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Mystic Repeal
( 1)
Instant
Put target enchantment on the bottom of its owner's library.
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Mystic Restraints
( 4)
Enchantment — Aura
Flash Enchant creature When Mystic Restraints enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Mystic Retrieval
( 4)
Sorcery
Return target instant or sorcery card from your graveyard to your hand. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Mystic Sanctuary
( 0)
Land — Island
(: Add .) Mystic Sanctuary enters tapped unless you control three or more other Islands. When Mystic Sanctuary enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
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Mystic Skyfish
( 3)
Creature — Fish
(3/1)
Whenever you draw your second card each turn, Mystic Skyfish gains flying until end of turn.
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Mystic Snake
( 4)
Creature — Snake
(2/2)
Flash When Mystic Snake enters, counter target spell.
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Mystic Speculation
( 1)
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Scry 3. (Look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Mystic Subdual
( 2)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets -2/-0 and loses all abilities. (Mutating onto the creature won't give it new abilities. It can gain abilities in other ways.)
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Mystic Veil
( 2)
Enchantment — Aura
You may cast Mystic Veil as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature Enchanted creature has shroud. (It can't be the target of spells or abilities.)
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Mystic Visionary
( 2)
Creature — Human Nomad Mystic
(2/1)
Threshold — Mystic Visionary has flying as long as seven or more cards are in your graveyard.
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Mystic Zealot
( 4)
Creature — Human Nomad Mystic
(2/4)
Threshold — As long as seven or more cards are in your graveyard, Mystic Zealot gets +1/+1 and has flying.
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Mystical Dispute
( 3)
Instant
This spell costs less to cast if it targets a blue spell. Counter target spell unless its controller pays .
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Mystical Teachings
( 4)
Instant
Search your library for an instant card or a card with flash, reveal it, put it into your hand, then shuffle. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Mystical Tether
( 3)
Enchantment
You may cast Mystical Tether as though it had flash if you pay more to cast it. When Mystical Tether enters, exile target artifact or creature an opponent controls until Mystical Tether leaves the battlefield.
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Mystical Tutor
( 1)
Instant
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
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Mythic Proportions
( 7)
Enchantment — Aura
Enchant creature Enchanted creature gets +8/+8 and has trample.
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Nacatl Hunt-Pride
( 6)
Creature — Cat Warrior
(5/4)
Vigilance , : Target creature can't block this turn. , : Target creature blocks this turn if able.
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Nacatl Savage
( 2)
Creature — Cat Warrior
(2/1)
Protection from artifacts
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Nacatl War-Pride
( 6)
Creature — Cat Warrior
(3/3)
Nacatl War-Pride must be blocked by exactly one creature if able. Whenever Nacatl War-Pride attacks, create X tokens that are copies of Nacatl War-Pride and that are tapped and attacking, where X is the number of creatures defending player controls. Exile the tokens at the beginning of the next end step.
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Nacre Talisman
( 2)
Artifact
Whenever a player casts a white spell, you may pay . If you do, untap target permanent.
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Naga Oracle
( 4)
Creature — Snake Cleric
(2/4)
When Naga Oracle enters, surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Nahiri, Heir of the Ancients
( 4)
Legendary Planeswalker — Nahiri
(4)
+1: Create a 1/1 white Kor Warrior creature token. You may attach an Equipment you control to it. −2: Look at the top six cards of your library. You may reveal a Warrior or Equipment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. −3: Nahiri, Heir of the Ancients deals damage to target creature or planeswalker equal to twice the number of Equipment you control.
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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 Machinations
( 2)
Enchantment
At the beginning of combat on your turn, target creature you control gains indestructible until end of turn. : Nahiri's Machinations deals 1 damage to target blocking creature.
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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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Nahiri's Warcrafting
( 3)
Sorcery
Nahiri's Warcrafting deals 5 damage to target creature, planeswalker, or battle. Look at the top X cards of your library, where X is the excess damage dealt this way. You may exile one of those cards. Put the rest on the bottom of your library in a random order. You may play the exiled card this turn.
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Naiad of Hidden Coves
( 3)
Enchantment Creature — Nymph
(2/3)
During turns other than yours, spells you cast cost less to cast.
