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Neva, Stalked by Nightmares
( 4)
Legendary Creature — Human Noble
(2/2)
Menace When Neva, Stalked by Nightmares enters, return target creature or enchantment card from your graveyard to your hand. Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on Neva, then scry 1.
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Never Happened
( 3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it.
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Neverending Torment
( 6)
Sorcery
Search target player's library for X cards, where X is the number of cards in your hand, and exile them. Then that player shuffles. Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)
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Nevermaker
( 4)
Creature — Elemental
(2/3)
Flying When Nevermaker leaves the battlefield, put target nonland permanent on top of its owner's library. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Nevermore
( 3)
Enchantment
As Nevermore enters, choose a nonland card name. Spells with the chosen name can't be cast.
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Neverwinter Dryad
( 1)
Creature — Dryad
(1/1)
, Sacrifice Neverwinter Dryad: Search your library for a basic Forest card, put it onto the battlefield tapped, then shuffle.
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Neverwinter Hydra
( 2)
Creature — Hydra
(0/0)
As Neverwinter Hydra enters, roll X d6. It enters with a number of +1/+1 counters on it equal to the total of those results. Trample Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Nevinyrral, Urborg Tyrant
( 6)
Legendary Creature — Zombie Wizard
(3/6)
Hexproof from artifacts, creatures, and enchantments When Nevinyrral, Urborg Tyrant enters, create a tapped 2/2 black Zombie creature token for each creature that died this turn. When Nevinyrral dies, you may pay . When you do, destroy all artifacts, creatures, and enchantments.
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Nevinyrral's Disk
( 4)
Artifact
Nevinyrral's Disk enters tapped. , : Destroy all artifacts, creatures, and enchantments.
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New Benalia
( 0)
Land
New Benalia enters tapped. When New Benalia enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add .
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New Blood
( 4)
Sorcery
As an additional cost to cast this spell, tap an untapped Vampire you control. Gain control of target creature. Change the text of that creature by replacing all instances of one creature type with Vampire.
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New Frontiers
( 1)
Sorcery
Each player may search their library for up to X basic land cards and put them onto the battlefield tapped. Then each player who searched their library this way shuffles.
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New Horizons
( 3)
Enchantment — Aura
Enchant land When New Horizons enters, put a +1/+1 counter on target creature you control. Enchanted land has ": Add two mana of any one color."
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New Master of Arms (playtest)
( 3)
Creature — — Human Soldier
(2/2)
First strike Prevent all combat damage that would be dealt by blocking creatures that are tapped. : Tap target creature blocking New Master of Arms.
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New Perspectives
( 6)
Enchantment
When New Perspectives enters, draw three cards. As long as you have seven or more cards in hand, you may pay rather than pay cycling costs.
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Nexos
( 2)
Creature — Human Tyranid Advisor
(2/2)
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Next of Kin
( 3)
Enchantment — Aura
Enchant creature When enchanted creature dies, you may put a creature card you own with lesser mana value from your hand or from the command zone onto the battlefield. If you do, return Next of Kin to the battlefield attached to that creature at the beginning of the next end step.
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Nexus of Becoming
( 6)
Artifact
At the beginning of combat on your turn, draw a card. Then you may exile an artifact or creature card from your hand. If you do, create a token that's a copy of the exiled card, except it's a 3/3 Golem artifact creature in addition to its other types.
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Nexus of Fate
( 7)
Instant
Take an extra turn after this one. If Nexus of Fate would be put into a graveyard from anywhere, reveal Nexus of Fate and shuffle it into its owner's library instead.
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Nexus Wardens
( 3)
Creature — Satyr Archer
(1/4)
Reach Constellation — Whenever an enchantment you control enters, you gain 2 life.
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Neyali, Suns' Vanguard
( 4)
Legendary Creature — Human Rebel
(3/3)
Attacking tokens you control have double strike. Whenever one or more tokens you control attack a player, exile the top card of your library. During any turn you attacked with a token, you may play that card.
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Neyam Shai Murad
( 4)
Legendary Creature — Human Rogue
(3/3)
Rogue Trader — Whenever Neyam Shai Murad deals combat damage to a player, you may have that player return target permanent card from their graveyard to their hand. If you do, that player chooses a permanent card in your graveyard, then you put it onto the battlefield under your control.
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Nezahal, Primal Tide
( 7)
Legendary Creature — Elder Dinosaur
(7/7)
This spell can't be countered. You have no maximum hand size. Whenever an opponent casts a noncreature spell, draw a card. Discard three cards: Exile Nezahal, Primal Tide. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
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Nezumi Bladeblesser
( 3)
Creature — Rat Samurai
(3/2)
Nezumi Bladeblesser has deathtouch as long as you control an artifact. Nezumi Bladeblesser has menace as long as you control an enchantment. (It can't be blocked except by two or more creatures.)
