until end of turn.
"Let my strength harden your resolve."
2/1
Might of Alara

Might of Alara {G}

Instant
Domain — Target creature gets +1/+1 until end of turn for each basic land type among lands you control.
The combined strength of all five planes spawned creations none had seen before.
  • Conflux
Might of Murasa

Might of Murasa {1}{G}

Instant
Kicker {2}{G}
Target creature gets +3/+3 until end of turn. If this spell was kicked, that creature gets +5/+5 until end of turn instead.
The continent of Murasa is defined by irrepressible growth, both natural and otherwise.
  • Zendikar Rising
Might of Oaks

Might of Oaks {3}{G}

Instant
Target creature gets +7/+7 until end of turn.
May your weapon be no sword forged. May your armor be no metal wrought.
—Elvish saying
Might of Old Krosa

Might of Old Krosa {G}

Instant
Target creature gets +2/+2 until end of turn. If you cast this spell during your main phase, that creature gets +4/+4 until end of turn instead.
Sometimes even humble forest creatures were gifted with mighty emanations from the past.
Might of the Ancestors

Might of the Ancestors {2}{W}

Enchantment
At the beginning of combat on your turn, target creature you control gets +2/+0 and gains vigilance until end of turn.
Malamet histories speak of a time when they were not yet confined to mortal bodies and existed as ferocity unrestrained.
  • The Lost Caverns of Ixalan
Might of the Masses

Might of the Masses {G}

Instant
Target creature gets +1/+1 until end of turn for each creature you control.
The Joraga elves never need ask a troll to leave their territory. They merely grant it their combined strength, and it can't resist embarking on a merry rampage.
Might of the Nephilim

Might of the Nephilim {1}{G}

Instant
Target creature gets +2/+2 until end of turn for each of its colors.
"Send a runner to Tin Street, and tell 'em the delivery has been . . . uh . . . held up."
—Bonmod, caravan rear guard
  • Dissension
Might of the Old Ways

Might of the Old Ways {1}{G}

Instant
Target creature gets +2/+2 until end of turn.
Coven — Then if you control three or more creatures with different powers, draw a card.
Brimming with power from their disrupted ritual, the Dawnhart witches lashed out at the werewolf intruders.