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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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Nanogene Conversion
( 4)
Sorcery
Choose target creature you control. Each other creature becomes a copy of that creature until end of turn, except it isn't legendary.
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Nantuko Blightcutter
( 3)
Creature — Insect Druid
(2/2)
Protection from black Threshold — Nantuko Blightcutter gets +1/+1 for each black permanent your opponents control as long as seven or more cards are in your graveyard.
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Nantuko Calmer
( 4)
Creature — Insect Druid
(2/3)
, , Sacrifice Nantuko Calmer: Destroy target enchantment. Threshold — Nantuko Calmer gets +1/+1 as long as seven or more cards are in your graveyard.
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Nantuko Cultivator
( 4)
Creature — Insect Druid
(2/2)
When Nantuko Cultivator enters, you may discard any number of land cards. Put that many +1/+1 counters on Nantuko Cultivator and draw that many cards.
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Nantuko Disciple
( 4)
Creature — Insect Druid
(2/2)
, : Target creature gets +2/+2 until end of turn.
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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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Narci, Fable Singer
( 4)
Legendary Creature — Human Bard
(3/3)
Lifelink Whenever you sacrifice an enchantment, draw a card. Whenever the final chapter ability of a Saga you control resolves, each opponent loses X life and you gain X life, where X is that Saga's mana value.
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Narcissism
( 3)
Enchantment
, Discard a card: Target creature gets +2/+2 until end of turn. , Sacrifice Narcissism: Target creature gets +2/+2 until end of turn.
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Narcolepsy
( 2)
Enchantment — Aura
Enchant creature At the beginning of each upkeep, if enchanted creature is untapped, tap it.
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Narcomoeba
( 2)
Creature — Illusion
(1/1)
Flying When Narcomoeba is put into your graveyard from your library, you may put it onto the battlefield.
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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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Narnam Cobra
( 2)
Artifact Creature — Snake
(2/1)
: Narnam Cobra gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
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Narrow Escape
( 3)
Instant
Return target permanent you control to its owner's hand. You gain 4 life.
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Narset of the Ancient Way
( 4)
Legendary Planeswalker — Narset
(4)
+1: You gain 2 life. Add , , or . Spend this mana only to cast a noncreature spell. −2: Draw a card, then you may discard a card. When you discard a nonland card this way, Narset of the Ancient Way deals damage equal to that card's mana value to target creature or planeswalker. −6: You get an emblem with "Whenever you cast a noncreature spell, this emblem deals 2 damage to any target."
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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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Narstad Scrapper
( 5)
Artifact Creature — Construct
(3/3)
: Narstad Scrapper gets +1/+0 until end of turn.
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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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Nashi, Moon's Legacy
( 3)
Legendary Creature — Rat Shaman
(3/4)
Menace, ward Whenever Nashi, Moon's Legacy attacks, exile up to one target legendary or Rat card from your graveyard and copy it. You may cast the copy. (You still pay its costs. A copy of a permanent spell becomes a token.)
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Nashi, Searcher in the Dark
( 2)
Legendary Creature — Rat Ninja Wizard
(2/2)
Menace Whenever Nashi, Searcher in the Dark deals combat damage to a player, you mill that many cards. You may put any number of legendary and/or enchantment cards from among them into your hand. If you put no cards into your hand this way, put a +1/+1 counter on Nashi.
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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 Connection
( 3)
Instant
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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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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Natural Reclamation
( 5)
Instant
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.) Destroy target artifact or enchantment.
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Natural Selection
( 1)
Instant
Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle.
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Nature's Chosen
( 1)
Enchantment — Aura
Enchant creature you control : Untap enchanted creature. Activate only during your turn and only once each turn. Tap enchanted creature: Untap target artifact, creature, or land. Activate only if enchanted creature is white and untapped and only once each turn.
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Nature's Claim
( 1)
Instant
Destroy target artifact or enchantment. Its controller gains 4 life.
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Nature's Cloak
( 3)
Sorcery
Green creatures you control gain forestwalk until end of turn. (They can't be blocked as long as defending player controls a Forest.)
