29090 cards found
Nighthawk Scavenger

Nighthawk Scavenger {1}{B}{B}

Creature - Vampire Rogue
Flying, deathtouch, lifelink
Nighthawk Scavenger's power is equal to 1 plus the number of card types among cards in your opponents' graveyards.
Under Drana's leadership, vampires are finding new strength in unity.
1+*/3
Nighthaze

Nighthaze {B}

Sorcery
Target creature gains swampwalk until end of turn.
Draw a card.
"To evade the brood lineages, one must be made dark to all the senses."
—Traga, Zulaport runner
  • Rise of the Eldrazi
Nighthowler

Nighthowler {1}{B}{B}

Enchantment Creature - Horror
Bestow {2}{B}{B}
Nighthowler and enchanted creature each get +X/+X, where X is the number of creature cards in all graveyards.
0/0
Nightkin Ambusher

Nightkin Ambusher {2}{U}{B}

Creature - Mutant Warrior
Ward {2}
When Nightkin Ambusher enters the battlefield, target player gets four rad counters.
Nightkin Ambusher can't be blocked as long as defending player has a rad counter.
4/4
  • Fallout 112 640
Nightmare

Nightmare {5}{B}

Creature - Nightmare Horse
Flying
Nightmare's power and toughness are each equal to the number of Swamps you control.
The thunder of its hooves beats dreams into despair.
*/*
Nightmare Incursion

Nightmare Incursion {5}{B}

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.
  • Eventide
Nightmare Lash

Nightmare Lash {4}

Artifact - Equipment
Equipped creature gets +1/+1 for each Swamp you control.
Equip—Pay 3 life.
  • Mirrodin
Nightmare Moon
Princess Luna

Nightmare Moon {4}{B}{B}

Legendary Creature - Alicorn
Flying
As long as it's nighttime, Nightmare Moon gets +2/+2 and has menace.
{6}: Transform Nightmare Moon. Anypony may activate this ability or help pay the cost. When they do, they become your friend.
"The night. . . will last. . .forever!"
6/6
Card has other part: Princess Luna
  • Ponies: The Galloping
Nightmare Shepherd

Nightmare Shepherd {2}{B}{B}

Enchantment Creature - Demon
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.
4/4
Nightmare Unmaking

Nightmare Unmaking {3}{B}{B}

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.
Nightmare Void

Nightmare Void {3}{B}

Sorcery
Target player reveals their hand. You choose a card from it. That player discards that card.
Dredge 2
Nightmare's Thirst

Nightmare's Thirst {B}

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.
That feeling of something on your chest is usually sleep paralysis. Occasionally, it's something else.
  • Core Set 2019
Nightmarish End

Nightmarish End {2}{B}

Instant
Target creature gets -X/-X until end of turn, where X is the number of cards in your hand.
"To think some believe it peaceful to die in one's sleep."
—Ashiok, Nightmare Weaver
  • Journey into Nyx
Nightpack Ambusher

Nightpack Ambusher {2}{G}{G}

Creature - Wolf
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.
A strong leader means a growing pack.
4/4
Nightscape Apprentice

Nightscape Apprentice {B}

Creature - Zombie Wizard
{U}, {T}: Put target creature you control on top of its owner's library.
{R}, {T}: Target creature gains first strike until end of turn.
1/1
  • Invasion
Nightscape Battlemage

Nightscape Battlemage {2}{B}

Creature - Zombie Wizard
Kicker {2}{U} and/or {2}{R}
When Nightscape Battlemage enters the battlefield, if it was kicked with its {2}{U} kicker, return up to two target nonblack creatures to their owners' hands.
When Nightscape Battlemage enters the battlefield, if it was kicked with its {2}{R} kicker, destroy target land.
2/2
  • Planeshift
Nightscape Familiar

Nightscape Familiar {1}{B}

Creature - Zombie
Blue spells and red spells you cast cost {1} less to cast.
{1}{B}: Regenerate Nightscape Familiar.
Nightscape masters prize one trait above all others: undying loyalty.
1/1
Nightscape Master

Nightscape Master {2}{B}{B}

Creature - Zombie Wizard
{U}{U}, {T}: Return target creature to its owner's hand.
{R}{R}, {T}: Nightscape Master deals 2 damage to target creature.
2/2
  • Invasion
Nightshade Assassin

Nightshade Assassin {2}{B}{B}

Creature - Human Assassin
First strike
When Nightshade Assassin enters the battlefield, you may reveal X black cards in your hand. If you do, target creature gets -X/-X until end of turn.
Madness {1}{B}
2/1
Nightshade Harvester

Nightshade Harvester {3}{B}

Creature - Elf Shaman
Whenever a land enters the battlefield under an opponent's control, that player loses 1 life. Put a +1/+1 counter on Nightshade Harvester.
"Anywhere the moonlight touches—that's my garden."
2/2
Nightshade Peddler

Nightshade Peddler {1}{G}

Creature - Human Druid
Soulbond
As long as Nightshade Peddler is paired with another creature, both creatures have deathtouch.
1/1
Nightshade Schemers

Nightshade Schemers {4}{B}

Creature - Faerie Wizard
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.
3/2
  • Morningtide
Nightshade Seer

Nightshade Seer {3}{B}

Creature - Human Wizard
{2}{B}, {T}: Reveal any number of black cards in your hand. Target creature gets -X/-X until end of turn, where X is the number of cards revealed this way.
1/1
  • Urza's Destiny
Nightshade Stinger

Nightshade Stinger {B}

Creature - Faerie Rogue
Flying
Nightshade Stinger can't block.
"Most faeries are harmless pranksters. Every now and again, though, you get one that crosses over from mischievous to malicious."
—Gaddock Teeg
1/1
Nightsky Mimic

Nightsky Mimic {1}{W/B}

Creature - Shapeshifter
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.
A mimic need only touch a being to learn its shape, but touching usually leads to mauling and messily eating.
2/1
  • Eventide