9386 cards found
Magmatic Core

Magmatic Core {2}{R}{R}

Enchantment
Cumulative upkeep {1}
At the beginning of your end step, Magmatic Core deals X damage divided as you choose among any number of target creatures, where X is the number of age counters on it.
  • Coldsnap
Magmatic Force

Magmatic Force {5}{R}{R}{R}

Creature - Elemental
At the beginning of each upkeep, Magmatic Force deals 3 damage to any target.
"Granted, it's the pinnacle of utter destructiveness. So what would you call two of them?"
—Riku of Two Reflections
7/7
Magmaw

Magmaw {3}{R}{R}

Creature - Elemental
{1}, Sacrifice a nonland permanent: Magmaw deals 1 damage to any target.
"The purpose of existence is simple: everything is fuel for the magmaw."
—Jaji, magmaw worshipper
4/4
Magnetic Flux

Magnetic Flux {2}{U}

Instant
Artifact creatures you control gain flying until end of turn.
After the researcher's astonishing success, his assistants spent six hours finding a way to return the specimens safely to the ground.
  • Darksteel
Magnetic Mine

Magnetic Mine {4}

Artifact
Whenever another artifact is put into a graveyard from the battlefield, Magnetic Mine deals 2 damage to that artifact's controller.
  • Mirrodin Besieged
Magnetic Theft

Magnetic Theft {R}

Instant
Attach target Equipment to target creature.
Among the Vulshok, the most prized blades are those that killed their original owners.
  • Fifth Dawn
Magnivore

Magnivore {2}{R}{R}

Creature - Lhurgoyf
Haste
Magnivore's power and toughness are each equal to the number of sorcery cards in all graveyards.
*/*
Magosi, the Waterveil

Magosi, the Waterveil

Land
Magosi, the Waterveil enters tapped.
{T}: Add {U}.
{U}, {T}: Put an eon counter on Magosi, the Waterveil. Skip your next turn.
{T}, Remove an eon counter from Magosi, the Waterveil and return it to its owner's hand: Take an extra turn after this one.
  • Zendikar
Magus of the Abyss

Magus of the Abyss {3}{B}

Creature - Human Wizard
At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of their choice. It can't be regenerated.
He climbs a staircase of falling souls, fighting the continuous pull of the void.
4/3
Magus of the Arena

Magus of the Arena {4}{R}{R}

Creature - Human Wizard
{3}, {T}: Tap target creature you control and target creature of an opponent's choice they control. Those creatures fight each other.
The magus still hears the roar of the crowds. They're gone, but the will to compete remains.
5/5
Magus of the Bazaar

Magus of the Bazaar {1}{U}

Creature - Human Wizard
{T}: Draw two cards, then discard three cards.
"Some trade in goods, some in secrets. My soul has walked the futures, and I offer the rare coin of possibility."
0/1
Magus of the Candelabra

Magus of the Candelabra {G}

Creature - Human Wizard
{X}, {T}: Untap X target lands.
"What would Urza think, I wonder, if he could hear how the nature mages still snarl at his name, but venerate the work of his apprentice?"
—Teferi, to Jhoira
1/2
Magus of the Coffers

Magus of the Coffers {4}{B}

Creature - Human Wizard
{2}, {T}: Add {B} for each Swamp you control.
All that remains of the Cabal are the echoes in its deepest vault. Yet those who hear the echoes feel a power undiminished by the dust of ages.
4/4
Magus of the Disk

Magus of the Disk {2}{W}{W}

Creature - Human Wizard
Magus of the Disk enters tapped.
{1}, {T}: Destroy all artifacts, creatures, and enchantments.
Studying the journals of the necromage Nevinyrral leaves disciples gripped with the urge to exercise his draconian judgment.
2/4
Magus of the Future

Magus of the Future {2}{U}{U}{U}

Creature - Human Wizard
Play with the top card of your library revealed.
You may play lands and cast spells from the top of your library.
Those gifted with the sight have one eye in the present and the other in the future.
2/3
Magus of the Jar

Magus of the Jar {3}{U}{U}

Creature - Human Wizard
{T}, Sacrifice Magus of the Jar: Each player exiles all cards from their hand face down and draws seven cards. At the beginning of the next end step, each player discards their hand and returns to their hand each card they exiled this way.
3/3
  • Time Spiral
Magus of the Library

Magus of the Library {G}{G}

Creature - Human Wizard
{T}: Add {C}.
{T}: Draw a card. Activate only if you have exactly seven cards in hand.
The ancient books slowly crumbled, their secrets turning to dust. But their every word sings within the magus's head.
1/1
  • Planar Chaos
Magus of the Mirror

Magus of the Mirror {4}{B}{B}

Creature - Human Wizard
{T}, Sacrifice Magus of the Mirror: Exchange life totals with target opponent. Activate only during your upkeep.
"Behold! The image of the enemy and all that she has. Trust your envy, and take it."
4/2
Magus of the Moat

Magus of the Moat {2}{W}{W}

Creature - Human Wizard
Creatures without flying can't attack.
"The spirits of the mythic ones ever circle their beloved keep, forbidding entry to all who come with the heavy tread of hate."
0/3
Magus of the Moon

Magus of the Moon {2}{R}

Creature - Human Wizard
Nonbasic lands are Mountains.
Tidal forces of the blood moon wrench and buckle the land, drawing monoliths of stone and soil toward the flaming orb.
2/2
Magus of the Scroll

Magus of the Scroll {R}

Creature - Human Wizard
{3}, {T}: Choose a card name, then reveal a card at random from your hand. If that card has the chosen name, Magus of the Scroll deals 2 damage to any target.
1/1
  • Time Spiral
Magus of the Tabernacle

Magus of the Tabernacle {3}{W}

Creature - Human Wizard
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay {1}."
The Tabernacle's disciples channel the emanations from Pendrell Vale, spreading its paradoxical demand to be both worshipped and left alone.
2/6
  • Planar Chaos
Magus of the Vineyard

Magus of the Vineyard {G}

Creature - Human Wizard
At the beginning of each player's first main phase, that player adds {G}{G}.
Battered and beaten by years of salt and claw, he never ceased to walk, and to seed. Only now, in this time of rebirth, do his seeds take root.
1/1
Mahamoti Djinn

Mahamoti Djinn {4}{U}{U}

Creature - Djinn
Flying
Of royal blood among the spirits of the air, the Mahamoti djinn rides on the wings of the winds. As dangerous in the gambling hall as he is in battle, he is a master of trickery and misdirection.
5/6
Make a Wish

Make a Wish {3}{G}

Sorcery
Return two cards at random from your graveyard to your hand.
In Gavony wishing is taken as a sign of weakness, yet the wells usually brim with silver.
  • Innistrad