481 – 500 of 903 cards where (the cards are colorless or the colors is W) and it’s legal in Standard

Mirror Box (Kamigawa: Neon Dynasty #250)

Mirror Box {3}

Artifact

The “legend rule” doesn’t apply to permanents you control.

Each legendary creature you control gets +1/+1.

Each nontoken creature you control gets +1/+1 for each other creature you control with the same name as that creature.

Illustrated by Néstor Ossandón Leal

Standard
Alchemy
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Mischievous Pup (The Lost Caverns of Ixalan #25)

Mischievous Pup {2}{W}

Creature — Dog

Flash

When Mischievous Pup enters the battlefield, return up to one other target permanent you control to its owner’s hand.

“Either he made a gnome very angry when he took that, or he’ll make one very happy when he brings it back.”
—Ihio, Oteclan market vendor

3/1

Illustrated by Devin Platts

Standard
Alchemy
Pioneer
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Mishra's Foundry (The Brothers' War #265)

Mishra's Foundry

Land

{T}: Add {C}.

{2}: Mishra’s Foundry becomes a 2/2 Assembly-Worker artifact creature until end of turn. It’s still a land.

{1}, {T}: Target attacking Assembly-Worker gets +2/+2 until end of turn.

Illustrated by Leon Tukker

Standard
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Mishra's Juggernaut (The Brothers' War #161)

Mishra's Juggernaut {5}

Artifact Creature — Juggernaut

Trample

Mishra’s Juggernaut attacks each combat if able.

Unearth {5}{R} ({5}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

5/3

Illustrated by Steve Prescott

Standard
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Mishra's Research Desk (The Brothers' War #162)

Mishra's Research Desk {1}

Artifact

{1}, {T}, Sacrifice Mishra’s Research Desk: Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.

Unearth {1}{R} ({1}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

Illustrated by Matt Stewart

Standard
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Mite Overseer (Phyrexia: All Will Be One #404)

Mite Overseer {3}{W}

Creature — Phyrexian Soldier

First strike

As long as it’s your turn, creature tokens you control get +1/+0 and have first strike.

{3}{W/P}: Create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and “This creature can’t block.” (Players dealt combat damage by it also get a poison counter. {W/P} can be paid with either {W} or 2 life.)

4/2

Illustrated by Néstor Ossandón Leal

Standard
Alchemy
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Mobile Homestead (Outlaws of Thunder Junction #245)

Mobile Homestead {2}

Artifact — Vehicle

Mobile Homestead has haste as long as you control a Mount.

Whenever Mobile Homestead attacks, look at the top card of your library. If it’s a land card, you may put it onto the battlefield tapped.

Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)

3/3

Illustrated by Artur Nakhodkin

Standard
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Molten Tributary (Dominaria United #251)

Molten Tributary

Land — Island Mountain

({T}: Add {U} or {R}.)

Molten Tributary enters the battlefield tapped.

Though dangerous, Shiv teems with both life and mana, making it a tempting destination for ambitious mages.

Illustrated by Yeong-Hao Han

Standard
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Moment of Valor (Wilds of Eldraine #20)

Moment of Valor {2}{W}

Instant

Choose one —

• Untap target creature. It gets +1/+0 and gains indestructible until end of turn.

• Destroy target creature with power 4 or greater.

Hardened by the Phyrexian invasion, Will’s knights starved the nightmares of the thing they craved most: fear.

DailyMTG Story Spotlight

Illustrated by Joshua Cairos

Standard
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Monastery Mentor (March of the Machine #28)

Monastery Mentor {2}{W}

Creature — Human Monk

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

Whenever you cast a noncreature spell, create a 1/1 white Monk creature token with prowess.

“One path. Many feet.”

2/2

Illustrated by Brian Valeza

Standard
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Mondrak, Glory Dominus (Phyrexia: All Will Be One #23)

Mondrak, Glory Dominus {2}{W}{W}

Legendary Creature — Phyrexian Horror

If one or more tokens would be created under your control, twice that many of those tokens are created instead.

