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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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Necromaster Dragon
( 5)
Creature — Dragon
(4/4)
Flying Whenever Necromaster Dragon deals combat damage to a player, you may pay . If you do, create a 2/2 black Zombie creature token and each opponent mills two cards.
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Necromentia
( 3)
Sorcery
Choose a card name other than a basic land card name. Search target opponent's graveyard, hand, and library for any number of cards with that name and exile them. That player shuffles, then creates a 2/2 black Zombie creature token for each card exiled from their hand this way.
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Necron Deathmark
( 5)
Artifact Creature — Necron
(5/3)
Flash Synaptic Disintegrator — When Necron Deathmark enters, destroy up to one target creature and target player mills three cards.
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Necron Monolith
( 7)
Artifact — Vehicle
(7/7)
Flying, indestructible Eternity Gate — Whenever Necron Monolith attacks, mill three cards. For each creature card milled this way, create a 2/2 black Necron Warrior artifact creature token. Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
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Necropanther
( 3)
Creature — Cat Nightmare
(3/3)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, return target creature card with mana value 3 or less from your graveyard to the battlefield.
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Necropede
( 2)
Artifact Creature — Phyrexian Insect
(1/1)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) When Necropede dies, you may put a -1/-1 counter on target creature.
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Necroplasm
( 3)
Creature — Ooze
(1/1)
At the beginning of your upkeep, put a +1/+1 counter on Necroplasm. At the beginning of your end step, destroy each creature with mana value equal to the number of +1/+1 counters on Necroplasm. 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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Necropolis
( 5)
Artifact Creature — Wall
(0/1)
Defender (This creature can't attack.) Exile a creature card from your graveyard: Put X +0/+1 counters on Necropolis, where X is the exiled card's mana value.
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Necropolis Fiend
( 9)
Creature — Demon
(4/5)
Delve (Each card you exile from your graveyard while casting this spell pays for .) Flying , , Exile X cards from your graveyard: Target creature gets -X/-X until end of turn.
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Necropolis Regent
( 6)
Creature — Vampire
(6/5)
Flying Whenever a creature you control deals combat damage to a player, put that many +1/+1 counters on it.
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Necropotence
( 3)
Enchantment
Skip your draw step. Whenever you discard a card, exile that card from your graveyard. Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.
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Necropouncer
( 6)
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +3/+1 and has haste. Equip
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Necroskitter
( 3)
Creature — Elemental
(1/4)
Wither (This deals damage to creatures in the form of -1/-1 counters.) Whenever a creature an opponent controls with a -1/-1 counter on it dies, you may return that card to the battlefield under your control.
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Necrosquito
( 4)
Creature — Phyrexian Insect
(0/0)
Flying Necrosquito enters with two oil counters on it. Necrosquito gets +1/+1 for each oil counter on it. Whenever another creature or artifact you control is put into a graveyard from the battlefield, put an oil counter on Necrosquito.
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Necrosynthesis
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever another creature dies, put a +1/+1 counter on this creature." When enchanted creature dies, look at the top X cards of your library, where X is its power. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
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Necrotic Fumes
( 3)
Sorcery — Lesson
As an additional cost to cast this spell, exile a creature you control. Exile target creature or planeswalker.
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Necrotic Hex
( 7)
Sorcery
Each player sacrifices six creatures of their choice. You create six tapped 2/2 black Zombie creature tokens.
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Necrotic Ooze
( 4)
Creature — Ooze
(4/3)
As long as Necrotic Ooze is on the battlefield, it has all activated abilities of all creature cards in all graveyards.
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Necrotic Plague
( 4)
Enchantment — Aura
Enchant creature Enchanted creature has "At the beginning of your upkeep, sacrifice this creature." When enchanted creature dies, its controller chooses target creature one of their opponents controls. Return Necrotic Plague from its owner's graveyard to the battlefield attached to that creature.
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Necrotic Sliver
( 3)
Creature — Sliver
(2/2)
All Slivers have ", Sacrifice this permanent: Destroy target permanent."
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Necrotic Wound
( 1)
Instant
Undergrowth — Target creature gets -X/-X until end of turn, where X is the number of creature cards in your graveyard. If that creature would die this turn, exile it instead.
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Nectar Faerie
( 2)
Creature — Faerie Wizard
(1/1)
Flying , : Target Faerie or Elf gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
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Need for Speed
( 1)
Enchantment
Sacrifice a land: Target creature gains haste until end of turn.
