Call of the Nightwing MTG Card


Card setsReleased in 5 setsSee all
Mana cost
Converted mana cost4
RarityUncommon
TypeSorcery
Abilities Cipher

Key Takeaways

  1. Generates ongoing card advantage through token creation via its cipher ability.
  2. Resource acceleration without extra mana by producing creature tokens consistently.
  3. Cast at sorcery speed, offering strategic flexibility and potential tempo gains.

Text of card

Put a 1/1 blue and black Horror creature token with flying onto the battlefield. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)


Card Pros

Card Advantage: Call of the Nightwing comes with a built-in mechanism for generating card advantage over time. When you cast this spell, not only do you get a creature on the board, but the cipher ability means you can continue to create 1/1 blue and black Horror creature tokens with flying each time you deal combat damage with the encoded creature. This can quickly add up, giving you multiple creatures from a single card.

Resource Acceleration: While not directly increasing your mana pool, the card indirectly accelerates your resources by consistently generating token creatures without additional mana investment. This allows you to allocate mana to other spells and actions in the game, effectively giving you more to work with each turn.

Instant Speed: The adaptability of Call of the Nightwing is further enhanced by its ability to be cast at sorcery speed, which means you can strategically place the cipher ability at the most opportune moment, such as after blockers are declared during your opponent’s turn. This flexibility can result in a significant tempo swing in your favor.


Card Cons

Discard Requirement: The card Call of the Nightwing doesn’t require discarding, however, it does point towards a deck strategy that might need you to discard cards to optimize its effect in some decks, which can strain your hand if not managed properly.

Specific Mana Cost: Call of the Nightwing’s mana cost demands both blue and black mana, which can restrict its playability to only certain deck builds, typically Dimir colors, potentially limiting its flexibility in various strategies.

Comparatively High Mana Cost: With a casting cost of four mana (two generic, one blue, and one black), the card might compete for the four mana slot in a deck, especially when there are alternatives that might offer more immediate impact on the game state.


Reasons to Include Call of the Nightwing in Your Collection

Versatility: Call of the Nightwing is a card that brings dual value to the table. It can introduce a creature presence on the board while also enchanting a key piece of your battlefield setup, allowing for repeatable strategic plays.

Combo Potential: This card synergizes with strategies that capitalize on token generation and sacrifice mechanics. Its cipher ability can continuously create tokens, fueling various combos and synergies within different deck archetypes.

Meta-Relevance: In environments where incremental advantage is crucial, the ability to repeatedly create flying tokens can prove vital for maintaining board presence and pressure on opponents, aligning well with certain meta demands.


How to beat

Call of the Nightwing is known for its ability to steadily create a swarm of flying creatures in Magic: The Gathering. The Cipher mechanic unique to this card allows players to cast the spell multiple times, providing a sustained advantage. Overcoming this card requires a strategy that can either prevent it from sticking to the battlefield or deal with the tokens it creates.

One effective tactic is to use removal spells that can target the encoded creature, such as Fatal Push or Path to Exile, before the encoded spell triggers. Sweeper spells like Supreme Verdict or Wrath of God can clear the board of the evasive tokens. Players can also employ counterspells to intercept Call of the Nightwing when it’s cast or when the Cipher effect tries to cast it again. Enchantment removal like Disenchant can be an unexpected answer to detach the Cipher from a creature, negating its repeating effect.

Deck builders should include versatile answers to both enchantments and creatures in their decks to prepare for multifaceted threats like Call of the Nightwing. By anticipating the Cipher strategy, players can ready their defense, maintain board control, and prevent their opponent from gaining an overwhelming number of flyers.


Cards like Call of the Nightwing

Call of the Nightwing has a unique niche within the pantheon of MTG spell cards, especially as it operates within the Dimir (blue-black) color combination. Its closest counterparts are cards that create creature tokens and provide ongoing value. One example is Stolen Identity, which not only clones a creature or artifact but also has the mechanic of Cipher, allowing it to be cast multiple times. Stolen Identity, however, requires a creature to connect with the opponent to be reused, a condition not required by Call of the Nightwing.

Murmuring Mystic is another card that resonates with Call of the Nightwing’s theme of producing flying tokens. While Murmuring Mystic needs spells to be cast to create Bird Illusion tokens, Call of the Nightwing generates a flying token immediately and has the potential for repeated token generation through its Cipher ability. Unlike Murmuring Mystic, Call of the Nightwing has the flexibility of being encoded onto a creature of your choice for recurring effects.

