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Abandoned Campground
( 0)
Land
This land enters tapped unless a player has 13 or less life. : Add or .
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Abhorrent Oculus
  ( 3)
Creature — Eye
(5/5)
As an additional cost to cast this spell, exile six cards from your graveyard. Flying At the beginning of each opponent's upkeep, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Acrobatic Cheerleader
  ( 2)
Creature — Human Survivor
(2/2)
Survival — At the beginning of your second main phase, if this creature is tapped, put a flying counter on it. This ability triggers only once.
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Altanak, the Thrice-Called
   ( 7)
Legendary Creature — Insect Beast
(9/9)
Trample Whenever Altanak becomes the target of a spell or ability an opponent controls, draw a card.  , Discard this card: Return target land card from your graveyard to the battlefield tapped.
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Anthropede
  ( 4)
Creature — Insect
(3/4)
Reach When this creature enters, you may discard a card or pay . When you do, destroy target Room.
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Appendage Amalgam
  ( 3)
Enchantment Creature — Horror
(3/2)
Flash Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Arabella, Abandoned Doll
  ( 2)
Legendary Artifact Creature — Toy
(1/3)
Whenever Arabella attacks, it deals X damage to each opponent and you gain X life, where X is the number of creatures you control with power 2 or less.
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Attack-in-the-Box
 ( 3)
Artifact Creature — Toy
(2/4)
Whenever this creature attacks, you may have it get +4/+0 until end of turn. If you do, sacrifice it at the beginning of the next end step.
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Funeral Room // Awakening Hall (Awakening Hall)
   ( 8)
Enchantment — Room
When you unlock this door, return all creature cards from your graveyard to the battlefield. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Balemurk Leech
  ( 2)
Creature — Leech
(2/2)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, each opponent loses 1 life.
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Balustrade Wurm
   ( 5)
Creature — Wurm
(5/5)
This spell can't be countered. Trample, haste Delirium —   : Return this card from your graveyard to the battlefield with a finality counter on it. Activate only if there are four or more card types among cards in your graveyard and only as a sorcery.
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Baseball Bat
  ( 2)
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature gets +1/+1. Whenever equipped creature attacks, tap up to one target creature. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Bashful Beastie
  ( 5)
Creature — Beast
(5/4)
When this creature dies, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Bear Trap
 ( 1)
Artifact
Flash , , Sacrifice this artifact: It deals 3 damage to target creature.
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Beastie Beatdown
  ( 2)
Sorcery
Choose target creature you control and target creature an opponent controls. Delirium — If there are four or more card types among cards in your graveyard, put two +1/+1 counters on the creature you control. The creature you control deals damage equal to its power to the creature an opponent controls.
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Bedhead Beastie
   ( 6)
Creature — Beast
(5/6)
Menace (This creature can't be blocked except by two or more creatures.) Mountaincycling ( , Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
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Betrayer's Bargain
  ( 2)
Instant
As an additional cost to cast this spell, sacrifice a creature or enchantment or pay . Betrayer's Bargain deals 5 damage to target creature. If that creature would die this turn, exile it instead.
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Bleeding Woods
( 0)
Land
This land enters tapped unless a player has 13 or less life. : Add or .
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Boilerbilges Ripper
  ( 5)
Creature — Human Assassin
(4/4)
When this creature enters, you may sacrifice another creature or enchantment. When you do, this creature deals 2 damage to any target.
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Bottomless Pool // Locker Room (Bottomless Pool)
 ( 1)
Enchantment — Room
When you unlock this door, return up to one target creature to its owner's hand. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Break Down the Door
  ( 3)
Instant
Choose one — • Exile target artifact. • Exile target enchantment. • Manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Broodspinner
  ( 2)
Creature — Spider
(2/3)
Reach When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)   , , Sacrifice this creature: Create a number of 1/1 black and green Insect creature tokens with flying equal to the number of card types among cards in your graveyard.
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Cackling Slasher
  ( 4)
Creature — Human Assassin
(3/3)
Deathtouch This creature enters with a +1/+1 counter on it if a creature died this turn.
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Defiled Crypt // Cadaver Lab (Cadaver Lab)
 ( 1)
Enchantment — Room
When you unlock this door, return target creature card from your graveyard to your hand. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Cathartic Parting
  ( 2)
Sorcery
The owner of target artifact or enchantment an opponent controls shuffles it into their library. You may shuffle up to four target cards from your graveyard into your library.
