|
Nessian Demolok
( 5)
Creature — Beast
(3/3)
Tribute 3 (As this creature enters, an opponent of your choice may put three +1/+1 counters on it.) When Nessian Demolok enters, if tribute wasn't paid, destroy target noncreature permanent.
|
|
|
Nessian Game Warden
( 5)
Creature — Beast
(4/5)
When Nessian Game Warden enters, look at the top X cards of your library, where X is the number of Forests you control. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
|
|
|
Nessian Hornbeetle
( 2)
Creature — Insect
(2/2)
At the beginning of combat on your turn, if you control another creature with power 4 or greater, put a +1/+1 counter on this creature.
|
|
|
Nessian Wanderer
( 2)
Creature — Satyr Scout
(1/3)
Constellation — Whenever an enchantment you control enters, look at the top three cards of your library. You may reveal a land card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order.
|
|
|
Nessian Wilds Ravager
( 6)
Creature — Hydra
(6/6)
Tribute 6 (As this creature enters, an opponent of your choice may put six +1/+1 counters on it.) When Nessian Wilds Ravager enters, if tribute wasn't paid, you may have Nessian Wilds Ravager fight another target creature. (Each deals damage equal to its power to the other.)
|
|
|
Nest Invader
( 2)
Creature — Eldrazi Drone
(2/2)
When Nest Invader enters, create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this creature: Add ."
|
|
|
Nested Ghoul
( 5)
Creature — Phyrexian Zombie Warrior
(4/2)
Whenever a source deals damage to Nested Ghoul, create a 2/2 black Phyrexian Zombie creature token.
|
|
|
Nested Shambler
( 1)
Creature — Zombie
(1/1)
When Nested Shambler dies, create X tapped 1/1 green Squirrel creature tokens, where X is Nested Shambler's power.
|
|
|
Nesting Dovehawk
( 4)
Creature — Bird
(2/2)
Flying At the beginning of combat on your turn, populate. (Create a token that's a copy of a creature token you control.) Whenever a creature token you control enters, put a +1/+1 counter on Nesting Dovehawk.
|
|
|
Nesting Dragon
( 5)
Creature — Dragon
(5/4)
Flying Landfall — Whenever a land you control enters, create a 0/2 red Dragon Egg creature token with defender and "When this creature dies, create a 2/2 red Dragon creature token with flying and ‘: This creature gets +1/+0 until end of turn.'"
|
|
|
Nesting Wurm
( 6)
Creature — Wurm
(4/3)
Trample When Nesting Wurm enters, you may search your library for up to three cards named Nesting Wurm, reveal them, put them into your hand, then shuffle.
|
|
|
Netcaster Spider
( 3)
Creature — Spider
(2/3)
Reach (This creature can block creatures with flying.) Whenever Netcaster Spider blocks a creature with flying, Netcaster Spider gets +2/+0 until end of turn.
|
|
|
Nether Shadow
( 2)
Creature — Spirit
(1/1)
Haste At the beginning of your upkeep, if Nether Shadow is in your graveyard with three or more creature cards above it, you may put Nether Shadow onto the battlefield.
|
|
|
Nether Spirit
( 3)
Creature — Spirit
(2/2)
At the beginning of your upkeep, if Nether Spirit is the only creature card in your graveyard, you may return Nether Spirit to the battlefield.
|
|
|
Nether Traitor
( 2)
Creature — Spirit
(1/1)
Haste Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever another creature is put into your graveyard from the battlefield, you may pay . If you do, return Nether Traitor from your graveyard to the battlefield.
|
|
|
Nethergoyf
( 1)
Creature — Lhurgoyf
(*/1+*)
Nethergoyf's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1. Escape—, Exile any number of other cards from your graveyard with four or more card types among them. (You may cast this card from your graveyard for its escape cost.)
|
|
|
Netter en-Dal
( 1)
Creature — Human Spellshaper
(1/1)
, , Discard a card: Target creature can't attack this turn.
|
|
|
Nettle Drone
( 3)
Creature — Eldrazi Drone
(3/1)
Devoid (This card has no color.) : Nettle Drone deals 1 damage to each opponent. Whenever you cast a colorless spell, untap Nettle Drone.
|
|
|
Nettle Guard
( 2)
Creature — Mouse Soldier
(3/1)
Valiant — Whenever Nettle Guard becomes the target of a spell or ability you control for the first time each turn, it gets +0/+2 until end of turn. , Sacrifice Nettle Guard: Destroy target artifact or enchantment.
|
|
|
Nettle Sentinel
( 1)
Creature — Elf Warrior
(2/2)
Nettle Sentinel doesn't untap during your untap step. Whenever you cast a green spell, you may untap Nettle Sentinel.
|
|
|
Nettletooth Djinn
( 4)
Creature — Djinn
(4/4)
At the beginning of your upkeep, Nettletooth Djinn deals 1 damage to you.
