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Nantuko Husk
  ( 3)
Creature — Zombie Insect
(2/2)
Sacrifice a creature: Nantuko Husk gets +2/+2 until end of turn.
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Nantuko Shade
  ( 2)
Creature — Insect Shade
(2/1)
: Nantuko Shade gets +1/+1 until end of turn.
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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 the battlefield, you may put target card from a graveyard on the bottom of its owner's library.
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Nantuko Vigilante
  ( 4)
Creature — Insect Druid Mutant
(3/2)
Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Nantuko Vigilante is turned face up, destroy target artifact or enchantment.
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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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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 the battlefield 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 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 cast your next instant or sorcery spell from your hand this turn, it gains rebound. −9: You get an emblem with "Your opponents can't cast noncreature spells."
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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 cards exiled with Narset this turn without paying their mana costs.
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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 the battlefield, 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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Nath of the Gilt-Leaf
   ( 5)
Legendary Creature — Elf Warrior
(4/4)
At the beginning of your upkeep, you may have target opponent discard a card at random. Whenever an opponent discards a card, you may create a 1/1 green Elf Warrior creature token.
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Nath's Elite
  ( 5)
Creature — Elf Warrior
(4/2)
All creatures able to block Nath's Elite do so. When Nath's Elite enters the battlefield, clash with an opponent. If you win, put a +1/+1 counter on Nath's Elite. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher converted mana cost.)
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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 it.
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Natural Connection
  ( 3)
Instant
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
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Natural Emergence
   ( 4)
Enchantment
When Natural Emergence enters the battlefield, 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 and put it onto the battlefield. Then shuffle your library.
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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 their library.
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Natural State
 ( 1)
Instant
Destroy target artifact or enchantment with converted mana cost 3 or less.
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Natural Unity
( 0)
Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Creatures you control with the chosen name have "At the beginning of combat on your turn, you may pay . If you do, put a +1/+1 counter on this creature."
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Naturalize
  ( 2)
Instant
Destroy target artifact or enchantment.
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Nature Demands an Offering
( 0)
Scheme
When you set this scheme in motion, target opponent chooses a creature you don't control and puts it on top of its owner's library, then repeats this process for an artifact, an enchantment, and a land. Then the owner of each permanent chosen this way shuffles their library.
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Nature Shields Its Own
( 0)
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.) Whenever a creature attacks and isn't blocked, if you're the defending player, create a 0/1 green Plant creature token that's blocking that creature. When four or more creatures attack you, abandon this scheme at end of combat.
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Nature's Chosen
 ( 1)
Enchantment — Aura
Enchant creature you control : Untap enchanted creature. Activate this ability only during your turn and only once each turn.
Tap enchanted creature: Untap target artifact, creature, or land. Activate this ability only if enchanted creature is white and is 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 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 and put that card onto the battlefield. Then shuffle your library.
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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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Nausea
  ( 2)
Sorcery
All creatures get -1/-1 until end of turn.
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Nav Squad Commandos
  ( 5)
Creature — Human Soldier
(3/5)
Battalion — Whenever Nav Squad Commandos and at least two other creatures attack, Nav Squad Commandos gets +1/+1 until end of turn. Untap it.
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Navigator's Compass
 ( 1)
Artifact
When Navigator's Compass enters the battlefield, 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 with a creature this turn, target opponent puts the top four cards of their library into their graveyard.
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Naya
( 0)
Plane — Alara
You may play any number of lands on each of your turns. Whenever you roll , target red, green, or white creature you control gets +1/+1 until end of turn for each land you control.
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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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Naya Hushblade
  ( 2)
Creature — Elf Rogue
(2/1)
As long as you control another multicolored permanent, Naya Hushblade gets +1/+1 and has shroud. (It can't be the target of spells or abilities.)
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Naya Soulbeast
   ( 8)
Creature — Beast
(0/0)
When you cast this spell, each player reveals the top card of their library. Naya Soulbeast enters the battlefield with X +1/+1 counters on it, where X is the total converted mana cost of all cards revealed this way. Trample
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Nazahn, Revered Bladesmith
   ( 6)
Legendary Creature — Cat Artificer
(5/4)
When Nazahn, Revered Bladesmith enters the battlefield, 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 your library. Whenever an equipped creature you control attacks, you may tap target creature defending player controls.
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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 this ability only any time you could cast 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 the battlefield. 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 enters the battlefield under your control, tap target creature an opponent controls.
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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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Neck Snap
  ( 4)
Instant
Destroy target attacking or blocking creature.
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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, it isn't. Instead tap it, remove all damage from it, and remove it from combat. Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)
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Necrogen Censer
 ( 3)
Artifact
Necrogen Censer enters the battlefield with two charge counters on it. , Remove a charge counter from Necrogen Censer: Target player loses 2 life.
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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 Scudder
  ( 3)
Creature — Horror
(3/3)
Flying When Necrogen Scudder enters the battlefield, 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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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 Assistant
  ( 3)
Creature — Zombie
(3/1)
When Necromancer's Assistant enters the battlefield, put the top three cards of your library into your graveyard.
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Necromancer's Covenant
    ( 6)
Enchantment
When Necromancer's Covenant enters the battlefield, 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 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 the battlefield, 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 the battlefield 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 puts the top two cards of their library into their graveyard.
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Necropede
 ( 2)
Artifact Creature — 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 converted mana cost equal to the number of +1/+1 counters on Necroplasm. Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)
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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 converted mana cost.
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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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Necropotence Avatar
( 0)
Vanguard
(+0/+4)
Skip your draw step. At the beginning of your end step, if it's not the first turn of the game, put a death counter on Necropotence Avatar. You draw X cards and you lose X life, where X is the number of death counters on Necropotence Avatar.
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Necropouncer
 ( 6)
Artifact — Equipment
Living weapon (When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this to it.) Equipped creature gets +3/+1 and has haste. Equip 
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