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Cautious Survivor
  ( 4)
Creature — Elf Survivor
(4/4)
Survival — At the beginning of your second main phase, if this creature is tapped, you gain 2 life.
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Central Elevator // Promising Stairs (Central Elevator)
  ( 4)
Enchantment — Room
When you unlock this door, search your library for a Room card that doesn't have the same name as a Room you control, reveal it, put it into your hand, then shuffle. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Chainsaw
  ( 2)
Artifact — Equipment
When this Equipment enters, it deals 3 damage to up to one target creature. Whenever one or more creatures die, put a rev counter on this Equipment. Equipped creature gets +X/+0, where X is the number of rev counters on this Equipment. Equip 
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Charred Foyer // Warped Space (Charred Foyer)
  ( 4)
Enchantment — Room
At the beginning of your upkeep, exile the top card of your library. You may play it this turn. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Clammy Prowler
  ( 4)
Enchantment Creature — Horror
(2/5)
Whenever this creature attacks, another target attacking creature can't be blocked this turn.
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Clockwork Percussionist
 ( 1)
Artifact Creature — Monkey Toy
(1/1)
Haste When this creature dies, exile the top card of your library. You may play it until the end of your next turn.
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Come Back Wrong
  ( 3)
Sorcery
Destroy target creature. If a creature card is put into a graveyard this way, return it to the battlefield under your control. Sacrifice it at the beginning of your next end step.
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Commune with Evil
  ( 3)
Sorcery
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. You gain 3 life.
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Conductive Machete
 ( 4)
Artifact — Equipment
When this Equipment enters, manifest dread, then attach this Equipment to that creature. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) Equipped creature gets +2/+1. Equip 
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Coordinated Clobbering
 ( 1)
Sorcery
Tap one or two target untapped creatures you control. They each deal damage equal to their power to target creature an opponent controls.
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Cracked Skull
  ( 3)
Enchantment — Aura
Enchant creature When this Aura enters, look at target player's hand. You may choose a nonland card from it. That player discards that card. When enchanted creature is dealt damage, destroy it.
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Creeping Peeper
  ( 2)
Creature — Eye
(2/1)
: Add . Spend this mana only to cast an enchantment spell, unlock a door, or turn a permanent face up.
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Cryptid Inspector
  ( 3)
Creature — Elf Warrior
(2/3)
Vigilance Whenever a face-down permanent you control enters and whenever this creature or another permanent you control is turned face up, put a +1/+1 counter on this creature.
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Cult Healer
  ( 3)
Creature — Human Doctor
(3/3)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gains lifelink until end of turn.
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Cursed Recording
   ( 4)
Artifact
Whenever you cast an instant or sorcery spell, put a time counter on this artifact. Then if there are seven or more time counters on it, remove those counters and it deals 20 damage to you. : When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
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Cursed Windbreaker
  ( 3)
Artifact — Equipment
When this Equipment enters, manifest dread, then attach this Equipment to that creature. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) Equipped creature has flying. Equip 
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Cynical Loner
  ( 2)
Creature — Human Survivor
(3/1)
This creature can't be blocked by Glimmers. Survival — At the beginning of your second main phase, if this creature is tapped, you may search your library for a card, put it into your graveyard, then shuffle.
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Daggermaw Megalodon
   ( 6)
Creature — Shark
(5/7)
Vigilance Islandcycling ( , Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
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Dashing Bloodsucker
  ( 4)
Creature — Vampire Warrior
(2/5)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gets +2/+0 and gains lifelink until end of turn.
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Dazzling Theater // Prop Room (Dazzling Theater)
  ( 4)
Enchantment — Room
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for or one mana of that creature's color.) (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Painter's Studio // Defaced Gallery (Defaced Gallery)
  ( 2)
Enchantment — Room
Whenever you attack, attacking creatures you control get +1/+0 until end of turn. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Defiant Survivor
  ( 3)
Creature — Human Survivor
(3/2)
Survival — At the beginning of your second main phase, if this creature is tapped, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Defiled Crypt // Cadaver Lab (Defiled Crypt)
  ( 4)
Enchantment — Room
Whenever one or more cards leave your graveyard, create a 2/2 black Horror enchantment creature token. This ability triggers only once each turn. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Demonic Counsel
  ( 2)
Sorcery
Search your library for a Demon card, reveal it, put it into your hand, then shuffle. Delirium — If there are four or more card types among cards in your graveyard, instead search your library for any card, put it into your hand, then shuffle.
