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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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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. Whenever a player puts a Swamp or black permanent onto the battlefield, that player sacrifices a Swamp or black permanent.
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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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Necrogen Communion
( 2)
Enchantment — Aura
Enchant creature you control Enchanted creature has toxic 2. (Players dealt combat damage by it also get two poison counters.) When enchanted creature dies, return that card to the battlefield under your control.
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Necrogen Mists
( 3)
Enchantment
At the beginning of each player's upkeep, that player discards a card.
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Necrogen Rotpriest
( 4)
Creature — Phyrexian Zombie Cleric
(1/5)
Toxic 2 (Players dealt combat damage by this creature also get two poison counters.) Whenever a creature you control with toxic deals combat damage to a player, that player gets an additional poison counter. : Target creature you control with toxic gains deathtouch until end of turn.
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Necrogen Scudder
( 3)
Creature — Phyrexian Horror
(3/3)
Flying When Necrogen Scudder enters, you lose 3 life.
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Necrogen Spellbomb
( 1)
Artifact
, Sacrifice Necrogen Spellbomb: Target player discards a card. , Sacrifice Necrogen Spellbomb: Draw a card.
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Necrogenesis
( 2)
Enchantment
: Exile target creature card from a graveyard. Create a 1/1 green Saproling creature token.
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Necrogoyf
( 5)
Creature — Lhurgoyf
(*/4)
Necrogoyf's power is equal to the number of creature cards in all graveyards. At the beginning of each player's upkeep, that player discards a card. 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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Necro-Impotence
( 3)
Enchantment
Skip your untap step. At the beginning of your upkeep, you may pay X life. If you do, untap X permanents. Pay ½ life: Exile the top card of your library face down. Put that card into your hand at the beginning of the next end step.
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Necrologia
( 5)
Instant
Cast this spell only during your end step. As an additional cost to cast this spell, pay X life. Draw X cards.
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Necromancer's Covenant
( 6)
Enchantment
When Necromancer's Covenant enters, exile all creature cards from target player's graveyard, then create a 2/2 black Zombie creature token for each card exiled this way. Zombies you control have lifelink.
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Necromancer's Familiar
( 4)
Creature — Bird Spirit
(3/1)
Flying Hellbent — Necromancer's Familiar has lifelink as long as you have no cards in hand. , Discard a card: Necromancer's Familiar gains indestructible until end of turn. Tap it.
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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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