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Nightmare Lash
( 4)
Artifact — Equipment
Equipped creature gets +1/+1 for each Swamp you control. Equip—Pay 3 life. (Pay 3 life: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
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Nightmare Shepherd
( 4)
Enchantment Creature — Demon
(4/4)
Flying Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that creature, except it's 1/1 and it's a Nightmare in addition to its other types.
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Nightmare Unmaking
( 5)
Sorcery
Choose one — • Exile each creature with power greater than the number of cards in your hand. • Exile each creature with power less than the number of cards in your hand.
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Nightmare Void
( 4)
Sorcery
Target player reveals their hand. You choose a card from it. That player discards that card. Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)
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Nightmare's Thirst
( 1)
Instant
You gain 1 life. Target creature gets -X/-X until end of turn, where X is the amount of life you gained this turn.
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Nightmarish End
( 3)
Instant
Target creature gets -X/-X until end of turn, where X is the number of cards in your hand.
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Nightpack Ambusher
( 4)
Creature — Wolf
(4/4)
Flash Other Wolves and Werewolves you control get +1/+1. At the beginning of your end step, if you didn't cast a spell this turn, create a 2/2 green Wolf creature token.
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Nightscape Familiar
( 2)
Creature — Zombie
(1/1)
Blue spells and red spells you cast cost less to cast. : Regenerate Nightscape Familiar.
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Nightshade Assassin
( 4)
Creature — Human Assassin
(2/1)
First strike When Nightshade Assassin enters the battlefield, you may reveal X black cards in your hand. If you do, target creature gets -X/-X until end of turn. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Nightshade Harvester
( 4)
Creature — Elf Shaman
(2/2)
Whenever a land enters the battlefield under an opponent's control, that player loses 1 life. Put a +1/+1 counter on Nightshade Harvester.
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Nightshade Peddler
( 2)
Creature — Human Druid
(1/1)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Nightshade Peddler is paired with another creature, both creatures have deathtouch.
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Nightshade Schemers
( 5)
Creature — Faerie Wizard
(3/2)
Flying Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Nightshade Schemers, you may reveal it. If you do, each opponent loses 2 life.
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Nightshade Stinger
( 1)
Creature — Faerie Rogue
(1/1)
Flying Nightshade Stinger can't block.
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Nightsky Mimic
( 2)
Creature — Shapeshifter
(2/1)
Whenever you cast a spell that's both white and black, Nightsky Mimic has base power and toughness 4/4 until end of turn and gains flying until end of turn.
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Nightsnare
( 4)
Sorcery
Target opponent reveals their hand. You may choose a nonland card from it. If you do, that player discards that card. If you don't, that player discards two cards.
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Nightsoil Kami
( 6)
Creature — Spirit
(6/4)
Soulshift 5 (When this creature dies, you may return target Spirit card with mana value 5 or less from your graveyard to your hand.)
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Nightsquad Commando
( 3)
Creature — Human Soldier
(2/3)
When Nightsquad Commando enters the battlefield, if you attacked this turn, create a 1/1 white Human Soldier creature token.
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Nightstalker Engine
( 5)
Creature — Nightstalker
(*/3)
Nightstalker Engine's power is equal to the number of creature cards in your graveyard.
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Nightveil Predator
( 4)
Creature — Vampire
(3/3)
Flying, deathtouch Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Nightveil Specter
( 3)
Creature — Specter
(2/3)
Flying Whenever Nightveil Specter deals combat damage to a player, that player exiles the top card of their library. You may play lands and cast spells from among cards exiled with Nightveil Specter.
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Nightveil Sprite
( 2)
Creature — Faerie Rogue
(1/2)
Flying Whenever Nightveil Sprite attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Nightwing Shade
( 5)
Creature — Shade
(2/2)
Flying : Nightwing Shade gets +1/+1 until end of turn.
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Novice Knight
( 1)
Creature — Human Knight
(2/3)
Defender (This creature can't attack.) As long as Novice Knight is enchanted or equipped, it can attack as though it didn't have defender.
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Oathsworn Knight
( 3)
Creature — Human Knight
(0/0)
Oathsworn Knight enters the battlefield with four +1/+1 counters on it. Oathsworn Knight attacks each combat if able. If damage would be dealt to Oathsworn Knight while it has a +1/+1 counter on it, prevent that damage and remove a +1/+1 counter from it.
