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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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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.
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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.
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Nightshade Schemers
( 5)
Creature — Faerie Wizard
(3/2)
Flying Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Nightshade Schemers, you may reveal it. If you do, each opponent loses 2 life.
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Nightshade Stinger
( 1)
Creature — Faerie Rogue
(1/1)
Flying Nightshade Stinger can't block.
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Nightsky Mimic
( 2)
Creature — Shapeshifter
(2/1)
Whenever you cast a spell that's both white and black, Nightsky Mimic has base power and toughness 4/4 until end of turn and gains flying until end of turn.
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Nightsnare
( 4)
Sorcery
Target opponent reveals their hand. You may choose a nonland card from it. If you do, that player discards that card. If you don't, that player discards two cards.
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Nightsoil Kami
( 6)
Creature — Spirit
(6/4)
Soulshift 5 (When this creature dies, you may return target Spirit card with mana value 5 or less from your graveyard to your hand.)
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Nightsquad Commando
( 3)
Creature — Human Soldier
(2/3)
When Nightsquad Commando enters, if you attacked this turn, create a 1/1 white Human Soldier creature token.
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Nightstalker Engine
( 5)
Creature — Nightstalker
(*/3)
Nightstalker Engine's power is equal to the number of creature cards in your graveyard.
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Nightveil Predator
( 4)
Creature — Vampire
(3/3)
Flying, deathtouch Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Nightveil Specter
( 3)
Creature — Specter
(2/3)
Flying Whenever Nightveil Specter deals combat damage to a player, that player exiles the top card of their library. You may play lands and cast spells from among cards exiled with Nightveil Specter.
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Nightveil Sprite
( 2)
Creature — Faerie Rogue
(1/2)
Flying Whenever Nightveil Sprite attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Nightwhorl Hermit
( 3)
Creature — Rat Rogue
(1/4)
Vigilance Threshold — As long as seven or more cards are in your graveyard, Nightwhorl Hermit gets +1/+0 and can't be blocked.
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Nightwing Shade
( 5)
Creature — Shade
(2/2)
Flying : Nightwing Shade gets +1/+1 until end of turn.
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Nihil Spellbomb
( 1)
Artifact
, Sacrifice Nihil Spellbomb: Exile target player's graveyard. When Nihil Spellbomb is put into a graveyard from the battlefield, you may pay . If you do, draw a card.
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Nihilistic Glee
( 4)
Enchantment
, Discard a card: Target opponent loses 1 life and you gain 1 life. Hellbent — , Pay 2 life: Draw a card. Activate only if you have no cards in hand.
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Nihilith
( 6)
Creature — Horror
(4/4)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Suspend 7— (Rather than cast this card from your hand, you may pay and exile it with seven time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.) Whenever a card is put into an opponent's graveyard from anywhere, if Nihilith is suspended, you may remove a time counter from Nihilith.
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Nihiloor
( 5)
Legendary Creature — Horror
(3/5)
When Nihiloor enters, for each opponent, tap up to one untapped creature you control. When you do, gain control of target creature that player controls with power less than or equal to the tapped creature's power for as long as you control Nihiloor. Whenever you attack with a creature an opponent owns, you gain 2 life and that player loses 2 life.
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Nikara, Lair Scavenger
( 3)
Legendary Creature — Human Cleric
(2/2)
Partner with Yannik, Scavenging Sentinel (When this creature enters, target player may put Yannik into their hand from their library, then shuffle.) Menace Whenever another creature you control leaves the battlefield, if it had one or more counters on it, you draw a card and you lose 1 life.
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Nikko-Onna
( 3)
Creature — Spirit
(2/2)
When Nikko-Onna enters, destroy target enchantment. Whenever you cast a Spirit or Arcane spell, you may return Nikko-Onna to its owner's hand.
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Niko Aris
( 3)
Legendary Planeswalker — Niko
(3)
When Niko Aris enters, create X Shard tokens. (They're enchantments with ", Sacrifice this enchantment: Scry 1, then draw a card.") +1: Up to one target creature you control can't be blocked this turn. Whenever that creature deals damage this turn, return it to its owner's hand. −1: Niko Aris deals 2 damage to target tapped creature for each card you've drawn this turn. −1: Create a Shard token.
