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Murasa Pyromancer
   ( 6)
Creature — Human Shaman Ally
(3/2)
Whenever this creature or another Ally you control enters, you may have this creature deal damage to target creature equal to the number of Allies you control.
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Murasa Ranger
  ( 4)
Creature — Human Warrior Ranger
(3/3)
Landfall — Whenever a land you control enters, you may pay  . If you do, put two +1/+1 counters on this creature.
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Murasa Rootgrazer
  ( 2)
Creature — Beast
(2/3)
Vigilance : You may put a basic land card from your hand onto the battlefield.
: Return target basic land you control to its owner's hand.
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Murder Investigation
  ( 2)
Enchantment — Aura
Enchant creature you control When enchanted creature dies, create X 1/1 white Soldier creature tokens, where X is its power.
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Murder of Crows
   ( 5)
Creature — Bird
(4/4)
Flying Whenever another creature dies, you may draw a card. If you do, discard a card.
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Murderer's Axe
 ( 4)
Artifact — Equipment
Equipped creature gets +2/+2. Equip—Discard a card.
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Murderous Compulsion
  ( 2)
Sorcery
Destroy target tapped creature. Madness  (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Murderous Cut
  ( 5)
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .) Destroy target creature.
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Murderous Redcap
   ( 4)
Creature — Goblin Assassin
(2/2)
When this creature enters, it deals damage equal to its power to any target. Persist (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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Murderous Rider
   ( 3)
Creature — Zombie Knight
(2/3)
Lifelink When this creature dies, put it on the bottom of its owner's library.
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Murderous Spoils
  ( 6)
Instant
Destroy target nonblack creature. It can't be regenerated. You gain control of all Equipment that were attached to it. (This effect lasts indefinitely.)
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Murk Dwellers
  ( 4)
Creature — Zombie
(2/2)
Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of combat.
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Murk Strider
  ( 4)
Creature — Eldrazi Processor
(3/2)
Devoid (This card has no color.) When this creature enters, you may put a card an opponent owns from exile into that player's graveyard. If you do, return target creature to its owner's hand.
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Murkfiend Liege
    ( 5)
Creature — Horror
(4/4)
Other green creatures you control get +1/+1. Other blue creatures you control get +1/+1. Untap all green and/or blue creatures you control during each other player's untap step.
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Murktide Regent
   ( 7)
Creature — Dragon
(3/3)
Delve (Each card you exile from your graveyard while casting this spell pays for .) Flying This creature enters with a +1/+1 counter on it for each instant and sorcery card exiled with it. Whenever an instant or sorcery card leaves your graveyard, put a +1/+1 counter on this creature.
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Murky Sewer
( 0)
Land
This land enters tapped unless a player has 13 or less life. : Add or .
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Murmuration
  ( 5)
Enchantment
Birds you control get +1/+1 and have vigilance. At the beginning of your end step, for each spell you've cast this turn, create a 1/2 blue Bird creature token with flying named Storm Crow.
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Murmuring Mystic
  ( 4)
Creature — Human Wizard
(1/5)
Whenever you cast an instant or sorcery spell, create a 1/1 blue Bird Illusion creature token with flying.
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Murmurs from Beyond
  ( 3)
Instant — Arcane
Reveal the top three cards of your library. An opponent chooses one of them. Put that card into your graveyard and the rest into your hand.
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Muscle Burst
  ( 2)
Instant
Target creature gets +X/+X until end of turn, where X is 3 plus the number of cards named Muscle Burst in all graveyards.
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Mutagen Connoisseur
   ( 3)
Creature — Vedalken Mutant
(0/5)
Flying, vigilance This creature gets +1/+0 for each transformed permanent you control.
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Mutant Surveyor
  ( 3)
Creature — Mutant Scout
(2/3)
Start your engines (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) : This creature gets +1/+1 until end of turn.
Max speed — , Exile this card from your graveyard: Draw a card.
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Myr Turbine
 ( 5)
Artifact
: Create a 1/1 colorless Myr artifact creature token.
, Tap five untapped Myr you control: Search your library for a Myr creature card, put it onto the battlefield, then shuffle.