Overall, Call of the Nightwing holds its position among token-generating cards in MTG with its blend of immediate impact and potential for continued value, benefiting decks that focus on evasion and incremental advantages.

Stolen Identity - MTG Card versions
Murmuring Mystic - MTG Card versions
Stolen Identity - Gatecrash (GTC)
Murmuring Mystic - Guilds of Ravnica (GRN)

Cards similar to Call of the Nightwing by color, type and mana cost

Lobotomy - MTG Card versions
Barrin's Spite - MTG Card versions
Urza's Guilt - MTG Card versions
River's Grasp - MTG Card versions
Brainbite - MTG Card versions
Whispering Madness - MTG Card versions
Reap Intellect - MTG Card versions
Covetous Urge - MTG Card versions
Lobotomy - Friday Night Magic 2006 (F06)
Barrin's Spite - Invasion (INV)
Urza's Guilt - Planeshift (PLS)
River's Grasp - Shadowmoor (SHM)
Brainbite - Alara Reborn (ARB)
Whispering Madness - Commander 2016 (C16)
Reap Intellect - Dragon's Maze (DGM)
Covetous Urge - Throne of Eldraine (ELD)

Where to buy

If you're looking to purchase Call of the Nightwing MTG card by a specific set like Gatecrash and GRN Guild Kit, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Call of the Nightwing and other MTG cards:

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Printings

The Call of the Nightwing Magic the Gathering card was released in 4 different sets between 2013-02-01 and 2019-11-07. Illustrated by Adam Paquette.

#ReleaseNameCodeSymbolNumberFrameLayoutBorderArtist
12013-02-01GatecrashGTC 1492003normalblackAdam Paquette
22018-11-02GRN Guild KitGK1 82015normalblackAdam Paquette
32019-11-07Mystery BoosterMB1 14052015normalblackAdam Paquette
42020-09-26The ListPLST GK1-82015normalblackAdam Paquette
52020-09-26The ListPLST GTC-1492003normalblackAdam Paquette

Legalities

Magic the Gathering formats where Call of the Nightwing has restrictions

FormatLegality
CommanderLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
PioneerLegal
PennyLegal

Rules and information

The reference guide for Magic: The Gathering Call of the Nightwing card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

DateText
2013-01-24 You can exile Call of the Nightwing encoded on the Horror creature token it just created.
2013-04-15 If a creature with an encoded card deals combat damage to more than one player simultaneously (perhaps because some of the combat damage was redirected), the triggered ability will trigger once for each player it deals combat damage to. Each ability will create a copy of the exiled card and allow you to cast it.
2013-04-15 If another player gains control of the creature, that player will control the triggered ability. That player will create a copy of the encoded card and may cast it.
2013-04-15 If the creature leaves the battlefield, the exiled card will no longer be encoded on any creature. It will stay exiled.
2013-04-15 If the spell with cipher doesn’t resolve, none of its effects will happen, including cipher. The card will go to its owner’s graveyard and won’t be encoded on a creature.
2013-04-15 If you choose not to cast the copy, or you can’t cast it (perhaps because there are no legal targets available), the copy will cease to exist the next time state-based actions are performed. You won’t get a chance to cast the copy at a later time.
2013-04-15 If you want to encode the card with cipher onto a noncreature permanent such as a Keyrune that can turn into a creature, that permanent has to be a creature before the spell with cipher starts resolving. You can choose only a creature to encode the card onto.
2013-04-15 The copy of the card with cipher is created in and cast from exile.
2013-04-15 The exiled card with cipher grants a triggered ability to the creature it’s encoded on. If that creature loses that ability and subsequently deals combat damage to a player, the triggered ability won’t trigger. However, the exiled card will continue to be encoded on that creature.
2013-04-15 The spell with cipher is encoded on the creature as part of that spell’s resolution, just after the spell’s other effects. That card goes directly from the stack to exile. It never goes to the graveyard.
2013-04-15 You cast the copy of the card with cipher during the resolution of the triggered ability. Ignore timing restrictions based on the card’s type.
2013-04-15 You choose the creature as the spell resolves. The cipher ability doesn’t target that creature, although the spell with cipher may target that creature (or a different creature) because of its other abilities.

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