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Nezumi Bone-Reader
( 2)
Creature — Rat Shaman
(1/1)
, Sacrifice a creature: Target player discards a card. Activate only as a sorcery.
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Nezumi Cutthroat
( 2)
Creature — Rat Warrior
(2/1)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Nezumi Cutthroat can't block.
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Nezumi Freewheeler
( 4)
Creature — Rat Samurai
(3/3)
Menace When Nezumi Freewheeler enters, each player mills three cards. (To mill three cards, a player puts the top three cards of their library into their graveyard.) : Transform Nezumi Freewheeler. Activate only as a sorcery. ( can be paid with either or 2 life.)
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Nezumi Graverobber
( 2)
Creature — Rat Rogue
(2/1)
: Exile target card from an opponent's graveyard. If no cards are in that graveyard, flip Nezumi Graverobber.
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Nezumi Informant
( 2)
Creature — Rat Rogue
(1/1)
When Nezumi Informant enters, each opponent discards a card.
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Nezumi Linkbreaker
( 1)
Creature — Rat Warlock
(1/1)
When Nezumi Linkbreaker dies, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
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Nezumi Road Captain
( 0)
Enchantment Creature — Rat Rogue
(2/2)
Menace Vehicles you control have menace. (They can't be blocked except by two or more creatures.)
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Nezumi Ronin
( 3)
Creature — Rat Samurai
(3/1)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Nezumi Shadow-Watcher
( 1)
Creature — Rat Warrior
(1/1)
Sacrifice Nezumi Shadow-Watcher: Destroy target Ninja.
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Nezumi Shortfang
( 2)
Creature — Rat Rogue
(1/1)
, : Target opponent discards a card. Then if that player has no cards in hand, flip Nezumi Shortfang.
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Niambi, Esteemed Speaker
( 2)
Legendary Creature — Human Cleric
(2/1)
Flash When Niambi, Esteemed Speaker enters, you may return another target creature you control to its owner's hand. If you do, you gain life equal to that creature's mana value. , , Discard a legendary card: Draw two cards.
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Niambi, Faithful Healer
( 3)
Legendary Creature — Human Cleric
(2/2)
When Niambi, Faithful Healer enters, you may search your library and/or graveyard for a card named Teferi, Timebender, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Niblis of Dusk
( 3)
Creature — Spirit
(2/1)
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Niblis of Frost
( 4)
Creature — Spirit
(3/3)
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast an instant or sorcery spell, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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Niblis of the Mist
( 3)
Creature — Spirit
(2/1)
Flying When Niblis of the Mist enters, you may tap target creature.
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Niblis of the Urn
( 2)
Creature — Spirit
(1/1)
Flying Whenever Niblis of the Urn attacks, you may tap target creature.
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Nicanzil, Current Conductor
( 2)
Legendary Creature — Merfolk Scout
(2/3)
Whenever a creature you control explores a land card, you may put a land card from your hand onto the battlefield tapped. Whenever a creature you control explores a nonland card, put a +1/+1 counter on Nicanzil, Current Conductor.
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Nick Valentine, Private Eye
( 3)
Legendary Artifact Creature — Synth Detective
(2/2)
Nick Valentine, Private Eye can't be blocked except by artifact creatures. Whenever Nick Valentine or another artifact creature you control dies, you may investigate. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Nicol Bolas, Dragon-God
( 5)
Legendary Planeswalker — Bolas
(4)
Nicol Bolas, Dragon-God has all loyalty abilities of all other planeswalkers on the battlefield. +1: You draw a card. Each opponent exiles a card from their hand or a permanent they control. −3: Destroy target creature or planeswalker. −8: Each opponent who doesn't control a legendary creature or planeswalker loses the game.
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Nicol Bolas, God-Pharaoh
( 7)
Legendary Planeswalker — Bolas
(7)
+2: Target opponent exiles cards from the top of their library until they exile a nonland card. Until end of turn, you may cast that card without paying its mana cost. +1: Each opponent exiles two cards from their hand. −4: Nicol Bolas, God-Pharaoh deals 7 damage to target opponent, creature an opponent controls, or planeswalker an opponent controls. −12: Exile each nonland permanent your opponents control.
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Nicol Bolas, Planeswalker
( 8)
Legendary Planeswalker — Bolas
(5)
+3: Destroy target noncreature permanent. −2: Gain control of target creature. −9: Nicol Bolas, Planeswalker deals 7 damage to target player or planeswalker. That player or that planeswalker's controller discards seven cards, then sacrifices seven permanents.
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Nicol Bolas, the Arisen
( 0)
Legendary Planeswalker — Bolas
(7)
+2: Draw two cards. −3: Nicol Bolas, the Arisen deals 10 damage to target creature or planeswalker. −4: Put target creature or planeswalker card from a graveyard onto the battlefield under your control. −12: Exile all but the bottom card of target player's library.
