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Nog, Ambitious Cadet

Nog, Ambitious Cadet

Legendary Creature — Ferengi Rogue

Nog wants a deck that gets a reward every time it plays a land. It also suits a deck that fills its discard pile and plays cards back out of it.

  • Mana costblackgreen
  • Black, Green ()
  • Power / toughness2 / 2
  • RarityRare

Menace

1 generic: If Nog is a Rogue, he becomes a Ferengi Scout with base power and toughness 3/4 and gains "Whenever Nog becomes tapped, surveil 2."

3 generic: If Nog is a Scout, he becomes a Ferengi Officer and gains "You may play lands from your graveyard" and "You may play an additional land on each of your turns."

Build a deck with Nog Find it in the app

Themes

Cards That Fit Nog, Ambitious Cadet

Picked for what they do in Nog's deck. When two cards do the same job, the one with the lower comes first. All of them fit Nog's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

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The 6 Cards

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The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Similar Commanders

Commanders that share the most with Nog, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryBGPlayers write colors as letters: B for black, G for green.LandfallLandfall decks reward you each time a land enters the battlefield for you, then find ways to play extra lands. You can normally play only one land a turn, so cards that let you play more, or pull lands out of your deck, make everything happen more often.Open the Landfall pageLand RecursionReturns land cards from your graveyard to your hand or to the battlefield, or lets you play lands from your graveyard. Lands-matter decks use it to hit a land drop every turn and to trigger Landfall again and again. Crucible of Worlds, Ramunap Excavator, Life from the LoamOpen the Land Recursion pageExtra Land DropLets you put down more than one land in a turn. The normal limit is exactly one, so this both accelerates your mana and switches on everything that triggers when a land enters play. Exploration, Azusa, Lost but Seeking, Oracle of Mul DayaOpen the Extra Land Drop pageRampAn effect that accelerates your mana, giving you a reusable mana source beyond the usual one land per turn. Cultivate Rampant GrowthOpen the Ramp pageCast from GraveyardLets you cast spells or play lands straight from your graveyard, so the graveyard becomes a second hand. This is different from Reanimation, which puts a creature card onto the battlefield without casting it. Karador, Ghost Chieftain, Muldrotha, the Gravetide, Yawgmoth's WillOpen the Cast from Graveyard pageGraveyard/Self-MillGraveyard decks fill their own graveyard on purpose, then play cards from it as if it were a second hand. Moving cards from the top of your own deck straight into the graveyard is called self-mill.Open the Graveyard/Self-Mill pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageRecursionBrings cards back from the graveyard: to your hand, to the battlefield, or letting them be cast again from where they lie. Eternal Witness, Reanimate, VictimizeOpen the Recursion pageReanimatorReanimator decks put big creatures into their own graveyard early, then bring them back onto the battlefield without paying their cost. It gets a huge creature into play far sooner than you could afford to cast it.Open the Reanimator pageRoguesRogues are mostly black and blue thieves and tricksters. Some steal from opponents or put cards from their deck into their graveyard.Open the Rogues pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink page