29661 cards found
Malakir Blood-Priest

Malakir Blood-Priest {1}{B}

Creature - Vampire Cleric
When Malakir Blood-Priest enters the battlefield, each opponent loses X life and you gain X life, where X is the number of creatures in your party.
"From your veins to mine."
2/1
Related card: Xander's Wake
Malakir Mire
Malakir Rebirth

Malakir Mire

Land
Malakir Mire enters the battlefield tapped.
{T}: Add {B}.
"Getting into Malakir isn't difficult. It's getting out that's the hard part."
—Doros, expedition guide
Card has other part: Malakir Rebirth
  • Zendikar Rising
Malakir Rebirth
Malakir Mire

Malakir Rebirth {B}

Instant
Choose target creature. You lose 2 life. Until end of turn, that creature gains "When this creature dies, return it to the battlefield tapped under its owner's control."
"Those who fail to escape Malakir become part of the city's defense."
—Doros, expedition guide
Card has other part: Malakir Mire
  • Zendikar Rising
Marauding Blight-Priest

Marauding Blight-Priest {2}{B}

Creature - Vampire Cleric
Whenever you gain life, each opponent loses 1 life.
"The vampires never had gods. We followed our bloodchiefs. Now they are gone. What is left? Destruction and death, my friends. That is enough."
3/2
Master of Winds

Master of Winds {2}{U}{U}

Creature - Sphinx Wizard
Flying
When Master of Winds enters the battlefield, draw two cards, then discard a card.
Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 4/1 or 1/4 until end of turn.
1/4
Related card: Master of Winds (Alchemy)
Master of Winds (Alchemy)

Master of Winds (Alchemy) {2}{U}{U}

Creature - Sphinx Wizard
Flying
When Master of Winds enters the battlefield, draw two cards, then discard a card.
Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 5/1 or 1/5 until end of turn.
1/5
Related card: Master of Winds
  • Zendikar Rising
Maul of the Skyclaves

Maul of the Skyclaves {2}{W}

Artifact - Equipment
When Maul of the Skyclaves enters the battlefield, attach it to target creature you control.
Equipped creature gets +2/+2 and has flying and first strike.
Equip {2}{W}{W}
Merfolk Falconer

Merfolk Falconer {3}{U}{U}

Creature - Merfolk Wizard
Flying
Whenever you cast a kicked spell, scry 2.
"For generations, we have bred and trained falcons for expeditions into Emeria. Now more sky ruins open themselves to those with the means to reach the heights!"
4/4
  • Zendikar Rising
Merfolk Windrobber

Merfolk Windrobber {U}

Creature - Merfolk Rogue
Flying
Whenever Merfolk Windrobber deals combat damage to a player, that player mills a card.
Sacrifice Merfolk Windrobber: Draw a card. Activate only if an opponent has eight or more cards in their graveyard.
1/1
  • Zendikar Rising
Mesa Lynx

Mesa Lynx {1}{W}

Creature - Cat
As long as it's not your turn, Mesa Lynx gets +0/+2.
Its ferocity is tempered by patience, knowing it must wait for just the right moment to strike a killing blow.
2/1
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
Mind Carver

Mind Carver {B}

Artifact - Equipment
When Mind Carver enters the battlefield, attach it to target creature you control.
Equipped creature gets +1/+0. It gets +3/+1 instead as long as an opponent has eight or more cards in their graveyard.
Equip {2}{B}
  • Zendikar Rising
Mind Drain

Mind Drain {2}{B}

Sorcery
Target opponent discards two cards, mills a card, and loses 1 life. You gain 1 life.
"The meal was exquisite. The conversation, less so."
  • Zendikar Rising
Molten Blast

Molten Blast {2}{R}

Instant
Choose one —
• Molten Blast deals 2 damage to target creature or planeswalker.
• Destroy target artifact.
Life among the sudden tremors and violent eruptions of Akoum demands a healthy fear of both.
  • Zendikar Rising
Moraug, Fury of Akoum

