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Lost Auramancers
( 4)
Creature — Human Wizard
(3/3)
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Lost Auramancers dies, if it had no time counters on it, you may search your library for an enchantment card, put it onto the battlefield, then shuffle.
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Loxodon Peacekeeper
( 2)
Creature — Elephant Soldier
(4/4)
At the beginning of your upkeep, the player with the lowest life total gains control of Loxodon Peacekeeper. If two or more players are tied for lowest life total, you choose one of them, and that player gains control of Loxodon Peacekeeper.
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Loyal Apprentice
( 2)
Creature — Human Artificer
(2/1)
Haste Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
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Luminarch Ascension
( 2)
Enchantment
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on Luminarch Ascension. (Damage causes loss of life.) : Create a 4/4 white Angel creature token with flying. Activate only if Luminarch Ascension has four or more quest counters on it.
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Luminesce
( 1)
Instant
Prevent all damage that black sources and red sources would deal this turn.
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Luminescent Rain
( 3)
Instant
Choose a creature type. You gain 2 life for each permanent you control of that type.
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Lunar Force
( 3)
Enchantment
When an opponent casts a spell, sacrifice Lunar Force and counter that spell.
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Mace of Disruption
( 2)
Artifact — — Equipment
Equipped creature gets +0/+2 and has protection from Demons and from Devils. Whenever equipped creature attacks, it perpetually gets +1/+0 if it has the same name as another creature you control or a creature card in your graveyard. Equip
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Mace of the Valiant
( 3)
Artifact — Equipment
Equipped creature gets +1/+1 for each charge counter on Mace of the Valiant and has vigilance. (Attacking doesn't cause it to tap.) Whenever a creature you control enters, put a charge counter on Mace of the Valiant. Equip
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Macetail Hystrodon
( 7)
Creature — Beast
(4/4)
First strike, haste Cycling (, Discard this card: Draw a card.)
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Mad Science Fair Project
( 3)
Artifact
: Roll a six-sided die. On a 3 or lower, target player adds . Otherwise, that player adds one mana of any color they choose.
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Maestros Ascendancy
( 3)
Enchantment
Once during each of your turns, you may cast an instant or sorcery spell from your graveyard by sacrificing a creature in addition to paying its other costs. If a spell cast this way would be put into your graveyard, exile it instead.
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Maestros Confluence
( 6)
Sorcery
Choose three. You may choose the same mode more than once. • Return target monocolored instant or sorcery card from your graveyard to your hand. • Target creature gets -3/-3 until end of turn. • Goad each creature target player controls. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
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Magistrate's Scepter
( 3)
Artifact
, : Put a charge counter on Magistrate's Scepter. , Remove three charge counters from Magistrate's Scepter: Take an extra turn after this one.
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Magmatic Force
( 8)
Creature — Elemental
(7/7)
At the beginning of each upkeep, Magmatic Force deals 3 damage to any target.
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Malicious Advice
( 2)
Instant
Tap X target artifacts, creatures, and/or lands. You lose X life.
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Mana Severance
( 2)
Sorcery
Search your library for any number of land cards, exile them, then shuffle.
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Manaforce Mace
( 4)
Artifact — Equipment
Domain — Equipped creature gets +1/+1 for each basic land type among lands you control. Equip
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Mandate of Peace
( 2)
Instant
Cast this spell only during combat. Your opponents can't cast spells this turn. End the combat phase. (Remove all attackers and blockers from combat. Exile all spells and abilities from the stack, including this spell.)
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Mardu Ascendancy
( 3)
Enchantment
Whenever a nontoken creature you control attacks, create a 1/1 red Goblin creature token that's tapped and attacking. Sacrifice Mardu Ascendancy: Creatures you control get +0/+3 until end of turn.
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Mardu Heart-Piercer
( 4)
Creature — Human Archer
(2/3)
Raid — When Mardu Heart-Piercer enters, if you attacked this turn, Mardu Heart-Piercer deals 2 damage to any target.
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Marionette Apprentice
( 2)
Creature — Human Artificer
(1/2)
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.) Whenever another creature or artifact you control is put into a graveyard from the battlefield, each opponent loses 1 life.
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Markov Enforcer
( 6)
Creature — Vampire Soldier
(6/6)
Whenever Markov Enforcer or another Vampire you control enters, Markov Enforcer fights up to one target creature an opponent controls. Whenever a creature dealt damage by Markov Enforcer this turn dies, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
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Mascot Interception
( 4)
Sorcery
This spell costs less to cast if it targets a creature token. Gain control of target creature until end of turn. Untap that creature. It gets +2/+0 and gains haste until end of turn.
