31561 cards found
Living Armor

Living Armor {4}

Artifact
{T}, Sacrifice Living Armor: Put X +0/+1 counters on target creature, where X is that creature's mana value.
Though it affords excellent protection, few don this armor. The process is uncomfortable and not easily reversed.
Lurker

Lurker {2}{G}

Creature - Beast
Lurker can't be the target of spells unless it attacked or blocked this turn.
"Each night we felt it watching us from the darkness beyond our fire. We only had one pack horse left."
—Maeveen O'Donagh, Memoirs of a Soldier
2/3
  • The Dark
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 Vortex

Mana Vortex {1}{U}{U}

Enchantment
When you cast this spell, counter it unless you sacrifice a land.
At the beginning of each player's upkeep, that player sacrifices a land of their choice.
When there are no lands on the battlefield, sacrifice Mana Vortex.
Marsh Gas

Marsh Gas {B}

Instant
All creatures get -2/-0 until end of turn.
"Comes right outta th' ground. If ya can smell it, it's too late."
—Keevy Bogsbury
Marsh Goblins

Marsh Goblins {B}{R}

Creature - Goblin
Swampwalk
Even the other Goblin races shun the Marsh Goblins, thanks to certain unwholesome customs they practice.
1/1
  • The Dark
Marsh Viper

Marsh Viper {3}{G}

Creature - Snake
Whenever Marsh Viper deals damage to a player, that player gets two poison counters.
"All we had left were their black and bloated bodies."
—Maeveen O'Donagh, Memoirs of a Soldier
1/2
Martyr's Cry

Martyr's Cry {W}{W}

Sorcery
Exile all white creatures. For each creature exiled this way, its controller draws a card.
"It is only fitting that one such as I should die in pursuit of knowledge."
—Vervamon the Elder
Maze of Ith

Maze of Ith

Land
{T}: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Merfolk Assassin

Merfolk Assassin {U}{U}

Creature - Merfolk Assassin
{T}: Destroy target creature with islandwalk.
1/2
Mind Bomb

Mind Bomb {U}

Sorcery
Each player may discard up to three cards. Mind Bomb deals damage to each player equal to 3 minus the number of cards they discarded this way.
Miracle Worker

Miracle Worker {W}

Creature - Human Cleric
{T}: Destroy target Aura attached to a creature you control.
"Those blessed hands could bring surcease to even the most tainted soul."
—Sister Betje, Miracles of the Saints
1/1
  • The Dark
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
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
Nameless Race

Nameless Race {3}{B}

Creature
Trample
As Nameless Race enters, pay any amount of life. The amount you pay can't be more than the total number of white nontoken permanents your opponents control plus the total number of white cards in their graveyards.
Nameless Race's power and toughness are each equal to the life paid as it entered.
*/*
  • The Dark
Necropolis

Necropolis {5}

Artifact Creature - Wall
Defender
Exile a creature card from your graveyard: Put X +0/+1 counters on Necropolis, where X is the exiled card's mana value.
0/1
  • The Dark
Niall Silvain

Niall Silvain {G}{G}{G}

Creature - Ouphe
{G}{G}{G}{G}, {T}: Regenerate target creature.
This is his domain, and while you remain here you must value all life as you value your own.
2/2
  • The Dark
Orc General

Orc General {2}{R}

Creature - Orc Warrior
{T}, Sacrifice another Orc or Goblin: Other Orc creatures get +1/+1 until end of turn.
"Your army must fear you more than the enemy. Only then will you triumph."
—Malga Phlegmtooth
2/2
People of the Woods

People of the Woods {G}{G}

Creature - Human
People of the Woods's toughness is equal to the number of Forests you control.
"Their rain of arrows left only myself alive, cowering within a tree hollow. They did not even come out to loot the bodies."
—Vervamon the Elder
1/*
  • The Dark
Pikemen

Pikemen {1}{W}

Creature - Human Soldier
First strike; banding
"As the cavalry bore down, we faced them with swords drawn and pikes hidden in the grass at our feet. 'Don't lift your pikes 'til I give the word,' I said."
—Maeveen O'Donagh, Memoirs of a Soldier
1/1
Preacher

Preacher {1}{W}{W}

Creature - Human Cleric
You may choose not to untap Preacher during your untap step.
{T}: For as long as Preacher remains tapped, gain control of target creature of an opponent's choice they control.
1/1
Psychic Allergy

Psychic Allergy {3}{U}{U}

Enchantment
As Psychic Allergy enters, choose a color.
At the beginning of each opponent's upkeep, Psychic Allergy deals X damage to that player, where X is the number of nontoken permanents of the chosen color they control.
At the beginning of your upkeep, destroy Psychic Allergy unless you sacrifice two Islands.
  • The Dark
Rag Man

Rag Man {2}{B}{B}

Creature - Human Minion
{B}{B}{B}, {T}: Target opponent reveals their hand and discards a creature card at random. Activate only during your turn.
"Aw, he's just a silly, dirty little man. What's to be afraid of?"
2/1
Reflecting Mirror

Reflecting Mirror {4}

Artifact
{X}, {T}: Change the target of target spell with a single target if that target is you. The new target must be a player. X is twice the mana value of that spell.
  • The Dark
Riptide

Riptide {U}

Instant
Tap all blue creatures.
  • The Dark