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Derelict Attic // Widow's Walk (Derelict Attic)
  ( 3)
Enchantment — Room
When you unlock this door, you draw two cards and you lose 2 life. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Dissection Tools
 ( 5)
Artifact — Equipment
When this Equipment enters, manifest dread, then attach this Equipment to that creature. Equipped creature gets +2/+2 and has deathtouch and lifelink. Equip—Sacrifice a creature.
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Disturbing Mirth
  ( 2)
Enchantment
When this enchantment enters, you may sacrifice another enchantment or creature. If you do, draw two cards. When you sacrifice this enchantment, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Diversion Specialist
  ( 4)
Creature — Human Warrior
(4/3)
Menace (This creature can't be blocked except by two or more creatures.) , Sacrifice another creature or enchantment: Exile the top card of your library. You may play it this turn.
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Dollmaker's Shop // Porcelain Gallery (Dollmaker's Shop)
  ( 2)
Enchantment — Room
Whenever one or more non-Toy creatures you control attack a player, create a 1/1 white Toy artifact creature token. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Don't Make a Sound
  ( 2)
Instant
Counter target spell unless its controller pays . If they do, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Doomsday Excruciator
      ( 6)
Creature — Demon
(6/6)
Flying When this creature enters, if it was cast, each player exiles all but the bottom six cards of their library face down. At the beginning of your upkeep, draw a card.
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Drag to the Roots
   ( 4)
Instant
Delirium — This spell costs less to cast as long as there are four or more card types among cards in your graveyard. Destroy target nonland permanent.
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Meat Locker // Drowned Diner (Drowned Diner)
   ( 5)
Enchantment — Room
When you unlock this door, draw three cards, then discard a card. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Duskmourn's Domination
   ( 6)
Enchantment — Aura
Enchant creature You control enchanted creature. Enchanted creature gets -3/-0 and loses all abilities.
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Grand Entryway // Elegant Rotunda (Elegant Rotunda)
  ( 3)
Enchantment — Room
When you unlock this door, put a +1/+1 counter on each of up to two target creatures. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Emerge from the Cocoon
  ( 5)
Sorcery
Return target creature card from your graveyard to the battlefield. You gain 3 life.
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Enduring Courage
   ( 4)
Enchantment Creature — Dog Glimmer
(3/3)
Whenever another creature you control enters, it gets +2/+0 and gains haste until end of turn. When Enduring Courage dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
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Enduring Curiosity
   ( 4)
Enchantment Creature — Cat Glimmer
(4/3)
Flash Whenever a creature you control deals combat damage to a player, draw a card. When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
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Enduring Innocence
   ( 3)
Enchantment Creature — Sheep Glimmer
(2/1)
Lifelink Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn. When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
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Enduring Tenacity
   ( 4)
Enchantment Creature — Snake Glimmer
(4/3)
Whenever you gain life, target opponent loses that much life. When Enduring Tenacity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
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Enduring Vitality
   ( 3)
Enchantment Creature — Elk Glimmer
(3/3)
Vigilance Creatures you control have " : Add one mana of any color." When Enduring Vitality dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
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Enter the Enigma
 ( 1)
Sorcery
Target creature can't be blocked this turn. Draw a card.
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Entity Tracker
  ( 3)
Creature — Human Scout
(2/3)
Flash Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, draw a card.
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Erratic Apparition
  ( 3)
Creature — Spirit
(1/3)
Flying, vigilance Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gets +1/+1 until end of turn.
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Etched Cornfield
( 0)
Land
This land enters tapped unless a player has 13 or less life. : Add or .
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Ethereal Armor
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each enchantment you control and has first strike.
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Exorcise
  ( 2)
Sorcery
Exile target artifact, enchantment, or creature with power 4 or greater.
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Fanatic of the Harrowing
  ( 4)
Creature — Human Cleric
(2/2)
When this creature enters, each player discards a card. If you discarded a card this way, draw a card.