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Niko Defies Destiny
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You gain 2 life for each foretold card you own in exile. II — Add . Spend this mana only to foretell cards or cast spells that have foretell. III — Return target card with foretell from your graveyard to your hand.
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Niko, Light of Hope
( 4)
Legendary Creature — Human Wizard
(3/4)
When Niko, Light of Hope enters, create two Shard tokens. (They're enchantments with ", Sacrifice this enchantment: Scry 1, then draw a card.") , : Exile target nonlegendary creature you control. Shards you control become copies of it until the beginning of the next end step. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Nikya of the Old Ways
( 5)
Legendary Creature — Centaur Druid
(5/5)
You can't cast noncreature spells. Whenever you tap a land for mana, add one mana of any type that land produced.
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Nils, Discipline Enforcer
( 3)
Legendary Creature — Human Cleric
(2/2)
At the beginning of your end step, for each player, put a +1/+1 counter on up to one target creature that player controls. Each creature with one or more counters on it can't attack you or planeswalkers you control unless its controller pays , where X is the number of counters on that creature.
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Nim Abomination
( 3)
Creature — Zombie
(3/4)
At the beginning of your end step, if Nim Abomination is untapped, you lose 3 life.
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Nim Deathmantle
( 2)
Artifact — Equipment
Equipped creature gets +2/+2, has intimidate, and is a black Zombie. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a nontoken creature is put into your graveyard from the battlefield, you may pay . If you do, return that card to the battlefield and attach Nim Deathmantle to it. Equip
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Nim Devourer
( 5)
Creature — Zombie
(4/1)
Nim Devourer gets +1/+0 for each artifact you control. : Return Nim Devourer from your graveyard to the battlefield, then sacrifice a creature. Activate only during your upkeep.
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Nim Grotesque
( 7)
Creature — Zombie
(3/6)
Nim Grotesque gets +1/+0 for each artifact you control.
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Nim Lasher
( 3)
Creature — Zombie
(1/1)
Nim Lasher gets +1/+0 for each artifact you control.
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Nim Replica
( 3)
Artifact Creature — Zombie
(3/1)
, Sacrifice Nim Replica: Target creature gets -1/-1 until end of turn.
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Nim Shambler
( 4)
Creature — Zombie
(2/1)
Nim Shambler gets +1/+0 for each artifact you control. Sacrifice a creature: Regenerate Nim Shambler.
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Nim Shrieker
( 4)
Creature — Zombie
(0/1)
Flying Nim Shrieker gets +1/+0 for each artifact you control.
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Nimana Sell-Sword
( 4)
Creature — Human Warrior Ally
(2/2)
Whenever Nimana Sell-Sword or another Ally you control enters, you may put a +1/+1 counter on Nimana Sell-Sword.
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Nimana Skitter-Sneak
( 4)
Creature — Human Rogue
(3/4)
As long as an opponent has eight or more cards in their graveyard, Nimana Skitter-Sneak gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.)
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Nimana Skydancer
( 3)
Creature — Human Rogue
(2/1)
Flash Flying When Nimana Skydancer enters, target opponent mills two cards. (They put the top two cards of their library into their graveyard.)
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Nimble Birdsticker
( 3)
Creature — Goblin
(2/3)
Reach (This creature can block creatures with flying.)
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Nimble Brigand
( 3)
Creature — Human Rogue
(1/3)
Nimble Brigand can't be blocked if you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) Whenever Nimble Brigand deals combat damage to a player, draw a card.
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Nimble Hobbit
( 2)
Creature — Halfling Peasant
(1/3)
Whenever Nimble Hobbit attacks, you may sacrifice a Food or pay . When you do, tap target creature an opponent controls.
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Nimble Innovator
( 4)
Creature — Vedalken Artificer
(2/2)
When Nimble Innovator enters, draw a card.
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Nimble Larcenist
( 3)
Creature — Bird Rogue
(2/1)
Flying When Nimble Larcenist enters, target opponent reveals their hand. You choose an artifact, instant, or sorcery card from it and exile that card.
