Invasion of Muraganda (MOM-192) - March of the Machine Foil

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Uncommon
null/null
Standard
Future
Historic
Timeless
Gladiator
Pioneer
Modern
Legacy
Pauper
Vintage
Penny
Commander
Oathbreaker
Brawl
Alchemy
Pauper Commander
Duel
Oldschool
Premodern
Predh
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)


When Invasion of Muraganda enters the battlefield, put a +1/+1 counter on target creature you control. Then that creature fights up to one target creature you don't control.

//

Primordial Plasm


At the beginning of combat on your turn, another target creature gets +2/+2 and loses all abilities until end of turn.
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, put a +1/+1 counter on target creature you control. Then that creature fights up to one target creature you don't control.

At the beginning of combat on your turn, another target creature gets +2/+2 and loses all abilities until end of turn.

Invasion of Muraganda (MOM-192) - March of the Machine Foil

Uncommon
null/null
Standard
Future
Historic
Timeless
Gladiator
Pioneer
Modern
Legacy
Pauper
Vintage
Penny
Commander
Oathbreaker
Brawl
Alchemy
Pauper Commander
Duel
Oldschool
Premodern
Predh
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)


When Invasion of Muraganda enters the battlefield, put a +1/+1 counter on target creature you control. Then that creature fights up to one target creature you don't control.

//

Primordial Plasm


At the beginning of combat on your turn, another target creature gets +2/+2 and loses all abilities until end of turn.
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, put a +1/+1 counter on target creature you control. Then that creature fights up to one target creature you don't control.

At the beginning of combat on your turn, another target creature gets +2/+2 and loses all abilities until end of turn.

Wizards of the Coast

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