{1}{W/P}{W/P}, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak, Glory Dominus. ({W/P} can be paid with either {W} or 2 life.)

4/4

Illustrated by Jason A. Engle

Standard
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Monument to Perfection (Phyrexia: All Will Be One #233)

Monument to Perfection {2}

Artifact

{3}, {T}: Search your library for a basic, Sphere, or Locus land card, reveal it, put it into your hand, then shuffle.

{3}: Monument to Perfection becomes a 9/9 Phyrexian Construct artifact creature, loses all abilities, and gains indestructible and toxic 9. Activate only if there are nine or more lands with different names among the basic, Sphere, and Locus lands you control.

Illustrated by Igor Kieryluk

Standard
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Moonshaker Cavalry (Wilds of Eldraine #21)

Moonshaker Cavalry {5}{W}{W}{W}

Creature — Spirit Knight

Flying

When Moonshaker Cavalry enters the battlefield, creatures you control gain flying and get +X/+X until end of turn, where X is the number of creatures you control.

High King Kenrith’s armies followed him into the afterlife, ready to charge at his command.

6/6

Illustrated by Aldo Domínguez

Standard
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Moonsilver Key (Innistrad: Midnight Hunt #255)

Moonsilver Key {2}

Artifact

{1}, {T}, Sacrifice Moonsilver Key: Search your library for an artifact card with a mana ability or a basic land card, reveal it, put it into your hand, then shuffle.

To restore the day-night balance, the Celestus mechanism’s Sungold Lock must be reunited with its long-lost key.

Illustrated by Joseph Meehan

Standard
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Mothrider Patrol (Kamigawa: Neon Dynasty #30)

Mothrider Patrol {W}

Creature — Fox Warrior

Flying

{3}{W}, {T}: Tap target creature.

“Be proud, young pup! You’ve earned your wings. Rise and become the western wind.”
—Swift-Arm, Golden-Tail headmaster

1/1

Illustrated by Ilse Gort

Standard
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Mourning Patrol // Morning Apparition (Innistrad: Midnight Hunt #28)
Mourning Patrol // Morning Apparition (Innistrad: Midnight Hunt #28)

Mourning Patrol {2}{W}

Creature — Human Soldier

Vigilance

Disturb {3}{W} (You may cast this card from your graveyard transformed for its disturb cost.)

“It’s creepy out here, isn’t it, boy? I always feel like someone’s watching us.”

2/3

Morning Apparition

Color Indicator: White Creature — Spirit Soldier

Flying, vigilance

If Morning Apparition would be put into a graveyard from anywhere, exile it instead.

“You could see the spirits all along, couldn’t you? Well, now I can too.”

2/1

Illustrated by Greg Opalinski

Standard
Alchemy
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Museum Nightwatch (Murders at Karlov Manor #25)

Museum Nightwatch {3}{W}

Creature — Centaur Soldier

When Museum Nightwatch dies, create a 2/2 white and blue Detective creature token.

Disguise {1}{W} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)

“You there, halt! The gallery is closed. Wait—what are you doing?”

3/2

Illustrated by Alix Branwyn

Standard
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Myr Convert (Phyrexia: All Will Be One #234)

Myr Convert {2}

Artifact Creature — Phyrexian Myr

Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)

{T}, Pay 2 life: Add one mana of any color.

Humble, obedient, and tireless, myr require little modification to excel as servants of Phyrexia.

2/1

Illustrated by José Parodi

Standard
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Myr Custodian (Phyrexia: All Will Be One #235)

Myr Custodian {3}

Artifact Creature — Myr

When Myr Custodian enters the battlefield, scry 2. Then each opponent may scry 1. (To scry X, that player looks at the top X cards of their library, then put any number of them on the bottom and the rest on top in any order.)

“Myr will go where the work is. We always have. We always will.”
—Urtet, Remnant of Memnarch

2/3

Illustrated by Mark Behm

Standard
Alchemy
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