Cliques of Nylin

Cliques of Nylin contains 284 cards.
Released: 2024-09-01
Informed Voter

Informed Voter {2}{U}

Creature - Human Citizen
Vigilance
When Informed Voter enters, make a pledge.
1/4
Invader of Privacy

Invader of Privacy {2}{U}

Creature - Human Scout
When Invader of Privacy enters, surveil 1, then draw a card.
They could be anyone you'll ever meet and everyone you've ever seen.
2/1
Island

Island

Basic Land - Island
({T}: Add {U}.)
Political Prisoner

Political Prisoner {1}{U}

Creature - Human
Defender
Approval — Political Prisoner can attack as though it didn't have defender as long as the number of colors among permanents you control is greater than the number of colors among permanents defending player controls.
3/3
Quid Pro Quo

Quid Pro Quo {3}{U}{U}

Instant
Exchange control of target spell or creature you control and target spell or creature an opponent controls. Controllers of spells exchanged this way may choose new targets for them.
The end of one rebellion for the start of another. What could be more fair?
Research Grant
Progress

Research Grant {1}{U}

Enchantment - Policy
When Research Grant enters, look at the top three cards of your library. Put one into your hand and the rest into your graveyard.
You've cast two or more spells this turn.
You've drawn two or more cards this turn.
Card has other part: Progress
Progress
Research Grant

Progress

Legendary Enchantment
(Color indicator: Progress is blue)
Whenever you cast a spell, you may pay {X}, where X is that spell's mana value. If you do, copy it. You may choose new targets for the copy. Do this only once each turn.
Card has other part: Research Grant
Rush for Results

Rush for Results {3}{U}{U}

Instant
Draw three cards, then discard a card. If you controlled a white permanent as you cast this spell, tap up to one target nonland permanent.
Sillaman scientists who do not meet their progress quotas for their experiments soon become unwilling subjects in them.
Sleeper Strix

Sleeper Strix {U}

Artifact Creature - Bird
Flash
Flying
When Sleeper Strix enters, tap up to one target creature.
Whenever you surveil, you may return Sleeper Strix to its owner's hand.
1/2
Stasis Chamber

Stasis Chamber {U}

Enchantment - Aura
Enchant creature
When Stasis Chamber enters, if you control a creature with vigilance, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Sterling, Federal Informant

Sterling, Federal Informant {3}{U}

Legendary Creature - Rat Advisor
Sterling enters under the control of an opponent of your choice.
At the beginning of your upkeep, surveil 1.
Play with the top card of your library revealed.
Your opponents may play lands and cast spells from the top of your library during their turns, and they may spend mana of any type to cast spells this way.
1/3
Thesis on Mutation

Thesis on Mutation {1}{U}

Sorcery
Draw a card if a creature you control has flying. Do the same for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
“Evolution breeds naught but survival. It is our job to breed perfection.”
—Severin, Sparkmind
Trench Commander

Trench Commander {4}{U}

Creature - Human Soldier
Creatures you control can't be blocked unless defending player pays {1} for each creature blocking it.
Creatures can't attack you unless their controller pays {1} for each creature they control that's attacking you.
3/4
Verity Circle

Verity Circle {2}{U}

Enchantment
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, you may draw a card.
{4}{U}: Tap target creature without flying.
“Do you swear to tell the truth, the whole truth, and nothing but the truth?”
—High Senator Talpa
Veto

Veto {U}

Instant
Approval — Counter target noncreature spell unless its controller pays {X}, where X is the number of colors among permanents you control.
“A decent proposal. But I think not.”
—High Senator Talpa
Arsenal Mentor

Arsenal Mentor {4}{B}

Creature - Human Soldier
Flying
Whenever Arsenal Mentor attacks, teach target attacking creature with lesser power flying.
3/3
Ascend to Power
Omnipotence

Ascend to Power {2}{B}

Enchantment - Policy
When Ascend to Power enters, you may sacrifice a creature, discard a card, or pay 3 life. If you do, draw two cards.
You've sacrificed a nonland permanent this turn.
You've discarded a card this turn.
You've lost life this turn.
Card has other part: Omnipotence
Omnipotence
Ascend to Power

Omnipotence

Legendary Enchantment
(Color indicator: Omnipotence is black)
Your maximum hand size is zero.
Pay 1 life: Draw a card. Activate only as a sorcery.
The moniker “greatness at any cost” is misguided—what sacrifice could possibly be costly in the face of omnipotence?
Card has other part: Ascend to Power
Blue Collar Bloodsucker

Blue Collar Bloodsucker {3}{B}

Creature - Vampire Human
Flying
When Blue Collar Bloodsucker enters, you gain 2 life. Then if you control a red permanent, Blue Collar Bloodsucker deals 2 damage to each opponent.
Those exploited by the elite have no choice but to follow in their footsteps.
3/2
Bureau Broodmother

Bureau Broodmother {4}{B}

Artifact Creature - Orb
At the beginning of your end step, if a creature card or creature token was put into your graveyard from anywhere this turn, surveil 1.
The absence of one agent prompts a response from the entire Bureau.
3/6
Climactic Drop

Climactic Drop {2}{B}

Instant
Destroy target creature if it has power 3 or less or if you control a creature with flying.
After his scathing rebuke of the Vishanki agenda, Senator Ratte found that his fall from grace was all too literal.
Codename: Ant

Codename: Ant {1}{B}

Creature - Insect Scout
When Codename: Ant dies, you may search your library for a card named Codename: Ant, reveal it, put it into your hand, then shuffle.
“. . . then you look back, and there's another one of the damn buggers.”
—Mondo, Outcast Maverick
2/1
Corporate Espionage

Corporate Espionage {1}{B}

Enchantment
Whenever a creature you control deals combat damage to a player, you may sacrifice it. If you do, draw a card. Otherwise, surveil 1.
Corrupt Congressman

Corrupt Congressman {2}{B}

Creature - Human Advisor
Whenever Corrupt Congressman enters or attacks, make a pledge.
Cliques you control have “Pledge — {4}: Each opponent loses 3 life unless they discard a card or sacrifice a creature. Activate only as a sorcery.”
2/3
Covert Infiltrator

Covert Infiltrator {2}{B}

Creature - Shapeshifter Scout
Menace
When Covert Infiltrator is put into your graveyard from your library, you may pay 2 life. If you do or if you control a blue permanent, return this card to your hand.
Even the most distant Tiril spies are never truly alone.
2/3