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Nahiri, Forged in Fury
   ( 6)
Legendary Creature — Kor Artificer
(5/4)
Affinity for Equipment (This spell costs less to cast for each Equipment you control.) Whenever an equipped creature you control attacks, exile the top card of your library. You may play that card this turn. You may cast Equipment spells this way without paying their mana costs.
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Nardole, Resourceful Cyborg
  ( 2)
Legendary Artifact Creature — Scientist
(1/2)
: Add for each counter on Nardole. Spend this mana only to cast noncreature spells.
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.) Doctor's companion (You can have two commanders if the other is the Doctor.)
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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.
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Natural Connection
  ( 3)
Instant
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Natural Emergence
   ( 4)
Enchantment
When this enchantment enters, 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, put it onto the battlefield, then shuffle.
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Natural Reclamation
  ( 5)
Instant
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Destroy target artifact or enchantment.
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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.
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Natural State
 ( 1)
Instant
Destroy target artifact or enchantment with mana value 3 or less.
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Naturalize
  ( 2)
Instant
Destroy target artifact or enchantment.
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Naturalize 2 (playtest)
  ( 2)
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.)
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Nature's Chosen
 ( 1)
Enchantment — Aura
Enchant creature you control : 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.
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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 Embrace
  ( 3)
Enchantment — Aura
Enchant creature or land As long as enchanted permanent is a creature, it gets +2/+2. As long as enchanted permanent is a land, it has " : Add two mana of any one color."
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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, put that card onto the battlefield, then shuffle.
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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 this enchantment unless you pay . Whenever a player puts an Island or blue permanent onto the battlefield, that player sacrifices an Island or blue permanent of their choice. Whenever a player puts a Swamp or black permanent onto the battlefield, that player sacrifices a Swamp or black permanent of their choice.
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Needleshot Gourna
   ( 6)
Creature — Beast
(3/6)
Reach (This creature can block creatures with flying.)
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Nesting Wurm
   ( 6)
Creature — Wurm
(4/3)
Trample When this creature enters, you may search your library for up to three cards named Nesting Wurm, reveal them, put them into your hand, then shuffle.
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Nettling Curse
  ( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks or blocks, its controller loses 3 life.  : Enchanted creature attacks this turn if able.
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Neural Network
( 0)
Artifact — Contraption
Whenever you crank this Contraption, gain control of target creature an opponent controls with power less than or equal to the number of creature cards in its controller's graveyard until end of turn. Untap that creature. It gains haste until end of turn.
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Neurok Commando
   ( 3)
Creature — Human Rogue
(2/1)
Shroud (This creature can't be the target of spells or abilities.) Whenever this creature deals combat damage to a player, you may draw a card.
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Neurok Familiar
  ( 2)
Creature — Bird
(1/1)
Flying When this creature enters, reveal the top card of your library. If it's an artifact card, put it into your hand. Otherwise, put it into your graveyard.
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Neurok Hoversail
 ( 1)
Artifact — Equipment
Equipped creature has flying. Equip ( : Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)
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Neurok Invisimancer
   ( 3)
Creature — Human Wizard
(2/1)
This creature can't be blocked. When this creature enters, target creature can't be blocked this turn.
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Neurok Prodigy
  ( 3)
Creature — Human Wizard
(2/1)
Flying Discard an artifact card: Return this creature to its owner's hand.
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Neurok Replica
 ( 3)
Artifact Creature — Wizard
(1/4)
 , Sacrifice this creature: Return target creature to its owner's hand.
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Neurok Spy
  ( 3)
Creature — Human Rogue
(2/2)
This creature can't be blocked as long as defending player controls an artifact.
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Neurok Stealthsuit
 ( 2)
Artifact — Equipment
Equipped creature has shroud. (It can't be the target of spells or abilities.)  : Attach this Equipment to target creature you control.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Neurok Transmuter
  ( 3)
Creature — Human Wizard
(2/2)
: Target creature becomes an artifact in addition to its other types until end of turn.
: Until end of turn, target artifact creature becomes blue and isn't an artifact.