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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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Nav Squad Commandos
( 5)
Creature — Human Soldier
(3/5)
Battalion — Whenever Nav Squad Commandos and at least two other creatures attack, Nav Squad Commandos gets +1/+1 until end of turn. Untap it.
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Navigator's Compass
( 1)
Artifact
When Navigator's Compass enters, you gain 3 life. : Until end of turn, target land you control becomes the basic land type of your choice in addition to its other types.
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Naya Charm
( 3)
Instant
Choose one — • Naya Charm deals 3 damage to target creature. • Return target card from a graveyard to its owner's hand. • Tap all creatures target player controls.
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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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Nearheath Chaplain
( 4)
Creature — Human Cleric
(3/1)
Lifelink , Exile Nearheath Chaplain from your graveyard: Create two 1/1 white Spirit creature tokens with flying. Activate only as a sorcery.
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Neck Breaker
( 0)
Creature — Werewolf
(4/3)
Attacking creatures you control get +1/+0 and have trample. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Neck Breaker.
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Neck Snap
( 4)
Instant
Destroy target attacking or blocking creature.
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Necra Sanctuary
( 3)
Enchantment
At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead.
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Necratog
( 3)
Creature — Atog
(1/2)
Exile the top creature card of your graveyard: Necratog gets +2/+2 until end of turn.
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Necrite
( 3)
Creature — Thrull
(2/2)
Whenever Necrite attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature defending player controls. It can't be regenerated.
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Necrobite
( 3)
Instant
Target creature gains deathtouch until end of turn. Regenerate it. (The next time that creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Necroblossom Snarl
( 0)
Land
As Necroblossom Snarl enters, you may reveal a Swamp or Forest card from your hand. If you don't, Necroblossom Snarl enters tapped. : Add or .
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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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Necroduality
( 4)
Enchantment
Whenever a nontoken Zombie you control enters, create a token that's a copy of that creature.
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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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Necrogen Communion
( 2)
Enchantment — Aura
Enchant creature you control Enchanted creature has toxic 2. (Players dealt combat damage by it also get two poison counters.) When enchanted creature dies, return that card to the battlefield under your control.
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Necrogen Mists
( 3)
Enchantment
At the beginning of each player's upkeep, that player discards a card.
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Necrogen Rotpriest
( 4)
Creature — Phyrexian Zombie Cleric
(1/5)
Toxic 2 (Players dealt combat damage by this creature also get two poison counters.) Whenever a creature you control with toxic deals combat damage to a player, that player gets an additional poison counter. : Target creature you control with toxic gains deathtouch until end of turn.
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Necrogen Scudder
( 3)
Creature — Phyrexian Horror
(3/3)
Flying When Necrogen Scudder enters, you lose 3 life.
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Necrogen Spellbomb
( 1)
Artifact
, Sacrifice Necrogen Spellbomb: Target player discards a card. , Sacrifice Necrogen Spellbomb: Draw a card.
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Necrogenesis
( 2)
Enchantment
: Exile target creature card from a graveyard. Create a 1/1 green Saproling creature token.
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Necrogoyf
( 5)
Creature — Lhurgoyf
(*/4)
Necrogoyf's power is equal to the number of creature cards in all graveyards. At the beginning of each player's upkeep, that player discards a card. 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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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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Necrologia
( 5)
Instant
Cast this spell only during your end step. As an additional cost to cast this spell, pay X life. Draw X cards.
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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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Necromancer's Stockpile
( 2)
Enchantment
, Discard a creature card: Draw a card. If the discarded card was a Zombie card, create a tapped 2/2 black Zombie creature token.
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Necromancy
( 3)
Enchantment
You may cast Necromancy as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. When Necromancy enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach Necromancy to it. When Necromancy leaves the battlefield, that creature's controller sacrifices it.
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Necromantic Selection
( 7)
Sorcery
Destroy all creatures, then return a creature card put into a graveyard this way to the battlefield under your control. It's a black Zombie in addition to its other colors and types. Exile Necromantic Selection.
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Necromantic Summons
( 5)
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, that creature enters with two additional +1/+1 counters on it.
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Necromantic Thirst
( 4)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals combat damage to a player, you may return target creature card from your graveyard to your hand.
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