33454 cards found
Mischievous Catgeist
Catlike Curiosity

Mischievous Catgeist {1}{U}

Creature - Cat Spirit
Whenever this creature deals combat damage to a player, draw a card.
Disturb {2}{U}
"I never get any knitting done, but I don't entirely mind."
—Lorn, Lambholt innkeeper
1/1
Card has other part: Catlike Curiosity
Related card: Mischievous Catgeist (Alchemy)
Mischievous Catgeist (Alchemy)
Catlike Curiosity (Alchemy)

Mischievous Catgeist (Alchemy) {1}{U}

Creature - Cat Spirit
Whenever Mischievous Catgeist deals combat damage to a player, draw a card.
Disturb {1}{U}
1/1
Card has other part: Catlike Curiosity (Alchemy)
Related card: Mischievous Catgeist
  • Innistrad: Crimson Vow
Mischievous Chimera

Mischievous Chimera {U}{R}

Enchantment Creature - Chimera
Flying
Whenever you cast your first spell during each opponent's turn, this creature deals 1 damage to each opponent. Scry 1.
Some curiosities are best left alone.
2/2
  • Theros Beyond Death
Mischievous Lookout

Mischievous Lookout {W}{B}

Enchantment Creature - Rat Glimmer
Once during each of your turns, you may cast a noncreature, non-Aura permanent spell from your graveyard. If you do, it perpetually becomes a 2/1 Rat creature in addition to its other types.
2/1
  • Alchemy: Duskmourn
Mischievous Mystic

Mischievous Mystic {1}{U}

Creature - Human Wizard
Flying
Whenever you draw your second card each turn, create a 1/1 blue Faerie creature token with flying.
"Don't worry about where they're taking me. The more pressing question is, why aren't they taking you?"
2/1
  • Foundations
Mischievous Poltergeist

Mischievous Poltergeist {2}{B}

Creature - Spirit
Flying
Pay 1 life: Regenerate this creature.
"The past is a ghost that haunts you from the moment it exists until the moment you don't."
—Gerrard of the Weatherlight
1/1
Mischievous Pup

Mischievous Pup {2}{W}

Creature - Dog
Flash
When this creature enters, return up to one other target permanent you control to its owner's hand.
As far as the dog was concerned, anything that fit in its mouth was a toy.
3/1
Mischievous Quanar

Mischievous Quanar {4}{U}

Creature - Beast
{3}{U}{U}: Turn this creature face down.
Morph {1}{U}{U}
When this creature is turned face up, copy target instant or sorcery spell. You may choose new targets for that copy.
3/3
Misdirection

Misdirection {3}{U}{U}

Instant
You may exile a blue card from your hand rather than pay this spell's mana cost.
Change the target of target spell with a single target.
Mise

Mise {U}

Instant
Choose a nonland card name, then reveal the top card of your library. If that card has the chosen name, you draw three cards.
mise 'mīz v [alter. of might as well] (1997) 1: to win when you don't deserve to 2: to top-deck the "tings" you need 3: to be rewarded by an opponent's bad luck 4: to coin a phrase that spreads through the tournament scene like wildfire 5: to fling a monkey 6: to split firewood using a sharp instrument 7: To burn
Misers' Cage

Misers' Cage {3}

Artifact
At the beginning of each opponent's upkeep, if that player has five or more cards in hand, this artifact deals 2 damage to that player.
"Let him be imprisoned while his possessions wander free."
—Suq'Ata legal decree
  • Mirage
Misery Charm

Misery Charm {B}

Instant
Choose one —
• Destroy target Cleric.
• Return target Cleric card from your graveyard to your hand.
• Target player loses 2 life.
  • Onslaught
Misery's Shadow

Misery's Shadow {1}{B}

Creature - Shade
If a creature an opponent controls would die, exile it instead.
{1}: This creature gets +1/+1 until end of turn.
In the ruins of Kroog, only anguish thrived.
2/2
Misfortune

Misfortune {1}{B}{R}{G}

Sorcery
An opponent chooses one —
• You put a +1/+1 counter on each creature you control and gain 4 life.
• You put a -1/-1 counter on each creature that player controls and Misfortune deals 4 damage to that player.
  • Alliances
Misfortune Teller

Misfortune Teller {3}{B}

Creature - Human Warlock
Deathtouch
Whenever this creature enters or deals combat damage to a player, exile target card from a graveyard. If it was a creature card, create a 2/2 black Rogue creature token. If it was a land card, create a Treasure token. Otherwise, you gain 3 life.
3/1
Misfortune's Gain

Misfortune's Gain {3}{W}

Sorcery
Destroy target creature. Its owner gains 4 life.
The mourning families of commanders and generals were often given land, valuables, or money to compensate for their losses.
Misguided Rage

Misguided Rage {2}{R}

Sorcery
Target player sacrifices a permanent of their choice.
Only when the anger passed did Varv realize he had burned down his home, destroyed his weapons, and killed his friend Furt.
  • Scourge
Mishra

Mishra

Vanguard
If a creature you control would deal damage, it deals double that damage instead.
Both complement and antithesis to his older brother Urza, Mishra also mastered the intricacies of artifice. It was Mishra's strength that first gave rise to the massive Phyrexian war engines on Dominaria, and it was his weakness that pushed him, Urza, and Dominaria itself to the point of annihilation.
Hand size bonus: +0
Life bonus: -3
  • Vanguard Series
Mishra's Bauble

Mishra's Bauble {0}

Artifact
{T}, Sacrifice this artifact: Look at the top card of target player's library. Draw a card at the beginning of the next turn's upkeep.
"Arcum is a babbling fool! Phyrexian technology is our greatest blessing. Take this delightful trinket for instance . . ."
—Heidar, Rimewind master
Mishra's Command

Mishra's Command {X}{R}

Sorcery
Choose two —
• Choose target player. They may discard up to X cards. Then they draw a card for each card discarded this way.
• This spell deals X damage to target creature.
• This spell deals X damage to target planeswalker.
• Target creature gets +X/+0 and gains haste until end of turn.
Mishra's Domination

Mishra's Domination {1}{R}

Enchantment - Aura
Enchant creature
As long as you control enchanted creature, it gets +2/+2. Otherwise, it can't block.
Power radiated from the Weakstone, binding the dragon engine to Mishra's command.
  • The Brothers' War
Mishra's Factory

Mishra's Factory

Land
{T}: Add {C}.
{1}: This land becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.
{T}: Target Assembly-Worker creature gets +1/+1 until end of turn.
Related card: Golgothian Sylex
Mishra's Foundry

Mishra's Foundry

Land
{T}: Add {C}.
{2}: This land becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.
{1}, {T}: Target attacking Assembly-Worker gets +2/+2 until end of turn.
Related card: Foundry Groundbreaker
Mishra's Groundbreaker

Mishra's Groundbreaker {4}

Artifact
{T}, Sacrifice this artifact: Target land becomes a 3/3 artifact creature that's still a land.
The very ground yielded to Mishra's wishes.
Mishra's Helix

Mishra's Helix {5}

Artifact
{X}, {T}: Tap X target lands.
The helix was the finest example of Mishra's campaign strategy: if he couldn't have Argoth, no one could.