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Mysterio, Master of Illusion Creature
4 versions
Legendary Creature — Human Villain 3/3
When Mysterio enters, create a 3/3 blue Illusion Villain creature token for each nontoken Villain you control. Exile those tokens when Mysterio leaves the battlefield.
Mysterio's Phantasm Creature
2 versions
Creature — Illusion Villain 1/3
Flying, vigilance
Whenever this creature attacks, mill a card.
Mystic Archaeologist Creature
Beginner Box
4 versions
Creature — Human Wizard 2/1
%3%U%U: Draw two cards.
Mystic of the Hidden Way Creature
4 versions
Creature — Human Monk 3/2
This creature can't be blocked.
Morph %2%U
Mystic Skyfish Creature
Bookworms
3 versions
Creature — Fish 3/1
Whenever you draw your second card each turn, this creature gains flying until end of turn.
Naban, Dean of Iteration Creature
Wizards
3 versions
Legendary Creature — Human Wizard 2/1
If a Wizard you control entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Nadir Kraken Creature
Bookworms
8 versions
Creature — Kraken 2/3
Whenever you draw a card, you may pay %1. If you do, put a +1/+1 counter on this creature and create a 1/1 blue Tentacle creature token.
Naga Eternal Creature
Creature — Zombie Snake 3/2
Naga Fleshcrafter Creature
4 versions
Creature — Snake Shapeshifter 0/0
You may have this creature enter as a copy of any creature on the battlefield.
Renew%2%U, Exile this card from your graveyard: Put a +1/+1 counter on target nonlegendary creature you control. Each other creature you control becomes a copy of that creature until end of turn. Activate only as a sorcery.
Naga Oracle Creature
2 versions
Creature — Snake Cleric 2/4
When this creature enters, surveil 3.
Namor, Scourge of the Seas Creature
Jumpstart
Legendary Creature — Mutant Merfolk Villain 4/4
Flying
Each other Merfolk you control with a +1/+1 counter on it has flying.
At the beginning of combat on your turn, target creature you control connives.
Namora, the Sea Queen Creature
Jumpstart
Legendary Creature — Mutant Merfolk Hero 2/3
Flying
Power-up%5%U: Put a +1/+1 counter on Namora. Create two 1/1 blue Merfolk creature tokens.
Narcomoeba Creature
8 versions
Creature — Illusion 1/1
Flying
When this card is put into your graveyard from your library, you may put it onto the battlefield.
Naru Meha, Master Wizard Creature
3 versions
Legendary Creature — Human Wizard 3/3
Flash
When Naru Meha enters, copy target instant or sorcery spell you control. You may choose new targets for the copy.
Other Wizards you control get +1/+1.
Narwhal Creature
2 versions
Creature — Whale 2/2
First strike, protection from red
Nascent Metamorph Creature
Creature — Shapeshifter 1/1
Whenever this creature attacks or blocks, target opponent reveals cards from the top of their library until they reveal a creature card. This creature becomes a copy of that card until end of turn. Then that player puts all cards revealed this way on the bottom of their library in a random order.
Nebelgast Herald Creature
6 versions
Creature — Spirit 2/1
Flash
Flying
Whenever this creature or another Spirit you control enters, tap target creature an opponent controls.
Nebelgast Intruder Creature
2 versions
Creature — Spirit 2/1
Flash
Flying
When this creature enters, up to one target creature an opponent controls gets -2/-0 until end of turn.
Neerdiv, Devious Diver Creature
Drowned
Legendary Creature — Merfolk Rogue 2/2
Whenever Neerdiv 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.
Nephalia Moondrakes Creature
3 versions
Creature — Drake 5/5
Flying
When this creature enters, target creature gains flying until end of turn.
%4%U%U, Exile this card from your graveyard: Creatures you control gain flying until end of turn.
Nephalia Seakite Creature
2 versions
Creature — Bird 2/3
Flash
Flying
Nephalia Smuggler Creature
4 versions
Creature — Human Rogue 1/1
%3%U, %T: Exile another target creature you control, then return that card to the battlefield under your control.
Neurok Commando Creature
Creature — Human Rogue 2/1
Shroud
Whenever this creature deals combat damage to a player, you may draw a card.
Neurok Familiar Creature
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.
Neurok Invisimancer Creature
2 versions
Creature — Human Wizard 2/1
This creature can't be blocked.
When this creature enters, target creature can't be blocked this turn.
Neurok Prodigy Creature
Creature — Human Wizard 2/1
Flying
Discard an artifact card: Return this creature to its owner's hand.
Neurok Spy Creature
Creature — Human Rogue 2/2
This creature can't be blocked as long as defending player controls an artifact.
Neurok Transmuter Creature
Creature — Human Wizard 2/2
%U: Target creature becomes an artifact in addition to its other types until end of turn.
%U: Until end of turn, target artifact creature becomes blue and isn't an artifact.
Nevermaker Creature
2 versions
Creature — Elemental 2/3
Flying
When this creature leaves the battlefield, put target nonland permanent on top of its owner's library.
Evoke %3%U
Nezahal, Primal Tide Creature
Commander decks
7 versions
Legendary Creature — Elder Dinosaur 7/7
This spell can't be countered.
You have no maximum hand size.
Whenever an opponent casts a noncreature spell, draw a card.
Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
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