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Nimble Mongoose
( 1)
Creature — Mongoose
(1/1)
Shroud (This creature can't be the target of spells or abilities.) Threshold — Nimble Mongoose gets +2/+2 as long as seven or more cards are in your graveyard.
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Nimble Obstructionist
( 3)
Creature — Bird Wizard
(3/1)
Flash Flying Cycling (, Discard this card: Draw a card.) When you cycle Nimble Obstructionist, counter target activated or triggered ability you don't control.
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Nimble Trapfinder
( 2)
Creature — Human Rogue
(2/1)
Nimble Trapfinder can't be blocked if you had another Cleric, Rogue, Warrior, or Wizard enter the battlefield under your control this turn. At the beginning of combat on your turn, if you have a full party, creatures you control gain "Whenever this creature deals combat damage to a player, draw a card" until end of turn.
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Nimble-Blade Khenra
( 2)
Creature — Jackal Warrior
(1/3)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Nimbleclaw Adept
( 4)
Creature — Dragon Wizard
(2/3)
Bigby's Hand — : Untap two other target permanents. Activate only as a sorcery and only once each turn.
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Nimblewright Schematic
( 2)
Artifact
When Nimblewright Schematic enters or is put into a graveyard from the battlefield, create a 1/1 colorless Construct artifact creature token.
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Nimbus Champion
( 6)
Creature — Avatar Warrior
(4/4)
Flying Whenever Nimbus Champion attacks, you may return target creature to its owner's hand if that creature's power is less than or equal to the number of Warriors your team controls.
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Nimbus Naiad
( 3)
Enchantment Creature — Nymph
(2/2)
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.) Flying Enchanted creature gets +2/+2 and has flying.
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Nimbus of the Isles
( 5)
Creature — Elemental
(3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Nimbus Swimmer
( 2)
Creature — Leviathan
(0/0)
Flying Nimbus Swimmer enters with X +1/+1 counters on it.
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Nimbus Wings
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+2 and has flying.
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Nimraiser Paladin
( 5)
Creature — Phyrexian Knight
(4/4)
Toxic 2 (Players dealt combat damage by this creature also get two poison counters.) When Nimraiser Paladin enters, return target creature card with mana value 3 or less from your graveyard to your hand.
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Nimrodel Watcher
( 2)
Creature — Elf Scout
(2/1)
Whenever you scry, Nimrodel Watcher gets +1/+0 until end of turn and can't be blocked this turn. This ability triggers only once each turn.
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Nine Lives
( 3)
Enchantment
Hexproof If a source would deal damage to you, prevent that damage and put an incarnation counter on Nine Lives. When there are nine or more incarnation counters on Nine Lives, exile it. When Nine Lives leaves the battlefield, you lose the game.
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Nine-Fingers Keene
( 4)
Legendary Creature — Human Rogue
(4/4)
Menace Ward—Pay 9 life. Whenever Nine-Fingers Keene deals combat damage to a player, look at the top nine cards of your library. You may put a Gate card from among them onto the battlefield. Then if you control nine or more Gates, put the rest into your hand. Otherwise, put the rest on the bottom of your library in a random order.
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Nine-Lives Familiar
( 3)
Creature — Cat
(1/1)
This creature enters with eight revival counters on it if you cast it. When this creature dies, if it had a revival counter on it, return it to the battlefield with one fewer revival counter on it at the beginning of the next end step.
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Nine-Ringed Bo
( 3)
Artifact
: Nine-Ringed Bo deals 1 damage to target Spirit creature. If that creature would die this turn, exile it instead.
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Nine-Tail White Fox
( 3)
Creature — Fox Spirit
(2/2)
Whenever Nine-Tail White Fox deals combat damage to a player, draw a card.
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Ninja
( 0)
Creature — Ninja
(+1/+0)
You may activate Ninja's augment ability any time you could cast an instant. Whenever this creature deals combat damage to a player, Augment (, Reveal this card from your hand: Combine it with target host. Augment only as—oh, nevermind.)
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Ninth Bridge Patrol
( 2)
Creature — Dwarf Soldier
(1/1)
Whenever another creature you control leaves the battlefield, put a +1/+1 counter on Ninth Bridge Patrol.
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