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Fear of Abduction
   ( 6)
Enchantment Creature — Nightmare
(5/5)
As an additional cost to cast this spell, exile a creature you control. Flying When this creature enters, exile target creature an opponent controls. When this creature leaves the battlefield, put each card exiled with it into its owner's hand.
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Fear of Being Hunted
   ( 3)
Enchantment Creature — Nightmare
(4/2)
Haste This creature must be blocked if able.
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Fear of Burning Alive
   ( 6)
Enchantment Creature — Nightmare
(4/4)
When this creature enters, it deals 4 damage to each opponent. Delirium — Whenever a source you control deals noncombat damage to an opponent, if there are four or more card types among cards in your graveyard, this creature deals that amount of damage to target creature that player controls.
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Fear of Exposure
  ( 3)
Enchantment Creature — Nightmare
(5/4)
As an additional cost to cast this spell, tap two untapped creatures and/or lands you control. Trample
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Fear of Failed Tests
  ( 5)
Enchantment Creature — Nightmare
(2/7)
Whenever this creature deals combat damage to a player, draw that many cards.
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Fear of Falling
   ( 5)
Enchantment Creature — Nightmare
(4/4)
Flying Whenever this creature attacks, target creature defending player controls gets -2/-0 and loses flying until your next turn.
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Fear of Immobility
  ( 5)
Enchantment Creature — Nightmare
(4/4)
When this creature enters, tap up to one target creature. If an opponent controls that creature, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Fear of Impostors
   ( 3)
Enchantment Creature — Nightmare
(3/2)
Flash When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
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Fear of Infinity
   ( 3)
Enchantment Creature — Nightmare
(2/2)
Flying, lifelink This creature can't block. Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return this card from your graveyard to your hand.
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Fear of Isolation
  ( 2)
Enchantment Creature — Nightmare
(2/3)
As an additional cost to cast this spell, return a permanent you control to its owner's hand. Flying
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Fear of Lost Teeth
 ( 1)
Enchantment Creature — Nightmare
(1/1)
When this creature dies, it deals 1 damage to any target and you gain 1 life.
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Fear of Missing Out
  ( 2)
Enchantment Creature — Nightmare
(2/3)
When this creature enters, discard a card, then draw a card. Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
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Fear of Surveillance
  ( 2)
Enchantment Creature — Nightmare
(2/2)
Vigilance Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Fear of the Dark
  ( 5)
Enchantment Creature — Nightmare
(5/5)
Whenever this creature attacks, if defending player controls no Glimmer creatures, it gains menace and deathtouch until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
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Final Vengeance
 ( 1)
Sorcery
As an additional cost to cast this spell, sacrifice a creature or enchantment. Exile target creature.
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Flesh Burrower
  ( 2)
Creature — Insect
(2/2)
Deathtouch Whenever this creature attacks, another target creature you control gains deathtouch until end of turn.
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Floodpits Drowner
  ( 2)
Creature — Merfolk
(2/1)
Flash Vigilance When this creature enters, tap target creature an opponent controls and put a stun counter on it.  , : Shuffle this creature and target creature with a stun counter on it into their owners' libraries.
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Forest
( 0)
Basic Land — Forest
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Walk-In Closet // Forgotten Cellar (Forgotten Cellar)
   ( 5)
Enchantment — Room
When you unlock this door, you may cast spells from your graveyard this turn, and if a card would be put into your graveyard from anywhere this turn, exile it instead. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Found Footage
 ( 1)
Artifact — Clue
You may look at face-down creatures your opponents control any time. , Sacrifice this artifact: Surveil 2, then draw a card. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Mirror Room // Fractured Realm (Fractured Realm)
   ( 7)
Enchantment — Room
If a triggered ability of a permanent you control triggers, that ability triggers an additional time. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Frantic Strength
  ( 3)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +2/+2 and has trample.
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Friendly Ghost
  ( 4)
Creature — Spirit
(2/4)
Flying When this creature enters, target creature gets +2/+4 until end of turn.
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Friendly Teddy
 ( 2)
Artifact Creature — Bear Toy
(2/2)
When this creature dies, each player draws a card.
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Funeral Room // Awakening Hall (Funeral Room)
  ( 3)
Enchantment — Room
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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