30648 cards found
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, 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.
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, 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 Dryad

Nightshade Dryad {1}{G}

Creature - Dryad
Deathtouch
{T}: Add {C}.
{T}: Add one mana of any color.
"Death is a natural part of life. Without the mulch to feed new sprouts, everything withers."
1/2
  • Modern Horizons 3
Nightshade Harvester

Nightshade Harvester {3}{B}

Creature - Elf Shaman
Whenever a land an opponent controls enters, 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
Nightsnare

Nightsnare {3}{B}

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.
Ravnica would be safer if mere coin was all the Dimir could steal.
  • Magic Origins
Nightsoil Kami

Nightsoil Kami {4}{G}{G}

Creature - Spirit
Soulshift 5
6/4
  • Saviors of Kamigawa
Nightsquad Commando

Nightsquad Commando {2}{B}

Creature - Human Soldier
When Nightsquad Commando enters, if you attacked this turn, create a 1/1 white Human Soldier creature token.
"The big fella sounds hungry. Let's send him to bed without his supper."
2/3
  • Ikoria: Lair of Behemoths
Nightstalker Engine

Nightstalker Engine {4}{B}

Creature - Nightstalker
Nightstalker Engine's power is equal to the number of creature cards in your graveyard.
Part metal, part bone, and all death.
*/3
  • Portal Second Age
Nightveil Predator

Nightveil Predator {U}{U}{B}{B}

Creature - Vampire
Flying, deathtouch
Hexproof
"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
3/3
Nightveil Specter

Nightveil Specter {U/B}{U/B}{U/B}

Creature - Specter
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.
2/3
Nightveil Sprite

Nightveil Sprite {1}{U}

Creature - Faerie Rogue
Flying
Whenever Nightveil Sprite attacks, surveil 1.
"We're on the fortieth floor, with one window, no balcony. No one could possibly get in."
—Minosz, Orzhov chief of security
1/2
Nightwhorl Hermit

Nightwhorl Hermit {2}{U}

Creature - Rat Rogue
Vigilance
Threshold — As long as seven or more cards are in your graveyard, Nightwhorl Hermit gets +1/+0 and can't be blocked.
He etches his secrets onto the shimmering shells of mussels, saving them to share with the Great Snail.
1/4
  • Bloomburrow