4158 cards found
Make Your Mark

Make Your Mark {R/W}

Instant
Target creature gets +1/+0 until end of turn. When that creature dies this turn, create a 3/2 red and white Spirit creature token.
Those who do learn from history may still choose to repeat it.
  • Strixhaven: School of Mages
Makeshift Battalion

Makeshift Battalion {2}{W}

Creature - Human Soldier
Battalion — Whenever Makeshift Battalion and at least two other creatures attack, put a +1/+1 counter on Makeshift Battalion.
Their ranks are thin, their formation is improvised, their weapons are borrowed, and you'd best get out of their way.
3/2
Malcolm, Keen-Eyed Navigator

Malcolm, Keen-Eyed Navigator {2}{U}

Legendary Creature - Siren Pirate
Flying
Whenever one or more Pirates you control deal damage to your opponents, you create a Treasure token for each opponent dealt damage.
Partner
2/2
Malfegor

Malfegor {2}{B}{B}{R}{R}

Legendary Creature - Demon Dragon
Flying
When Malfegor enters the battlefield, discard your hand. Each opponent sacrifices a creature for each card discarded this way.
A demon cannot be trusted, and a dragon will not be ruled.
6/6
Mammoth Growth

Mammoth Growth {2}{G}

Instant
Target creature gets +4/+4 until end of turn.
Foretell {G}
Thus the longhall became a flathall.
  • Kaldheim
Man-o'-War

Man-o'-War {2}{U}

Creature - Jellyfish
When Man-o'-War enters the battlefield, return target creature to its owner's hand.
"Beauty to the eye does not always translate to the touch."
—Naimah, Femeref philosopher
2/2
Mana Breach

Mana Breach {2}{U}

Enchantment
Whenever a player casts a spell, that player returns a land they control to its owner's hand.
The mana that binds the world together can also tear it apart.
Mana Clash

Mana Clash {R}

Sorcery
You and target opponent each flip a coin. Mana Clash deals 1 damage to each player whose coin comes up tails. Repeat this process until both players' coins come up heads on the same flip.
Mana Crypt

Mana Crypt {0}

Artifact
At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you.
{T}: Add {C}{C}.
Mana Drain

Mana Drain {U}{U}

Instant
Counter target spell. At the beginning of your next main phase, add an amount of {C} equal to that spell's mana value.
"Power is wasted on the weak. They never keep it for long."
—Nicol Bolas
Mana Leak

Mana Leak {1}{U}

Instant
Counter target spell unless its controller pays {3}.
"If a man will begin with certainties, he shall end in doubts."
—Sir Francis Bacon,
The Advancement of Learning
Mana Screw

Mana Screw {1}

Artifact
{1}: Flip a coin. If you win the flip, add {C}{C}. Activate only as an instant.
There was no darker or more evil creation in all the multiverse than that of the mana screw.
  • Unhinged 123 123★
Mana Short

Mana Short {2}{U}

Instant
Tap all lands target player controls and that player loses all unspent mana.
"Remove their power, and their will to fight will follow."
—Tolarian wizard
Mandatory Friendship Shackles

Mandatory Friendship Shackles

Artifact - Contraption
Whenever you crank Mandatory Friendship Shackles, target creature gets -1/-1 until end of turn.
  • Unstable
Manifestation Sage

Manifestation Sage {G/U}{G/U}{G/U}{G/U}

Creature - Human Wizard
When Manifestation Sage enters the battlefield, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of cards in your hand.
The first thing a Quandrix mage learns is the laws of metaphysics. The second thing is how to break them.
2/2
Mantis Rider

Mantis Rider {U}{R}{W}

Creature - Human Monk
Flying, vigilance, haste
Mantis riders know their mounts owe them no allegiance. Even a mantis ridden for years would consume a rider who loses focus for only a moment.
3/3
  • Khans of Tarkir
Map the Wastes

Map the Wastes {2}{G}

Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Bolster 1.
Marang River Prowler

Marang River Prowler {2}{U}

Creature - Human Rogue
Marang River Prowler can't block and can't be blocked.
You may cast Marang River Prowler from your graveyard as long as you control a black or green permanent.
The currents of the Marang wash away both tracks and blood.
2/1
Marang River Skeleton

Marang River Skeleton {1}{B}

Creature - Skeleton
{B}: Regenerate Marang River Skeleton.
Megamorph {3}{B}
The gurgling of the Marang conceals both footsteps and screams.
1/1
  • Dragons of Tarkir
Marble Diamond

Marble Diamond {2}

Artifact
Marble Diamond enters the battlefield tapped.
{T}: Add {W}.
March of the Multitudes

March of the Multitudes {X}{G}{W}{W}

Instant
Convoke
Create X 1/1 white Soldier creature tokens with lifelink.
"Our forces number more than the leaves of Vitu-Ghazi. Do not provoke us."
Related card: Emmara, Voice of the Conclave
Mardu Ascendancy

Mardu Ascendancy {R}{W}{B}

Enchantment
Whenever a nontoken creature you control attacks, create a 1/1 red Goblin creature token that's tapped and attacking.
Sacrifice Mardu Ascendancy: Creatures you control get +0/+3 until end of turn.
Mardu Banner

Mardu Banner {3}

Artifact
{T}: Add {R}, {W}, or {B}.
{R}{W}{B}, {T}, Sacrifice Mardu Banner: Draw a card.
Speed to strike, fury to smash.
  • Khans of Tarkir
Mardu Blazebringer

Mardu Blazebringer {2}{R}

Creature - Ogre Warrior
When Mardu Blazebringer attacks or blocks, sacrifice it at end of combat.
"Make sure he's pointed in the right direction before you light him. And don't let the goblins anywhere near the torch."
—Kerai Suddenblade, Mardu hordechief
4/4
  • Khans of Tarkir 115 115y
Mardu Charm

Mardu Charm {R}{W}{B}

Instant
Choose one —
• Mardu Charm deals 4 damage to target creature.
• Create two 1/1 white Warrior creature tokens. They gain first strike until end of turn.
• Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
  • Khans of Tarkir