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Okina Nightwatch
( 5)
Creature — Human Monk
(4/3)
As long as you have more cards in hand than each opponent, Okina Nightwatch gets +3/+3.
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Olivia's Midnight Ambush
( 2)
Instant
Target creature gets -2/-2 until end of turn. If it's night, that creature gets -13/-13 until end of turn instead.
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Order of Midnight
( 2)
Creature — Human Knight
(2/2)
Flying Order of Midnight can't block.
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Persistent Nightmare
( 0)
Creature — Nightmare
(1/1)
Skulk (This creature can't be blocked by creatures with greater power.) When Persistent Nightmare deals combat damage to a player, return it to its owner's hand.
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Predatory Nightstalker
( 5)
Creature — Nightstalker
(3/2)
When Predatory Nightstalker enters the battlefield, you may have target opponent sacrifice a creature.
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Protocol Knight
( 4)
Creature — Human Knight
(3/4)
When Protocol Knight enters the battlefield, tap target creature an opponent controls. Put a stun counter on that creature if you control another Knight. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Prowling Nightstalker
( 4)
Creature — Nightstalker
(2/2)
Prowling Nightstalker can't be blocked except by black creatures.
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Pterodon Knight
( 4)
Creature — Human Knight
(3/3)
Pterodon Knight has flying as long as you control a Dinosaur.
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Raiding Nightstalker
( 3)
Creature — Nightstalker
(2/2)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Reaper of Night
( 7)
Creature — Specter
(4/5)
Whenever Reaper of Night attacks, if defending player has two or fewer cards in hand, it gains flying until end of turn.
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Recurring Nightmare
( 3)
Enchantment
Sacrifice a creature, Return Recurring Nightmare to its owner's hand: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
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Return of the Nightstalkers
( 7)
Sorcery
Return all Nightstalker permanent cards from your graveyard to the battlefield. Then destroy all Swamps you control.
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Ribbons of Night
( 5)
Sorcery
Ribbons of Night deals 4 damage to target creature and you gain 4 life. If was spent to cast this spell, draw a card.
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Riftmarked Knight
( 3)
Creature — Human Rebel Knight
(2/2)
Protection from black; flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I> Suspend 3— When the last time counter is removed from Riftmarked Knight while it's exiled, create a 2/2 black Knight creature token with flanking, protection from white, and haste.
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Rimrock Knight
( 2)
Creature — Dwarf Knight
(3/1)
Rimrock Knight can't block.
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Sacred Knight
( 4)
Creature — Human Knight
(3/2)
Sacred Knight can't be blocked by black and/or red creatures.
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Scent of Nightshade
( 2)
Instant
Reveal any number of black cards in your hand. Target creature gets -X/-X until end of turn, where X is the number of cards revealed this way.
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Shard of the Nightbringer
( 8)
Creature — C’tan
(8/8)
Flying Drain Life — When Shard of the Nightbringer enters the battlefield, if you cast it, target opponent loses half their life, rounded up. You gain life equal to the life lost this way.
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Silver Knight
( 2)
Creature — Human Knight
(2/2)
First strike, protection from red
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Sivriss, Nightmare Speaker
( 4)
Legendary Creature — Snake Cleric Warlock
(3/3)
, Sacrifice another creature or an artifact: For each opponent, you mill a card, then return that card from your graveyard to your hand unless that player pays 3 life. (To mill a card, put the top card of your library into your graveyard.) Choose a Background (You can have a Background as a second commander.)
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Skulking Knight
( 3)
Creature — Zombie Knight
(3/3)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) When Skulking Knight becomes the target of a spell or ability, sacrifice it.
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Skyknight Vanguard
( 2)
Creature — Human Knight
(1/2)
Flying Whenever Skyknight Vanguard attacks, create a 1/1 white Soldier creature token that's tapped and attacking.
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Spirit of the Night
( 9)
Legendary Creature — Demon Spirit
(6/5)
Flying, trample, haste, protection from black Spirit of the Night has first strike as long as it's attacking.
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Springjack Knight
( 3)
Creature — Kithkin Knight
(2/1)
Whenever Springjack Knight attacks, clash with an opponent. If you win, target creature gains double strike until end of turn. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Squid Fire Knight
( 0)
Stickers
2 — : The next time target player would roll one or more dice this turn, instead they roll that many dice plus one, then you choose one of those rolls to ignore. 3 — Protection from odd mana values 2 — 4/1 4 — 6/6
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Strength of Night
( 3)
Instant
Kicker (You may pay an additional as you cast this spell.) Creatures you control get +1/+1 until end of turn. If this spell was kicked, Zombie creatures you control get an additional +2/+2 until end of turn.