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Nevinyrral, Urborg Tyrant
    ( 6)
Legendary Creature — Zombie Wizard
(3/6)
Hexproof from artifacts, creatures, and enchantments When Nevinyrral enters, create a tapped 2/2 black Zombie creature token for each creature that died this turn. When Nevinyrral dies, you may pay . When you do, destroy all artifacts, creatures, and enchantments.
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Neyam Shai Murad
   ( 4)
Legendary Creature — Human Rogue
(3/3)
Rogue Trader — Whenever Neyam Shai Murad deals combat damage to a player, you may have that player return target permanent card from their graveyard to their hand. If you do, that player chooses a permanent card in your graveyard, then you put it onto the battlefield under your control.
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Niblis of the Urn
  ( 2)
Creature — Spirit
(1/1)
Flying Whenever this creature attacks, you may tap target creature.
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Nicanzil, Current Conductor
  ( 2)
Legendary Creature — Merfolk Scout
(2/3)
Whenever a creature you control explores a land card, you may put a land card from your hand onto the battlefield tapped. Whenever a creature you control explores a nonland card, put a +1/+1 counter on Nicanzil.
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Nightmare Incursion
  ( 6)
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.
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Nim Devourer
   ( 5)
Creature — Zombie
(4/1)
This creature gets +1/+0 for each artifact you control.  : Return this card from your graveyard to the battlefield, then sacrifice a creature. Activate only during your upkeep.
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Nissa, Nature's Artisan
   ( 6)
Legendary Planeswalker — Nissa
(5)
+3: You gain 3 life. −4: Reveal the top two cards of your library. Put all land cards from among them onto the battlefield and the rest into your hand. −12: Creatures you control get +5/+5 and gain trample until end of turn.
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Nissa, Resurgent Animist
  ( 3)
Legendary Creature — Elf Scout
(3/3)
Landfall — Whenever a land you control enters, add one mana of any color. Then if this is the second time this ability has resolved this turn, reveal cards from the top of your library until you reveal an Elf or Elemental card. Put that card into your hand and the rest on the bottom of your library in a random order.
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Nissa's Encouragement
  ( 5)
Sorcery
Search your library and graveyard for a card named Forest, a card named Brambleweft Behemoth, and a card named Nissa, Genesis Mage. Reveal those cards, put them into your hand, then shuffle.
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Noble Purpose
   ( 5)
Enchantment
Whenever a creature you control deals combat damage, you gain that much life.
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Noble's Purse
 ( 2)
Artifact
This artifact enters tapped and with three coin counters on it. , Remove a coin counter from this artifact: Create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Nocturnal Feeder
  ( 3)
Creature — Vampire Rogue
(2/1)
Flying When this creature dies, each opponent loses 2 life and you gain 2 life.
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Nocturnal Hunger
  ( 3)
Instant
Gift a Food (You may promise an opponent a gift as you cast this spell. If you do, they create a Food token before its other effects. It's an artifact with " , , Sacrifice this token: You gain 3 life.") Destroy target creature. If the gift wasn't promised, you lose 2 life.
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Nocturnal Raid
   ( 4)
Instant
Black creatures get +2/+0 until end of turn.
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Norin, Swift Survivalist
 ( 1)
Legendary Creature — Human Coward
(2/1)
Norin can't block. Whenever a creature you control becomes blocked, you may exile it. You may play that card from exile this turn.
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Nourishing Shoal
   ( 2)
Instant — Arcane
You may exile a green card with mana value X from your hand rather than pay this spell's mana cost. You gain X life.
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Nurgle's Conscription
  ( 5)
Instant
Put target creature card from an opponent's graveyard onto the battlefield tapped under your control, then exile that player's graveyard.
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Nurgle's Rot
 ( 1)
Enchantment — Aura
Enchant creature an opponent controls When enchanted creature dies, return this card to its owner's hand and you create a 1/3 black Demon creature token named Plaguebearer of Nurgle.
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Nurturer Initiate
 ( 1)
Creature — Elf Shaman
(1/1)
Whenever a player casts a green spell, you may pay . If you do, target creature gets +1/+1 until end of turn.
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