Moraug, Fury of Akoum {4}{R}{R}

Legendary Creature - Minotaur Warrior
Each creature you control gets +1/+0 for each time it has attacked this turn.
Landfall — Whenever a land enters the battlefield under your control, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
6/6
Moss-Pit Skeleton

Moss-Pit Skeleton {B}{G}

Creature - Plant Skeleton
Kicker {3}
If Moss-Pit Skeleton was kicked, it enters the battlefield with three +1/+1 counters on it.
Whenever one or more +1/+1 counters are put on a creature you control, if Moss-Pit Skeleton is in your graveyard, you may put Moss-Pit Skeleton on top of your library.
2/2
Related card: Moss-Pit Skeleton (Alchemy)
  • Zendikar Rising
Moss-Pit Skeleton (Alchemy)

Moss-Pit Skeleton (Alchemy) {B}{G}

Creature - Plant Skeleton
Kicker {3}
If Moss-Pit Skeleton was kicked, it enters the battlefield with three +1/+1 counters on it.
Whenever one or more +1/+1 counters are put on a creature you control, if Moss-Pit Skeleton is in your graveyard, return Moss-Pit Skeleton from your graveyard to your hand at the beginning of the next end step.
2/2
Related card: Moss-Pit Skeleton
  • Zendikar Rising
Murasa Brute

Murasa Brute {2}{G}

Creature - Troll Warrior
Some adventuring parties are made up of old friends, their common bonds bolstering them in the face of peril. Other parties simply hire the biggest, meanest muscle they can find.
3/3
  • Zendikar Rising
Murasa Rootgrazer

Murasa Rootgrazer {G}{W}

Creature - Beast
Vigilance
{T}: You may put a basic land card from your hand onto the battlefield.
{T}: Return target basic land you control to its owner's hand.
Few other creatures so closely embody Murasa's rapid cycles of growth.
2/3
Related card: Garruk, Wrath of the Wilds
  • Zendikar Rising
Murasa Sproutling

Murasa Sproutling {2}{G}

Creature - Plant Elemental
Kicker {1}{G}
When Murasa Sproutling enters the battlefield, if it was kicked, return target card with a kicker ability from your graveyard to your hand.
The seeds of memory grow eternal.
3/3
  • Zendikar Rising
Murkwater Pathway
Clearwater Pathway

Murkwater Pathway

Land
{T}: Add {B}.
"Here, at least, the danger is usually in plain sight."
—Zahr Gada, Halimar expedition leader
Card has other part: Clearwater Pathway
Myriad Construct

Myriad Construct {4}

Artifact Creature - Construct
Kicker {3}
If Myriad Construct was kicked, it enters the battlefield with a +1/+1 counter on it for each nonbasic land your opponents control.
When Myriad Construct becomes the target of a spell, sacrifice it and create a number of 1/1 colorless Construct artifact creature tokens equal to its power.
4/4
Nahiri's Binding

Nahiri's Binding {1}{W}{W}

Enchantment - Aura
Enchant creature or planeswalker
Enchanted permanent can't attack or block, and its activated abilities can't be activated.
"This is my world, Jace, down to its very bones."
  • Zendikar Rising
Nahiri's Lithoforming

Nahiri's Lithoforming {X}{R}{R}

Sorcery
Sacrifice X lands. For each land sacrificed this way, draw a card. You may play X additional lands this turn. Lands you control enter the battlefield tapped this turn.
"Zendikar has suffered enough. It is time, at last, for my home to know peace."
Nahiri, Heir of the Ancients

Nahiri, Heir of the Ancients {2}{R}{W}

Legendary Planeswalker - Nahiri
[+1]: Create a 1/1 white Kor Warrior creature token. You may attach an Equipment you control to it.
[–2]: Look at the top six cards of your library. You may reveal a Warrior or Equipment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
[–3]: Nahiri, Heir of the Ancients deals damage to target creature or planeswalker equal to twice the number of Equipment you control.
Loyalty:
4
Related card: Nahiri, Heir of the Ancients (Alchemy)