Cliques of Nylin

Cliques of Nylin contains 285 cards.
Released: 2024-09-01
Liquidate

Liquidate {B}{R}

Instant
Destroy target creature or planeswalker. Its controller creates a Treasure token.
“Your services are no longer needed. Your goods, however, may yet prove useful.”
—Sola, Contraband Playboy
Meeting of the Elites
Aristocracy

Meeting of the Elites {B}{R}

Enchantment - Policy
When Meeting of the Elites enters, create a tapped Treasure token.
You've sacrificed a nonland permanent this turn.
Card has other part: Aristocracy
Aristocracy
Meeting of the Elites

Aristocracy

Legendary Enchantment
(Color indicator: Aristocracy is black and red)
At the beginning of your upkeep, exile the top card of your library.
You may play cards exiled with Aristocracy as long as you've sacrificed a nonland permanent this turn.
Card has other part: Meeting of the Elites
Mondo, Outcast Maverick

Mondo, Outcast Maverick {2}{R}{G}{W}

Legendary Creature - Human Rogue
Trample
Whenever Mondo attacks, create a 1/1 colorless Soldier creature token that's tapped and attacking, then Mondo gets +X/+0 until end of turn, where X is the number of attacking creatures.
3/4
Mutinous Inciter

Mutinous Inciter {3}{R}{G}

Creature - Human Rogue
Trample
Whenever you attack, up to one target attacking creature gets +2/+0 and gains trample until end of turn.
The Penrath have nothing in common except for their hatred of everything society considers common.
3/3
Neuralinked Hive

Neuralinked Hive {2}{W}{U}

Creature - Human Drone
Creatures you control with counters on them have all activated abilities of other creatures you control with counters on them.
{1}, {T}: Teach target creature vigilance.
3/3
Out With a Bang

Out With a Bang {R}{G}{W}

Sorcery
Until end of turn, target creature you control gets +2/+2 and gains “Whenever this creature is dealt damage, you may have it fight target creature you don't control.” Then, it fights target creature you don't control.
Those whom the world silences seldom leave it quietly.
Patron of Arms

Patron of Arms {1}{B}{R}

Creature - Human Advisor
Menace
At the beginning of your end step, if you've sacrificed a permanent this turn, you may discard a card. If you do, draw a card.
“45 for the 45s. Money first.”
3/2
Penrath Agenda

Penrath Agenda {R}{G}{W}

Instant
Choose up to one for each color among red, green, and white among permanents you control.
• Target player creates a 2/2 red Berserker creature token with haste and “This creature can't block.”
• Creatures target player controls get +2/+0 until end of turn.
• Each creature you control deals damage equal to its power to target creature.
Penrath Ambassador

Penrath Ambassador {2}{R}{G}{W}

Creature - Human Advisor
When Penrath Ambassador enters, target creature must be blocked each combat this turn if able and target creature can't block this turn.
Basic landcycling {1}{G}
5/2
Penrath Dispatcher

Penrath Dispatcher {R}{G}{W}

Creature - Human Rogue
Whenever Penrath Dispatcher attacks, you may put a creature card with mana value less than or equal to Penrath Dispatcher's power from your hand onto the battlefield tapped and attacking.
{2}: Penrath Dispatcher gets +1/+1 until end of turn.
3/2
Prime for Innovation

Prime for Innovation {1}{G}{W}{U}

Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3.
Once each turn, you may cast a spell that targets enchanted creature without paying its mana cost.
The Quindral Accords

The Quindral Accords {W}{U}{B}{R}{G}

Legendary Enchantment - Clique
When The Quindral Accords enters, make a pledge.
Pledge — {3}{W}{U}{B}{R}{G}: Create a 5/5 Robot artifact creature token named Sentry of the New World that's all colors, then look at the top five cards of your library. Put one of them into your hand and the rest into your graveyard. Activate only as a sorcery unless you're making a pledge.
Reconnaissance Agent

Reconnaissance Agent {W}{U}{B}

Creature - Human Scout
When Reconnaissance Agent enters, you may choose one —
• Exile target card from your graveyard.
• Exile another target creature.
When Reconnaissance Agent leaves the battlefield, return the exiled card to its owner's hand.
2/2
Scandalous Revelation

Scandalous Revelation {X}{W}{U}{B}

Instant
As an additional cost to cast this spell, exile X cards from your graveyard.
You draw X cards and gain X life, then each opponent loses X life.
Tragedy is brought by those you'd least expect upon those who least expect it.
Scrapyard Mecha

Scrapyard Mecha {1}{U}{B}

Artifact - Vehicle
Whenever one or more creatures you control deal combat damage to a player, you may draw that many cards. If you do, discard a card.
Exile two creature cards from your graveyard: Scrapyard Mecha becomes an artifact creature until end of turn. Activate only as a sorcery.
Crew 2
5/5
Search and Seizure

Search and Seizure {U}{B}

Sorcery
Target player reveals their hand. You may choose a nonland card from it. If you do, that player discards that card. Otherwise, draw a card.
Access to the Tiril hivemind is impossible for even the most advanced hackers, but required for the Hazakh's most uncooperative criminals.
Security Initiative
Surveillance State

Security Initiative {W}{U}

Enchantment - Policy
Flash
When Security Initiative enters, you may tap or untap target nonland permanent. Then draw a card.
An opponent controls three or more tapped nonland permanents.
Card has other part: Surveillance State
Surveillance State
Security Initiative

Surveillance State

Legendary Enchantment
(Color indicator: Surveillance State is white and blue)
You may cast spells as though they had flash.
Whenever you cast a spell, you may tap or untap target nonland permanent.
Observe. Obstruct. Obey.
Card has other part: Security Initiative
Severin, Sparkmind

Severin, Sparkmind {1}{G}{W}{U}

Legendary Planeswalker - Severin
You may remove +1/+1 counters from creatures you control as though they were loyalty counters on Severin, Sparkmind to pay its loyalty costs.
[0]: Create a 0/0 colorless Robot artifact creature token with two +1/+1 counters on it.
[–2]: You may tap or untap each of up to three target permanents.
[–7]: If it isn't an extra turn, take an extra turn after this one.
Loyalty:
3
Silence the Opposition
Authoritarianism

Silence the Opposition {1}{U}{B}

Enchantment - Policy
When Silence the Opposition enters, draw two cards, then discard a card.
A creature card or creature token was put into your graveyard from anywhere this turn.
Card has other part: Authoritarianism
Authoritarianism
Silence the Opposition

Authoritarianism

Legendary Enchantment
(Color indicator: Authoritarianism is blue and black)
Creatures you control get +1/+0.
Creatures you don't control get -1/-0.
Let not the masses bog down the enlightened with their false ideals. The only truth is the one ordained and enforced by those in power.
Card has other part: Silence the Opposition
Sillaman Agenda

Sillaman Agenda {G}{W}{U}

Instant
Choose up to one for each color among green, white, and blue among permanents you control.
• Put two +1/+1 counters on target creature.
• Target player draws a card for each creature they control with a counter on it.
• Untap all nonland permanents target player controls.
Sillaman Ambassador

Sillaman Ambassador {3}{G}{W}{U}

Creature - Human Advisor
When Sillaman Ambassador enters, put a +1/+1 counter on each of up to three target creatures you control.
Basic landcycling {1}{W}
3/3
Social Engineering

Social Engineering {W}{U}

Sorcery
Return target creature to its owner's hand. If you controlled it, create a token that's a copy of it. Otherwise, create a 0/0 colorless Robot artifact creature token with a +1/+1 counter on it.
Society is but a dressed-up machine, and every machine has its technicians.