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Needle Drop
( 1)
Instant
Needle Drop deals 1 damage to any target that was dealt damage this turn. Draw a card.
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Needle Specter
( 3)
Creature — Specter
(1/1)
Flying Wither (This deals damage to creatures in the form of -1/-1 counters.) Whenever Needle Specter deals combat damage to a player, that player discards that many cards.
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Needle Storm
( 3)
Sorcery
Needle Storm deals 4 damage to each creature with flying.
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Needlebite Trap
( 7)
Instant — Trap
If an opponent gained life this turn, you may pay rather than pay this spell's mana cost. Target player loses 5 life and you gain 5 life.
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Needlebug
( 4)
Artifact Creature — Insect
(2/2)
Flash Protection from artifacts
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Needleshot Gourna
( 6)
Creature — Beast
(3/6)
Reach (This creature can block creatures with flying.)
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Needletooth Pack
( 5)
Creature — Dinosaur
(4/5)
Morbid — At the beginning of your end step, if a creature died this turn, put two +1/+1 counters on target creature you control.
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Needletooth Raptor
( 4)
Creature — Dinosaur
(2/2)
Enrage — Whenever Needletooth Raptor is dealt damage, it deals 5 damage to target creature an opponent controls.
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Neera, Wild Mage
( 6)
Legendary Creature — Human Elf Shaman
(2/7)
Whenever you cast a spell, you may put it on the bottom of its owner's library. If you do, reveal cards from the top of your library until you reveal a nonland card. You may cast that card without paying its mana cost. Then put all revealed cards not cast this way on the bottom of your library in a random order. This ability triggers only once each turn.
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Nefarious Imp
( 3)
Creature — Imp
(2/1)
Flying Whenever one or more permanents you control leave the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Nefarious Lich
( 4)
Enchantment
If damage would be dealt to you, exile that many cards from your graveyard instead. If you can't, you lose the game. If you would gain life, draw that many cards instead. When Nefarious Lich leaves the battlefield, you lose the game.
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Nefarox, Overlord of Grixis
( 6)
Legendary Creature — Demon
(5/5)
Flying Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever Nefarox, Overlord of Grixis attacks alone, defending player sacrifices a creature of their choice.
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Nefashu
( 6)
Creature — Zombie Mutant
(5/3)
Whenever Nefashu attacks, up to five target creatures each get -1/-1 until end of turn.
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Nef-Crop Entangler
( 2)
Creature — Human Warrior
(2/1)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) You may exert Nef-Crop Entangler as it attacks. When you do, it gets +1/+2 until end of turn. (An exerted creature won't untap during your next untap step.)
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Negan, the Cold-Blooded
( 5)
Legendary Creature — Human Rogue
(4/3)
When Negan enters, you and target opponent each secretly choose a creature that player controls. Then those choices are revealed, and that player sacrifices those creatures. Whenever an opponent sacrifices a creature, you create a Treasure token.
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Negate
( 2)
Instant
Counter target noncreature spell.
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Neglected Heirloom
( 1)
Artifact — Equipment
Equipped creature gets +1/+1. When equipped creature transforms, transform Neglected Heirloom. Equip
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Neglected Manor
( 0)
Land
Neglected Manor enters tapped unless a player has 13 or less life. : Add or .
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Neheb, Dreadhorde Champion
( 4)
Legendary Creature — Zombie Minotaur Warrior
(5/4)
Trample Whenever Neheb, Dreadhorde Champion deals combat damage to a player or planeswalker, you may discard any number of cards. If you do, draw that many cards and add that much . Until end of turn, you don't lose this mana as steps and phases end.
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Neheb, the Eternal
( 5)
Legendary Creature — Zombie Minotaur Warrior
(4/6)
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.) At the beginning of each of your postcombat main phases, add for each 1 life your opponents have lost this turn.
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Neheb, the Worthy
( 3)
Legendary Creature — Minotaur Warrior
(2/2)
First strike Other Minotaurs you control have first strike. As long as you have one or fewer cards in hand, Minotaurs you control get +2/+0. Whenever Neheb, the Worthy deals combat damage to a player, each player discards a card.
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Neighborhood Guardian
( 2)
Creature — Unicorn
(2/2)
Whenever another creature you control with power 2 or less enters, target creature you control gets +1/+1 until end of turn.
