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.
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· 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.
Interactions with other cards
These cards' text mentions Maro.

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'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.

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

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

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 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.)

Domain — Territorial Maro's power and toughness are each equal to twice the number of basic land types among lands you control.
Legal formats
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Meta decks with Maro
No archived Top 8 deck with this card yet.




