4077 cards found
Nashi, Illusion Gadgeteer

Nashi, Illusion Gadgeteer {1}{B}{G}{U}

Legendary Creature - Rat Rogue
Flash
Menace, Ward {2}
When Nashi enters, secretly choose a card in your graveyard and conjure a duplicate of it into your hand. If the duplicate isn't a land card, it perpetually gains flash.
4/4
  • Alchemy: Outlaws of Thunder Junction
Nashi, Moon Sage's Scion (Alchemy)

Nashi, Moon Sage's Scion (Alchemy) {1}{B}{B}

Legendary Creature - Rat Ninja
Ninjutsu {2}{B}
Whenever Nashi, Moon Sage's Scion deals combat damage to a player, exile the top card of each player's library. Until end of turn, you may play one of those cards. If you cast a spell this way, pay life equal to its mana value rather than paying its mana cost.
3/2
Related card: Nashi, Moon Sage's Scion
  • Kamigawa: Neon Dynasty
Natural Selection

Natural Selection {G}

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.
Natural Unity

Natural Unity

Conspiracy
Hidden agenda
Creatures you control with the chosen name have "At the beginning of combat on your turn, you may pay {G}. If you do, put a +1/+1 counter on this creature."
  • Conspiracy: Take the Crown
Naturalize 2

Naturalize 2 {1}{G}

Instant
Destroy target artifact, enchantment, emblem, or gameplay tracker. (Trackers include play aids such as dungeons, city's blessing, and monarch. When you destroy it, the associated object or designation is removed from the game.)
Related cards: Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation Undercity
  • Mystery Booster 2
Naturalize the Phyresis

Naturalize the Phyresis {1}{G}

Enchantment
Poison Tolerance +1 (It takes an additional poison counter for you to lose the game to poison.)
When Naturalize the Phyresis enters the battlefield, destroy target artifact or enchantment an opponent controls.
  • Unknown Event
Nature Demands an Offering

Nature Demands an Offering

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.
  • Archenemy Schemes
Nature Shields Its Own

Nature Shields Its Own

Ongoing Scheme
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.
  • Archenemy Schemes
Nature's Chosen

Nature's Chosen {G}

Enchantment - Aura
Enchant creature you control
{0}: 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.
  • Alliances
Nature's Cloak

Nature's Cloak {2}{G}

Sorcery
Green creatures you control gain forestwalk until end of turn.
Naughty

Naughty {1}{B}{B}

Sorcery
Search another target player's library for a card and put that card into your hand. Then shuffle that player's library.
Card has other part: Nice
  • Happy Holidays
Navigation Orb (Alchemy)

Navigation Orb (Alchemy) {3}

Artifact
{1}, {T}, 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.
Related card: Navigation Orb
  • Alchemy Horizons: Baldur's Gate
Naya

Naya

Plane - Alara
You may play any number of lands on each of your turns.
Whenever chaos ensues, target red, green, or white creature you control gets +1/+1 until end of turn for each land you control.
Nazar, the Velvet Fang

Nazar, the Velvet Fang {3}{B}

Legendary Creature - Vampire Warlock
Menace
Whenever you gain life, put a feeding counter on Nazar, the Velvet Fang.
Whenever Nazar attacks, you may remove three feeding counters from it. If you do, you draw three cards and you lose 3 life.
3/3
  • Foundations Jumpstart
Nearby Planet

Nearby Planet

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 {1}.
"Here's a nice place we haven't hit yet."
—Captain Rex Nebula
  • Unfinity 198 484
Neck Tangle

Neck Tangle

Sorcery
If there are five or more Heads on the battlefield, tap two of them and they don't untap during the Hydra's next untap step. Otherwise, reveal the top card of the Hydra's library and the Hydra casts that card.
  • Face the Hydra
Necro-Impotence

Necro-Impotence {B}{B}{B}

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.
  • Unhinged
Necropolis

Necropolis {5}

Artifact Creature - Wall
Defender
Exile a creature card from your graveyard: Put X +0/+1 counters on Necropolis, where X is the exiled card's mana value.
0/1
  • The Dark
Necropolis of Azar

Necropolis of Azar {2}{B}{B}

Enchantment
Whenever a non-black creature is put into any graveyard from play, put a husk counter on Necropolis of Azar.
{5}, Remove a husk counter from Necropolis of Azar: Put a Spawn of Azar token into play. Treat this token as a black creature with a random power and toughness, each no less than 1 and no greater than 3, that has swampwalk.
  • Astral Cards
Neerdiv, Devious Diver

Neerdiv, Devious Diver {2}{U}

Legendary Creature - Merfolk Rogue
Whenever Neerdiv, Devious Diver becomes tapped, target player mills cards equal to its power.
Whenever you cast a spell from your graveyard or activate an ability of a card in your graveyard, draw a card and put a +1/+1 counter on Neerdiv.
2/2
  • Foundations Jumpstart
Nemesis Phoenix

Nemesis Phoenix {3}{R}{R}

Creature - Phoenix
Flying
{2}{R}: Return Nemesis Phoenix from your graveyard to the battlefield tapped and attacking. Activate only during the declare attackers step and only if you're attacking two or more opponents.
A flame as bright and merciless as the sun.
4/2
  • Commander Legends: Battle for Baldur's Gate 189 403
Nephalia

Nephalia

Plane - Innistrad
At the beginning of your end step, mill seven cards. Then return a card at random from your graveyard to your hand.
Whenever chaos ensues, return target card from your graveyard to your hand.
Nerf War

Nerf War {3}{U}{R}

Sorcery
Fire a Nerf® blaster until empty at target library from at least two meters away. For each card knocked off that library, put it into its owner's graveyard and Nerf War deals ½ damage to that player. (Foam darts only.)
"I'll tell you one thing—it's not nothin'!"
—Garj Grabclaw, goblin sergeant
  • HasCon 2017
Nettling Host

Nettling Host {2}{W}

Creature - Phyrexian Horror
Toxic 2
Corrupted — Exile Nettling Host from your graveyard: Conjure a card named Nettlecyst into your hand. Activate only if an opponent has three or more poison counters.
3/3
Related card: Nettlecyst
  • Alchemy: Phyrexia
Nettling Imp

Nettling Imp {2}{B}

Creature - Imp
{T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. Destroy it at the beginning of the next end step if it didn't attack this turn. Activate only during an opponent's turn, before attackers are declared.
1/1