646 cards found
Mishra's War Machine

Mishra's War Machine {7}

Artifact Creature - Juggernaut
Banding
At the beginning of your upkeep, Mishra's War Machine deals 3 damage to you unless you discard a card. If Mishra's War Machine deals damage to you this way, tap it.
5/5
Related card: Golgothian Sylex
Mishra's Workshop

Mishra's Workshop

Land
{T}: Add {C}{C}{C}. Spend this mana only to cast artifact spells.
Though he eventually came to despise Tocasia, Mishra listened well to her lessons on clarity of purpose. Unlike his brother, he focused his mind on a single goal.
Related card: Golgothian Sylex
Moat

Moat {2}{W}{W}

Enchantment
Creatures without flying can't attack.
The purpose of any moat is to impede attack. Some are filled with water, some with thistles. Some are filled with things best left unseen.
Mold Demon

Mold Demon {5}{B}{B}

Creature - Fungus Demon
When Mold Demon enters the battlefield, sacrifice it unless you sacrifice two Swamps.
6/6
  • Legends
Mons's Goblin Raiders

Mons's Goblin Raiders {R}

Creature - Goblin
The intricate dynamics of Rundvelt goblin affairs are often confused with anarchy. The chaos, however, is the chaos of a thundercloud, and direction will sporadically and violently appear. Pashalik Mons and his raiders are the thunderhead that leads in the storm.
1/1
Moorish Cavalry

Moorish Cavalry {2}{W}{W}

Creature - Human Knight
Trample
Members of the elite Moorish Cavalry are very particular about their mounts, choosing only those whose bloodlines have been pure for generations.
3/3
Related card: City in a Bottle
  • Time Spiral Timeshifted
  • Arabian Nights 7 7†
Morale

Morale {1}{W}{W}

Instant
Attacking creatures get +1/+1 until end of turn.
"After Lacjsi's speech, the Knights grew determined to crush their ancient enemies clan by clan."
—Tivadar of Thorn, History of the Goblin Wars
Moss Monster

Moss Monster {3}{G}{G}

Creature - Elemental
After the battle, an eerie silence gripped the forest. The losers' remains were lightly dusted with green.
3/6
Mountain

Mountain

Basic Land - Mountain
({T}: Add {R}.)
Mountain Yeti

Mountain Yeti {2}{R}{R}

Creature - Yeti
Mountainwalk
Protection from white
The Yeti's single greatest asset is its unnerving ability to blend in with its surroundings.
3/3
Mox Emerald

Mox Emerald {0}

Artifact
{T}: Add {G}.
Related cards: Emerald Collector Oracle of the Alpha
Mox Jet

Mox Jet {0}

Artifact
{T}: Add {B}.
Related cards: Jet Collector Oracle of the Alpha
Mox Pearl

Mox Pearl {0}

Artifact
{T}: Add {W}.
Related cards: Oracle of the Alpha Pearl Collector
Mox Ruby

Mox Ruby {0}

Artifact
{T}: Add {R}.
Related cards: Oracle of the Alpha Ruby Collector
Mox Sapphire

Mox Sapphire {0}

Artifact
{T}: Add {U}.
Related cards: Oracle of the Alpha Sapphire Collector
Murk Dwellers

Murk Dwellers {3}{B}

Creature - Zombie
Whenever Murk Dwellers attacks and isn't blocked, it gets +2/+0 until end of combat.
When Raganorn unsealed the catacombs, he found more than the dead and their treasures.
2/2
Nafs Asp

Nafs Asp {G}

Creature - Snake
Whenever Nafs Asp deals damage to a player, that player loses 1 life at the beginning of their next draw step unless they pay {1} before that draw step.
1/1
Related card: City in a Bottle
Nalathni Dragon

Nalathni Dragon {2}{R}{R}

Creature - Dragon
Flying; banding
{R}: Nalathni Dragon gets +1/+0 until end of turn. If this ability has been activated four or more times this turn, sacrifice Nalathni Dragon at the beginning of the next end step.
1/1
Natural Selection

Natural Selection {G}

Instant
Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle.
Necropolis of Azar

Necropolis of Azar {2}{B}{B}

Enchantment
Whenever a non-black creature is put into any graveyard from play, put a husk counter on Necropolis of Azar.
{5}, Remove a husk counter from Necropolis of Azar: Put a Spawn of Azar token into play. Treat this token as a black creature with a random power and toughness, each no less than 1 and no greater than 3, that has swampwalk.
  • Astral Cards
Nether Shadow

Nether Shadow {B}{B}

Creature - Spirit
Haste
At the beginning of your upkeep, if Nether Shadow is in your graveyard with three or more creature cards above it, you may put Nether Shadow onto the battlefield.
1/1
Nettling Imp

Nettling Imp {2}{B}

Creature - Imp
{T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. Destroy it at the beginning of the next end step if it didn't attack this turn. Activate only during an opponent's turn, before attackers are declared.
1/1
Nevinyrral's Disk

Nevinyrral's Disk {4}

Artifact
Nevinyrral's Disk enters the battlefield tapped.
{1}, {T}: Destroy all artifacts, creatures, and enchantments.
Nevinyrral's final act of spite was to make sure all of his magic was destroyed along with him.
Nightmare

Nightmare {5}{B}

Creature - Nightmare Horse
Flying
Nightmare's power and toughness are each equal to the number of Swamps you control.
The thunder of its hooves beats dreams into despair.
*/*
Northern Paladin

Northern Paladin {2}{W}{W}

Creature - Human Knight
{W}{W}, {T}: Destroy target black permanent.
"How smooth his face, how sure his thoughts. I look forward to breaking his mighty will."
—The Eastern Paladin
3/3