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Mask of Intolerance
( 2)
Artifact
At the beginning of each player's upkeep, if there are four or more basic land types among lands that player controls, Mask of Intolerance deals 3 damage to that player.
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Mask of Law and Grace
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from black and from red.
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Master Biomancer
( 4)
Creature — Elf Wizard
(2/4)
Each other creature you control enters with a number of additional +1/+1 counters on it equal to Master Biomancer's power and as a Mutant in addition to its other types.
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Master of Ceremonies
( 4)
Creature — Rhino Druid
(3/4)
At the beginning of your upkeep, each opponent chooses money, friends, or secrets. For each player who chose money, you and that player each create a Treasure token. For each player who chose friends, you and that player each create a 1/1 green and white Citizen creature token. For each player who chose secrets, you and that player each draw a card.
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Master Splicer
( 4)
Creature — Phyrexian Human Artificer
(1/1)
When Master Splicer enters, create a 3/3 colorless Phyrexian Golem artifact creature token. Golems you control get +1/+1.
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Maul Splicer
( 7)
Creature — Phyrexian Human Artificer
(1/1)
When Maul Splicer enters, create two 3/3 colorless Phyrexian Golem artifact creature tokens. Golem creatures you control have trample.
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Megatron, Destructive Force
( 0)
Legendary Artifact — Vehicle
(4/5)
Living metal (During your turn, this Vehicle is also a creature.) Whenever Megatron attacks, you may sacrifice another artifact. When you do, Megatron deals damage equal to the sacrificed artifact's mana value to target creature. If excess damage would be dealt to that creature this way, instead that damage is dealt to that creature's controller and you convert Megatron.
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Memory Sluice
( 1)
Sorcery
Target player mills four cards. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
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Mentor's Guidance
( 3)
Sorcery
When you cast this spell, copy it if you control a planeswalker, Cleric, Druid, Shaman, Warlock, or Wizard. Scry 1, then draw a card.
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Mercenaries
( 4)
Creature — Human Mercenary
(3/3)
: The next time Mercenaries would deal damage to you this turn, prevent that damage. Any player may activate this ability.
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Mercenary Informer
( 3)
Creature — Human Rebel Mercenary
(2/1)
Mercenary Informer can't be the target of black spells or abilities from black sources. : Put target nontoken Mercenary on the bottom of its owner's library.
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Mercenary Knight
( 3)
Creature — Human Mercenary Knight
(4/4)
When Mercenary Knight enters, sacrifice it unless you discard a creature card.
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Mercurial Spelldancer
( 2)
Creature — Phyrexian Rogue
(2/1)
Mercurial Spelldancer can't be blocked. Whenever you cast a noncreature spell, put an oil counter on Mercurial Spelldancer. Whenever Mercurial Spelldancer deals combat damage to a player, you may remove two oil counters from it. If you do, when you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
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Merrow Commerce
( 2)
Kindred Enchantment — Merfolk
At the beginning of your end step, untap all Merfolk you control.
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Mesmeric Trance
( 3)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) , Discard a card: Draw a card.
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Meteoric Mace
( 6)
Artifact — Equipment
Equipped creature gets +4/+0 and has trample. Equip Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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Micromancer
( 4)
Creature — Human Wizard
(3/3)
When this creature enters, you may search your library for an instant or sorcery card with mana value 1, reveal it, put it into your hand, then shuffle.
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Might of the Ancestors
( 3)
Enchantment
At the beginning of combat on your turn, target creature you control gets +2/+0 and gains vigilance until end of turn.
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Mighty Emergence
( 3)
Enchantment
Whenever a creature you control with power 5 or greater enters, you may put two +1/+1 counters on it.
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Millicent, Restless Revenant
( 7)
Legendary Creature — Spirit Soldier
(4/4)
This spell costs less to cast for each Spirit you control. Flying Whenever Millicent, Restless Revenant or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.
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Mindslicer
( 4)
Creature — Horror
(4/3)
When Mindslicer dies, each player discards their hand.
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Mindsplice Apparatus
( 4)
Artifact
Flash At the beginning of your upkeep, put an oil counter on Mindsplice Apparatus. Instant and sorcery spells you cast cost less to cast for each oil counter on Mindsplice Apparatus.
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Minotaur de Force
( 2)
Creature — Minotaur Performer
(2/1)
Haste When Minotaur de Force enters, you get , then you may put a sticker on a nonland permanent you own.