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Neko-Te
( 3)
Artifact — Equipment
Whenever equipped creature deals damage to a creature, tap that creature. That creature doesn't untap during its controller's untap step for as long as Neko-Te remains on the battlefield. Whenever equipped creature deals damage to a player, that player loses 1 life. Equip
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Nekrataal
( 4)
Creature — Human Assassin
(2/1)
First strike When Nekrataal enters, destroy target nonartifact, nonblack creature. That creature can't be regenerated.
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Nekusar, the Mindrazer
( 5)
Legendary Creature — Zombie Wizard
(2/4)
At the beginning of each player's draw step, that player draws an additional card. Whenever an opponent draws a card, Nekusar, the Mindrazer deals 1 damage to that player.
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Nelly Borca, Impulsive Accuser
( 4)
Legendary Creature — Human Detective
(2/4)
Vigilance Whenever Nelly Borca, Impulsive Accuser attacks, suspect target creature. Then goad all suspected creatures. (A suspected creature has menace and can't block.) Whenever one or more creatures an opponent controls deal combat damage to one or more of your opponents, you and the controller of those creatures each draw a card.
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Nemata, Grove Guardian
( 6)
Legendary Creature — Treefolk
(4/5)
: Create a 1/1 green Saproling creature token. Sacrifice a Saproling: Saproling creatures get +1/+1 until end of turn.
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Nemata, Primeval Warden
( 4)
Legendary Creature — Treefolk
(3/4)
Reach If a creature an opponent controls would die, exile it instead. When you do, create a 1/1 green Saproling creature token. , Sacrifice a Saproling: Nemata, Primeval Warden gets +2/+2 until end of turn. , Sacrifice two Saprolings: Draw a card.
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Nemesis Mask
( 3)
Artifact — Equipment
All creatures able to block equipped creature do so. Equip (: 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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Nemesis of Reason
( 5)
Creature — Leviathan Horror
(3/7)
Whenever Nemesis of Reason attacks, defending player mills ten cards.
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Nemesis Phoenix
( 5)
Creature — Phoenix
(4/2)
Flying : Return Nemesis Phoenix from your graveyard to the battlefield tapped and attacking. Activate only during the declare attackers step and only if you're attacking two or more opponents.
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Nemesis Trap
( 6)
Instant — Trap
If a white creature is attacking, you may pay rather than pay this spell's mana cost. Exile target attacking creature. Create a token that's a copy of that creature. Exile it at the beginning of the next end step.
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Neoform
( 2)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Search your library for a creature card with mana value equal to 1 plus the sacrificed creature's mana value, put that card onto the battlefield with an additional +1/+1 counter on it, then shuffle.
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Neonate's Rush
( 3)
Instant
This spell costs less to cast if you control a Vampire. Neonate's Rush deals 1 damage to target creature and 1 damage to its controller. Draw a card.
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Nephalia Academy
( 0)
Land
If a spell or ability an opponent controls causes you to discard a card, you may reveal that card and put it on top of your library instead of putting it anywhere else. : Add .
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Nephalia Moondrakes
( 7)
Creature — Drake
(5/5)
Flying When Nephalia Moondrakes enters, target creature gains flying until end of turn. , Exile Nephalia Moondrakes from your graveyard: Creatures you control gain flying until end of turn.
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Nephalia Seakite
( 4)
Creature — Bird
(2/3)
Flash (You may cast this spell any time you could cast an instant.) Flying
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Nerd Rage
( 3)
Enchantment — Aura
Enchant creature When Nerd Rage enters, draw two cards. Enchanted creature has "You have no maximum hand size" and "Whenever this creature attacks, if you have ten or more cards in hand, it gets +10/+10 until end of turn."
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Nervous Gardener
( 2)
Creature — Dryad
(2/2)
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.) When Nervous Gardener is turned face up, search your library for a land card with a basic land type, reveal it, put it into your hand, then shuffle.
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Nessian Asp
( 5)
Creature — Snake
(4/5)
Reach : Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.)
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Nessian Boar
( 5)
Creature — Boar
(10/6)
All creatures able to block Nessian Boar do so. Whenever Nessian Boar becomes blocked by a creature, that creature's controller draws a card.
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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.
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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.
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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.
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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.
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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.)
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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 ."
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Nest of Scarabs
( 3)
Enchantment
Whenever you put one or more -1/-1 counters on a creature, create that many 1/1 black Insect creature tokens.
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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.
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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.
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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.
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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.'"
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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.
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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.
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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.
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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.
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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.
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