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Rules guide · Creature

MaroHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Ninth Edition· July 29, 2005
Carte Magic Maro

Maro is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Maro's power and toughness are each equal to the number of cards in your hand.

How it works : Maro

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Creatures are only put into a graveyard for having 0 toughness when state-based actions are checked. If Maro’s toughness goes to 0 during the announcement or resolution of a spell or ability and then goes back up above 0 before the end of that announcement or resolution, it won’t be put into your graveyard when state-based actions are checked.

    No other card is named in this ruling.

02

Interactions with other cards

These cards' text mentions Maro.

Umaro, Raging Yeti
Umaro, Raging Yeti

Trample At the beginning of combat on your turn, choose one at random — • Other creatures you control get +3/+0 and gain trample until end of turn. • Discard your hand, then draw four cards. • Umaro deals 5 damage to any target.

Kagemaro, First to Suffer
Kagemaro, First to Suffer

Kagemaro's power and toughness are each equal to the number of cards in your hand. {B}, Sacrifice Kagemaro: All creatures get -X/-X until end of turn, where X is the number of cards in your hand.

Soramaro, First to Dream
Soramaro, First to Dream

Flying Soramaro's power and toughness are each equal to the number of cards in your hand. {4}, Return a land you control to its owner's hand: Draw a card.

Adamaro, First to Desire
Adamaro, First to Desire

Adamaro's power and toughness are each equal to the number of cards in the hand of the opponent with the most cards in hand.

Gaze of Adamaro
Gaze of Adamaro

Gaze of Adamaro deals damage to target player equal to the number of cards in that player's hand.

Masumaro, First to Live
Masumaro, First to Live

Masumaro's power and toughness are each equal to twice the number of cards in your hand.

Kiyomaro, First to Stand
Kiyomaro, First to Stand

Kiyomaro's power and toughness are each equal to the number of cards in your hand. As long as you have four or more cards in hand, Kiyomaro has vigilance. Whenever Kiyomaro deals damage, if you have seven or more cards in hand, you gain 7 life.

Tundra Fumarole
Tundra Fumarole

Tundra Fumarole deals 4 damage to target creature or planeswalker. Add {C} for each {S} spent to cast this spell. Until end of turn, you don't lose this mana as steps and phases end. ({S} is mana from a snow source.)

Territorial Maro
Territorial Maro

Domain — Territorial Maro's power and toughness are each equal to twice the number of basic land types among lands you control.

03

Legal formats

modernlegacyvintagepennycommanderoathbreakerduelpremodernpredh
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Meta decks with Maro

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