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Mishra, Artificer Prodigy
( 4)
Legendary Creature — Human Artificer
(4/4)
Whenever you cast an artifact spell, you may search your graveyard, hand, and/or library for a card with the same name as that spell and put it onto the battlefield. If you search your library this way, shuffle.
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Mob Justice
( 2)
Sorcery
Mob Justice deals damage to target player or planeswalker equal to the number of creatures you control.
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Molimo, Maro-Sorcerer
( 7)
Legendary Creature — Elemental
(*/*)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Molimo, Maro-Sorcerer's power and toughness are each equal to the number of lands you control.
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Molten Influence
( 2)
Instant
Counter target instant or sorcery spell unless its controller has Molten Influence deal 4 damage to them.
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Moment of Defiance
( 3)
Instant
Target creature gets +2/+1 and gains lifelink until end of turn. Draw a card.
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Moment's Peace
( 2)
Instant
Prevent all combat damage that would be dealt this turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Monstrous Emergence
( 2)
Sorcery
As an additional cost to cast this spell, choose a creature you control or reveal a creature card from your hand. Monstrous Emergence deals damage equal to the power of the creature you chose or the card you revealed to target creature.
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Moonlace
( 1)
Instant
Target spell or permanent becomes colorless.
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Mr. House, President and CEO
( 3)
Legendary Artifact Creature — Human
(0/4)
Whenever you roll a 4 or higher, create a 3/3 colorless Robot artifact creature token. If you rolled 6 or higher, instead create that token and a Treasure token. , : Roll a six-sided die plus an additional six-sided die for each mana from Treasures spent to activate this ability.
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Mu Yanling, Celestial Wind
( 6)
Legendary Planeswalker — Yanling
(5)
+1: Until your next turn, up to one target creature gets -5/-0. −3: Return up to two target creatures to their owners' hands. −7: Creatures you control with flying get +5/+5 until end of turn.
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Mu Yanling, Sky Dancer
( 3)
Legendary Planeswalker — Yanling
(2)
+2: Until your next turn, up to one target creature gets -2/-0 and loses flying. −3: Create a 4/4 blue Elemental Bird creature token with flying. −8: You get an emblem with "Islands you control have ‘: Draw a card.'"
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Multani, Maro-Sorcerer
( 6)
Legendary Creature — Elemental
(*/*)
Shroud (This creature can't be the target of spells or abilities.) Multani, Maro-Sorcerer's power and toughness are each equal to the total number of cards in all players' hands.
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Multani's Presence
( 1)
Enchantment
Whenever a spell you've cast is countered, draw a card.
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Multiple Choice
( 1)
Sorcery
If X is 1, scry 1, then draw a card. If X is 2, you may choose a player. They return a creature they control to its owner's hand. If X is 3, create a 4/4 blue and red Elemental creature token. If X is 4 or more, do all of the above.
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Murasa Pyromancer
( 6)
Creature — Human Shaman Ally
(3/2)
Whenever Murasa Pyromancer or another Ally you control enters, you may have Murasa Pyromancer deal damage to target creature equal to the number of Allies you control.
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Mycosynth Lattice
( 6)
Artifact
All permanents are artifacts in addition to their other types. All cards that aren't on the battlefield, spells, and permanents are colorless. Players may spend mana as though it were mana of any color.
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Myr Enforcer
( 7)
Artifact Creature — Myr
(4/4)
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
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Myra the Magnificent
( 4)
Legendary Creature — Human Performer
(2/4)
Whenever you cast an instant or sorcery spell from your hand, open an Attraction. , : Exile target instant or sorcery card with mana value X from your graveyard and choose an Attraction you control that doesn't have a midway counter on it. Put a midway counter on it. For as long as that Attraction is on the battlefield, whenever you visit it, copy the exiled card. You may cast the copy without paying its mana cost.
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Mystic Confluence
( 5)
Instant
Choose three. You may choose the same mode more than once. • Counter target spell unless its controller pays . • Return target creature to its owner's hand. • Draw a card.
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Mystic Enforcer
( 4)
Creature — Human Nomad Mystic
(3/3)
Protection from black Threshold — As long as seven or more cards are in your graveyard, Mystic Enforcer gets +3/+3 and has flying.
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Nahiri, the Lithomancer
( 5)
Legendary Planeswalker — Nahiri
(3)
+2: Create a 1/1 white Kor Soldier creature token. You may attach an Equipment you control to it. −2: You may put an Equipment card from your hand or graveyard onto the battlefield. −10: Create a colorless Equipment artifact token named Stoneforged Blade. It has indestructible, "Equipped creature gets +5/+5 and has double strike," and equip . Nahiri, the Lithomancer can be your commander.
