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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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Nahiri's Wrath
( 3)
Sorcery
As an additional cost to cast this spell, discard X cards. Nahiri's Wrath deals damage equal to the total mana value of the discarded cards to each of up to X target creatures and/or planeswalkers.
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Najal, the Storm Runner
( 5)
Legendary Creature — Efreet Wizard
(5/4)
You may cast sorcery spells as though they had flash. Whenever Najal, the Storm Runner attacks, you may pay . If you do, when you next cast an instant or sorcery spell this turn, copy it. You may choose new targets for the copy.
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Nalathni Dragon
( 4)
Creature — Dragon
(1/1)
Flying; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) : Nalathni Dragon gets +1/+0 until end of turn. If this ability has been activated four or more times this turn, sacrifice Nalathni Dragon at the beginning of the next end step.
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Nalia de'Arnise
( 3)
Legendary Creature — Human Rogue
(3/3)
You may look at the top card of your library any time. You may cast Cleric, Rogue, Warrior, and Wizard spells from the top of your library. At the beginning of combat on your turn, if you have a full party, put a +1/+1 counter on each creature you control and those creatures gain deathtouch until end of turn.
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Name Dropping
( 2)
Enchantment
Gotcha — If an opponent says a word that's in the name of a card in your graveyard, you may say "Gotcha" When you do, return that card to your hand.
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Nameless Inversion
( 2)
Kindred Instant — Shapeshifter
Changeling (This card is every creature type.) Target creature gets +3/-3 and loses all creature types until end of turn.
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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 Shrine
( 3)
Enchantment
Whenever a player casts a spell, that player creates X 1/1 green Squirrel creature tokens, where X is the number of cards in all graveyards with the same name as that spell.
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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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Naomi, Pillar of Order
( 5)
Legendary Creature — Human Advisor
(4/4)
Whenever Naomi, Pillar of Order enters or attacks, if you control an artifact and an enchantment, create a 2/2 white Samurai creature token with vigilance.
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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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Narnam Renegade
( 1)
Creature — Elf Warrior
(1/2)
Deathtouch Revolt — Narnam Renegade enters with a +1/+1 counter on it if a permanent you controlled left the battlefield this turn.
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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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Narset, Enlightened Exile
( 4)
Legendary Creature — Human Monk
(3/4)
Creatures you control have prowess. Whenever Narset, Enlightened Exile attacks, exile target noncreature, nonland card with mana value less than Narset's power from a graveyard and copy it. You may cast the copy without paying its mana cost.
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Narset, Enlightened Master
( 6)
Legendary Creature — Human Monk
(3/2)
First strike, hexproof Whenever Narset, Enlightened Master attacks, exile the top four cards of your library. Until end of turn, you may cast noncreature spells from among those cards without paying their mana costs.
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Narset, Parter of Veils
( 3)
Legendary Planeswalker — Narset
(5)
Each opponent can't draw more than one card each turn. −2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Narset's Reversal
( 2)
Instant
Copy target instant or sorcery spell, then return it to its owner's hand. You may choose new targets for the copy.
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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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Naru Meha, Master Wizard
( 4)
Legendary Creature — Human Wizard
(3/3)
Flash When Naru Meha, Master Wizard enters, copy target instant or sorcery spell you control. You may choose new targets for the copy. Other Wizards you control get +1/+1.
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Narwhal
( 4)
Creature — Whale
(2/2)
First strike, protection from red
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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, 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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Nassari, Dean of Expression
( 5)
Legendary Creature — Efreet Shaman
(4/4)
At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells. Whenever you cast a spell from exile, put a +1/+1 counter on Nassari, Dean of Expression.
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Natural Affinity
( 3)
Instant
All lands become 2/2 creatures until end of turn. They're still lands.
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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 End
( 3)
Instant
Destroy target artifact or enchantment. You gain 3 life.
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Natural Order
( 4)
Sorcery
As an additional cost to cast this spell, sacrifice a green creature. Search your library for a green creature card, put it onto the battlefield, then shuffle.
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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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Natural State
( 1)
Instant
Destroy target artifact or enchantment with mana value 3 or less.
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Naturalize
( 2)
Instant
Destroy target artifact or enchantment.
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Naturalize 2 (playtest)
( 2)
Instant
Destroy target artifact, enchantment, emblem, or gameplay tracker. (Trackers include play aids such as dungeons, city's blessing, and monarch. When you destroy it, the associated object or designation is removed from the game.)
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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 Kiss
( 2)
Enchantment — Aura
Enchant creature , Exile the top card of your graveyard: Enchanted creature gets +1/+1 until end of turn.
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Nature's Lore
( 2)
Sorcery
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
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Nature's Panoply
( 1)
Instant
Strive — This spell costs more to cast for each target beyond the first. Choose any number of target creatures. Put a +1/+1 counter on each of them.
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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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Nature's Revolt
( 5)
Enchantment
All lands are 2/2 creatures that are still lands.
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Nature's Spiral
( 2)
Sorcery
Return target permanent card from your graveyard to your hand.
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Nature's Way
( 2)
Sorcery
Target creature you control gains vigilance and trample until end of turn. It deals damage equal to its power to target creature you don't control.
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Nature's Will
( 4)
Enchantment
Whenever one or more creatures you control deal combat damage to a player, tap all lands that player controls and untap all lands you control.
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Nature's Wrath
( 6)
Enchantment
At the beginning of your upkeep, sacrifice Nature's Wrath unless you pay . Whenever a player puts an Island or blue permanent onto the battlefield, that player sacrifices an Island or blue permanent of their choice. Whenever a player puts a Swamp or black permanent onto the battlefield, that player sacrifices a Swamp or black permanent of their choice.
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Navigation Orb
( 3)
Artifact
, , Sacrifice Navigation Orb: Search your library for up to two basic land cards and/or Gate cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
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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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Navigator's Ruin
( 3)
Enchantment
Raid — At the beginning of your end step, if you attacked this turn, target opponent mills four cards.
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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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Nazahn, Revered Bladesmith
( 6)
Legendary Creature — Cat Artificer
(5/4)
When Nazahn, Revered Bladesmith enters, search your library for an Equipment card and reveal it. If you reveal a card named Hammer of Nazahn this way, put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle. Whenever an equipped creature you control attacks, you may tap target creature defending player controls.
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Nearby Planet
( 0)
Land
Rangeling (This card is every land type, including Plains, Island, Swamp, Mountain, Forest, Desert, Gate, Lair, Locus, and all those Urza's ones.) Nearby Planet enters tapped. When Nearby Planet enters, sacrifice it unless you pay .
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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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Nearheath Pilgrim
( 2)
Creature — Human Cleric
(2/1)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Nearheath Pilgrim is paired with another creature, both creatures have lifelink.
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Nearheath Stalker
( 5)
Creature — Vampire Rogue
(4/1)
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.)
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Nebelgast Herald
( 3)
Creature — Spirit
(2/1)
Flash (You may cast this spell any time you could cast an instant.) Flying Whenever Nebelgast Herald or another Spirit you control enters, tap target creature an opponent controls.
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Nebelgast Intruder
( 3)
Creature — Spirit
(2/1)
Flash Flying When Nebelgast Intruder enters, up to one target creature an opponent controls gets -2/-0 until end of turn.
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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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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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