|
|
|
Nettling Imp
( 3)
Creature — Imp
(1/1)
: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. Destroy it at the beginning of the next end step if it didn't attack this turn. Activate only during an opponent's turn, before attackers are declared.
|
|
|
Nettling Nuisance
( 3)
Creature — Faerie Rogue
(3/1)
Flying Whenever one or more Faeries you control deal combat damage to a player, that player creates a 4/2 red Pirate creature token with "This creature can't block." The token is goaded for the rest of the game. (It attacks each combat if able and attacks a player other than you if able.)
|
|
|
Network Disruptor
( 1)
Artifact Creature — Moonfolk Rogue
(1/1)
Flying When Network Disruptor enters, tap target permanent.
|
|
|
Neurok Commando
( 3)
Creature — Human Rogue
(2/1)
Shroud (This creature can't be the target of spells or abilities.) Whenever Neurok Commando deals combat damage to a player, you may draw a card.
|
|
|
Neurok Familiar
( 2)
Creature — Bird
(1/1)
Flying When Neurok Familiar enters, reveal the top card of your library. If it's an artifact card, put it into your hand. Otherwise, put it into your graveyard.
|
|
|
Neurok Invisimancer
( 3)
Creature — Human Wizard
(2/1)
Neurok Invisimancer can't be blocked. When Neurok Invisimancer enters, target creature can't be blocked this turn.
|
|
|
Neurok Prodigy
( 3)
Creature — Human Wizard
(2/1)
Flying Discard an artifact card: Return Neurok Prodigy to its owner's hand.
|
|
|
Neurok Replica
( 3)
Artifact Creature — Wizard
(1/4)
, Sacrifice Neurok Replica: Return target creature to its owner's hand.
|
|
|
Neurok Spy
( 3)
Creature — Human Rogue
(2/2)
Neurok Spy can't be blocked as long as defending player controls an artifact.
|
|
|
Neurok Transmuter
( 3)
Creature — Human Wizard
(2/2)
: Target creature becomes an artifact in addition to its other types until end of turn. : Until end of turn, target artifact creature becomes blue and isn't an artifact.
|
|
|
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.
|
|
|
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.)
|
|
|
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.
|
|
|
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 .)
|
|
|
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.
|
|
|
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.
|
|
|
Nexos
( 2)
Creature — Human Tyranid Advisor
(2/2)
|
|
|
Nexus Wardens
( 3)
Creature — Satyr Archer
(1/4)
Reach Constellation — Whenever an enchantment you control enters, you gain 2 life.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.)
|
|
|
Nezumi Bone-Reader
( 2)
Creature — Rat Shaman
(1/1)
, Sacrifice a creature: Target player discards a card. Activate only as a sorcery.
|
|
|
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.
|
|
|
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.)
|
|
|
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.
|
|
|
Nezumi Informant
( 2)
Creature — Rat Rogue
(1/1)
When Nezumi Informant enters, each opponent discards a card.
|
|
|
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."
|
|
|
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.)
|
|
|
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.)
|
|
|
Nezumi Shadow-Watcher
( 1)
Creature — Rat Warrior
(1/1)
Sacrifice Nezumi Shadow-Watcher: Destroy target Ninja.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.)
|
|
|
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.
|
|
|
Niblis of the Mist
( 3)
Creature — Spirit
(2/1)
Flying When Niblis of the Mist enters, you may tap target creature.
|
|
|
Niblis of the Urn
( 2)
Creature — Spirit
(1/1)
Flying Whenever Niblis of the Urn attacks, you may tap target creature.
|
|
|
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.
|
|
|
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.")
|
|
|
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.)
|
|
|
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.)
|
|
|
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.
|
|
|
Night Market Guard
( 3)
Artifact Creature — Construct
(3/1)
Night Market Guard can block an additional creature each combat.
|
|
|
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.
|
|
|
Night Revelers
( 5)
Creature — Vampire
(4/4)
Night Revelers has haste as long as an opponent controls a Human.
|
|
|
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."
|
|
|
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.)
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
Nightscape Familiar
( 2)
Creature — Zombie
(1/1)
Blue spells and red spells you cast cost less to cast. : Regenerate Nightscape Familiar.
|
|
|
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.)
|
|
|
Nightshade Dryad
( 2)
Creature — Dryad
(1/2)
Deathtouch : Add . : Add one mana of any color.
|
|
|
Nightshade Harvester
( 4)
Creature — Elf Shaman
(2/2)
Whenever a land an opponent controls enters, that player loses 1 life. Put a +1/+1 counter on Nightshade Harvester.
|
|
|
Nightshade Peddler
( 2)
Creature — Human Druid
(1/1)
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 Nightshade Peddler is paired with another creature, both creatures have deathtouch.
|
|
|