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Nahiri's Sacrifice
( 2)
Sorcery
As an additional cost to cast this spell, sacrifice an artifact or creature with mana value X. Nahiri's Sacrifice deals X damage divided as you choose among any number of target creatures.
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Nameless Race
( 4)
Creature
(*/*)
Trample As Nameless Race enters, pay any amount of life. The amount you pay can't be more than the total number of white nontoken permanents your opponents control plus the total number of white cards in their graveyards. Nameless Race's power and toughness are each equal to the life paid as it entered.
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Nantuko Tracer
( 2)
Creature — Insect Druid
(2/1)
When Nantuko Tracer enters, you may put target card from a graveyard on the bottom of its owner's library.
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Nardole, Resourceful Cyborg
( 2)
Legendary Artifact Creature — Scientist
(1/2)
: Add for each counter on Nardole. Spend this mana only to cast noncreature spells. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) Doctor's companion (You can have two commanders if the other is the Doctor.)
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Narset Transcendent
( 4)
Legendary Planeswalker — Narset
(6)
+1: Look at the top card of your library. If it's a noncreature, nonland card, you may reveal it and put it into your hand. −2: When you next cast an instant or sorcery spell from your hand this turn, it gains rebound. (Exile the spell as it resolves. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.) −9: You get an emblem with "Your opponents can't cast noncreature spells."
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Nascent Metamorph
( 2)
Creature — Shapeshifter
(1/1)
Whenever Nascent Metamorph attacks or blocks, target opponent reveals cards from the top of their library until they reveal a creature card. Nascent Metamorph becomes a copy of that card until end of turn. Then that player puts all cards revealed this way on the bottom of their library in a random order.
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Natural Balance
( 4)
Sorcery
Each player who controls six or more lands chooses five lands they control and sacrifices the rest. Each player who controls four or fewer lands may search their library for up to X basic land cards and put them onto the battlefield, where X is five minus the number of lands they control. Then each player who searched their library this way shuffles.
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Natural Emergence
( 4)
Enchantment
When Natural Emergence enters, return a red or green enchantment you control to its owner's hand. Lands you control are 2/2 creatures with first strike. They're still lands.
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Nature's Embrace
( 3)
Enchantment — Aura
Enchant creature or land As long as enchanted permanent is a creature, it gets +2/+2. As long as enchanted permanent is a land, it has ": Add two mana of any one color."
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Nature's Resurgence
( 4)
Sorcery
Each player draws a card for each creature card in their graveyard.
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Nazgûl Battle-Mace
( 5)
Artifact — Equipment
Equipped creature has menace, deathtouch, annihilator 1, and "Whenever an opponent sacrifices a nontoken permanent, put that card onto the battlefield under your control unless that player pays 3 life." (Whenever a creature with annihilator 1 attacks, defending player sacrifices a permanent of their choice.) Equip
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Near-Death Experience
( 5)
Enchantment
At the beginning of your upkeep, if you have exactly 1 life, you win the game.
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Necrodominance
( 3)
Legendary Enchantment
Skip your draw step. At the beginning of your end step, you may pay any amount of life. If you do, draw that many cards. Your maximum hand size is five. If a card or token would be put into your graveyard from anywhere, exile it instead.
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Necrogen Censer
( 3)
Artifact
Necrogen Censer enters with two charge counters on it. , Remove a charge counter from Necrogen Censer: Target player loses 2 life.
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Necro-Impotence
( 3)
Enchantment
Skip your untap step. At the beginning of your upkeep, you may pay X life. If you do, untap X permanents. Pay ½ life: Exile the top card of your library face down. Put that card into your hand at the beginning of the next end step.
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Necromancer's Covenant
( 6)
Enchantment
When Necromancer's Covenant enters, exile all creature cards from target player's graveyard, then create a 2/2 black Zombie creature token for each card exiled this way. Zombies you control have lifelink.
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Necromancer's Familiar
( 4)
Creature — Bird Spirit
(3/1)
Flying Hellbent — Necromancer's Familiar has lifelink as long as you have no cards in hand. , Discard a card: Necromancer's Familiar gains indestructible until end of turn. Tap it.
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Necromancer's Magemark
( 3)
Enchantment — Aura
Enchant creature Creatures you control that are enchanted get +1/+1. If a creature you control that's enchanted would die, return it to its owner's hand instead.
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