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Nicol Bolas, the Deceiver
( 8)
Legendary Planeswalker — Bolas
(5)
+3: Each opponent loses 3 life unless that player sacrifices a nonland permanent or discards a card. −3: Destroy target creature. Draw a card. −11: Nicol Bolas, the Deceiver deals 7 damage to each opponent. You draw seven cards.
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Night Brushwagg Ringmaster
( 0)
Stickers
2 — Menace 3 — Persist (When this permanent 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.) 2 — 2/3 6 — 10/10
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Night Clubber
( 3)
Creature — Human Warrior
(2/2)
When Night Clubber enters, creatures your opponents control get -1/-1 until end of turn. Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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Night Dealings
( 4)
Enchantment
Whenever a source you control deals damage to another player, put that many theft counters on Night Dealings. , Remove X theft counters from Night Dealings: Search your library for a nonland card with mana value X, reveal it, put it into your hand, then shuffle.
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Night Incarnate
( 5)
Creature — Elemental
(3/4)
Deathtouch When Night Incarnate leaves the battlefield, all creatures get -3/-3 until end of turn. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Night Market Aeronaut
( 4)
Creature — Aetherborn Warrior
(2/2)
Flying Revolt — Night Market Aeronaut enters with a +1/+1 counter on it if a permanent you controlled left the battlefield this turn.
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Night Market Guard
( 3)
Artifact Creature — Construct
(3/1)
Night Market Guard can block an additional creature each combat.
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Night Market Lookout
( 1)
Creature — Human Rogue
(1/1)
Whenever Night Market Lookout becomes tapped, each opponent loses 1 life and you gain 1 life.
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Night of the Flying Merfolk (playtest)
( 3)
Enchantment — — Saga
Bedtime story (Don't put a lore counter on this Saga as it enters. Put a lore counter on it at the beginning of your end step rather than your main phase. Sacrifice after III.) I — Create two 1/1 blue Merfolk creature tokens. II — Put a flying counter on each tapped creature you control. III — Draw a card for each creature you control that dealt combat damage to a player this turn.
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Night Revelers
( 5)
Creature — Vampire
(4/4)
Night Revelers has haste as long as an opponent controls a Human.
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Night Scythe
( 3)
Artifact — Vehicle
(3/1)
Flying Invasion Beams — When Night Scythe enters, create a 2/2 black Necron Warrior artifact creature token. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Night Shift of the Living Dead
( 4)
Enchantment
After you roll a die, you may pay 1 life. If you do, increase or decrease the result by 1. Do this only once each turn. Whenever you roll a 6, create a 2/2 black Zombie Employee creature token.
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Night Soil
( 2)
Enchantment
, Exile two creature cards from a single graveyard: Create a 1/1 green Saproling creature token.
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Night Terrors
( 3)
Sorcery
Target player reveals their hand. You choose a nonland card from it. Exile that card.
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Nightbird's Clutches
( 2)
Sorcery
Up to two target creatures can't block this turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Nightclub Bouncer
( 4)
Creature — — Human Rogue
(2/3)
Flash When Nightclub Bouncer enters the battlefield, return target nonland permanent an opponent controls to its owner's hand. It perpetually gains "This spell costs more to cast."
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Nightcreep
( 2)
Instant
Until end of turn, all creatures become black and all lands become Swamps.
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Nightdrinker Moroii
( 4)
Creature — Vampire
(4/2)
Flying When Nightdrinker Moroii enters, you lose 3 life. Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
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Nightfall Predator
( 0)
Creature — Werewolf
(4/4)
, : Nightfall Predator fights target creature. (Each deals damage equal to its power to the other.) At the beginning of each upkeep, if a player cast two or more spells last turn, transform Nightfall Predator.
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Nightfire Giant
( 5)
Creature — Zombie Giant
(4/3)
Nightfire Giant gets +1/+1 as long as you control a Mountain. : Nightfire Giant deals 2 damage to any target.
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Nighthawk Scavenger
( 3)
Creature — Vampire Rogue
(1+*/3)
Flying, deathtouch, lifelink Nighthawk Scavenger's power is equal to 1 plus the number of card types among cards in your opponents' graveyards.
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Nighthaze
( 1)
Sorcery
Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.) Draw a card.
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Nighthowler
( 3)
Enchantment Creature — Horror
(0/0)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Nighthowler and enchanted creature each get +X/+X, where X is the number of creature cards in all graveyards.
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Nightkin Ambusher
( 4)
Creature — Mutant Warrior
(4/4)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) When Nightkin Ambusher enters, target player gets four rad counters. Nightkin Ambusher can't be blocked as long as defending player has a rad counter.
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Nightmare
( 6)
Creature — Nightmare Horse
(*/*)
Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control.
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Nightmare Incursion
( 6)
Sorcery
Search target player's library for up to X cards, where X is the number of Swamps you control, and exile them. Then that player shuffles.
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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 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, 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 Dryad
( 2)
Creature — Dryad
(1/2)
Deathtouch : Add . : Add one mana of any color.
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