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.
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.
Kicker {2}{U} and/or {2}{R} When Nightscape Battlemage enters, if it was kicked with its {2}{U} kicker, return up to two target nonblack creatures to their owners' hands. When Nightscape Battlemage enters, if it was kicked with its {2}{R} kicker, destroy target land.
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 {1}{B}
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.
{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.
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.
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.
Ravnica would be safer if mere coin was all the Dimir could steal.
"Three daggers left in an angel's back, three enforcers with memory loss, three keys stolen from my own belt—and you talk of peace?" —Tajic, to Aurelia
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.