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Stroke of Midnight
( 3)
Instant
Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.
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Survive the Night
( 3)
Instant
Target creature gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Swimmer in Nightmares
( 3)
Creature — Nightmare Merfolk
(1/4)
Swimmer in Nightmares gets +3/+0 as long as there are ten or more cards in a single graveyard. Swimmer in Nightmares can't be blocked as long as you control an Ashiok planeswalker.
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Syr Cadian, Knight Owl
( 5)
Legendary Creature — Bird Knight
(4/4)
Knightlifelink (Damage dealt by Knights you control also causes you to gain that much life.) : Syr Cadian, Knight Owl gains vigilance until end of turn. Activate only from sunrise to sunset. : Syr Cadian, Knight Owl gains flying until end of turn. Activate only from sunset to sunrise.
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The Long Reach of Night
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I, II — Each opponent sacrifices a creature unless they discard a card. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Night of the Doctor
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after II.) I — Destroy all creatures. II — Return target legendary creature card from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.
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Tilonalli's Knight
( 2)
Creature — Human Knight
(2/2)
Whenever Tilonalli's Knight attacks, if you control a Dinosaur, Tilonalli's Knight gets +1/+1 until end of turn.
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Toils of Night and Day
( 3)
Instant — Arcane
You may tap or untap target permanent, then you may tap or untap another target permanent.
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Tolsimir, Midnight's Light
( 5)
Legendary Creature — Elf Scout
(3/2)
Lifelink When Tolsimir, Midnight's Light enters the battlefield, create Voja Fenstalker, a legendary 5/5 green and white Wolf creature token with trample. Whenever a Wolf you control attacks, if Tolsimir attacked this combat, target creature an opponent controls blocks that Wolf this combat if able.
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Tovolar, the Midnight Scourge
( 0)
Legendary Creature — Werewolf
(4/4)
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card. : Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn. Nightbound
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Tresserhorn Skyknight
( 7)
Creature — Zombie Knight
(5/3)
Flying Prevent all damage that would be dealt to Tresserhorn Skyknight by creatures with first strike.
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Tura Kennerüd, Skyknight
( 5)
Legendary Creature — Human Knight
(3/3)
Flying Whenever you cast an instant or sorcery spell, create a 1/1 white Soldier creature token.
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Valiant Knight
( 4)
Creature — Human Knight
(3/4)
Other Knights you control get +1/+1. : Knights you control gain double strike until end of turn.
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Vela the Night-Clad
( 6)
Legendary Creature — Human Wizard
(4/4)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Other creatures you control have intimidate. Whenever Vela the Night-Clad or another creature you control leaves the battlefield, each opponent loses 1 life.
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Venerable Knight
( 1)
Creature — Human Knight
(2/1)
When Venerable Knight dies, put a +1/+1 counter on target Knight you control.
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Victim of Night
( 2)
Instant
Destroy target non-Vampire, non-Werewolf, non-Zombie creature.
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Vodalian Knights
( 3)
Creature — Merfolk Knight
(2/2)
First strike Vodalian Knights can't attack unless defending player controls an Island. When you control no Islands, sacrifice Vodalian Knights. : Vodalian Knights gains flying until end of turn.
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Vodalian Wave-Knight
( 4)
Creature — Merfolk Knight
(3/3)
Whenever you draw a card, put a +1/+1 counter on each other Merfolk and/or Knight you control.
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Wei Night Raiders
( 4)
Creature — Human Soldier
(2/2)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Whenever Wei Night Raiders deals damage to an opponent, that player discards a card.
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White Knight
( 2)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
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Winter's Night
( 3)
World Enchantment
Whenever a player taps a snow land for mana, that player adds one mana of any type that land produced. That land doesn't untap during its controller's next untap step.
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Worthy Knight
( 2)
Creature — Human Knight
(2/2)
Whenever you cast a Knight spell, create a 1/1 white Human creature token.
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Xerex Strobe-Knight
( 3)
Creature — Human Knight
(2/2)
Flying, vigilance : Create a 2/2 white and blue Knight creature token with vigilance. Activate only if you've cast two or more spells this turn.
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Zhalfirin Knight
( 3)
Creature — Human Knight
(2/2)
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I> : Zhalfirin Knight gains first strike until end of turn.
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