MID Innistrad: Midnight Hunt Expansion 2021-09-24 "#cleanTok Dragon" MID 3RR 5.0 R Creature - Dragon 4/3 None 2 FlyingWhenever "#cleanTok Dragon" attacks, it deals 1 damage to target creature defending player controls. If that creature is a Zombie, "#cleanTok Dragon" deals 2 damage to that creature instead. "Adeline, Resplendent Cathar" MID 1WW 3.0 W Legendary Creature - Human Knight */4 None 2 Vigilance"Adeline, Resplendent Cathar"'s power is equal to the number of creatures you control.Whenever you attack, for each opponent, create a 1/1 white Human creature token tapped and attacking that player or a planeswalker they control. "Adeline, Resplendent Cathar" MID 1WW 3.0 W Legendary Creature - Human Knight */4 None 2 Vigilance"Adeline, Resplendent Cathar"'s power is equal to the number of creatures you control.Whenever you attack, for each opponent, create a 1/1 white Human creature token tapped and attacking that player or a planeswalker they control. "Angry Maro" MID GU 2.0 G U Creature - Plant Horror 2/2 None 2 {T}: Add one mana of any color.{T}: Add two mana of any one color. Spend this mana only to cast spells from your graveyard.{G}{U}, {T}, Exile "Angry Maro": Return target card with flashback you own in exile to your hand. "Concealed Cutpurse" MID 2B 3.0 B Creature - Human Rogue 2/1 None 2 When "Concealed Cutpurse" enters the battlefield, destroy target creature you don't control that was dealt damage this turn.Disturb {4}{B} (You may cast this card from your graveyard transformed for its disturb cost.) "Covetous Geist" MID 3.0 B Creature - Spirit Rogue 2/2 None 2 Flying, deathtouchIf "Covetous Geist" would be put into a graveyard from anywhere, exile it instead. "Crash the Festival" MID 3GGG 7.0 G Sorcery None 3 Look at the top five cards of your library. Put up to two permanent cards with mana value 5 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.Flashback {7}{G}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) "Dawnhart Mentor" MID 2G 3.0 G Creature - Human Warlock 0/4 None 2 When "Dawnhart Mentor" enters the battlefield, create a 1/1 white Human creature token.Coven — {5}{G}: Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers. "Dawnhart Mentor" MID 2G 3.0 G Creature - Human Warlock 0/4 None 2 When "Dawnhart Mentor" enters the battlefield, create a 1/1 white Human creature token.Coven — {5}{G}: Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers. "Do You Want Ants? Because—" MID 4GG 6.0 G Sorcery None 3 Create two 3/3 green Insect creature tokens. You gain 2 life.Flashback {6}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) "Exterminate the Lineage" MID 1BB 3.0 B Instant None 3 Choose one —• Target creature gets -5/-5 until end of turn.• Creature tokens get -2/-2 until end of turn. "Fang-Blade Thief" MID 3R 4.0 R Creature - Human Werewolf 3/4 None 2 {1}{R}: "Fang-Blade Thief" gets +1/+0 and gains first strike until end of turn.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) "Blade-Fang Eviscerator" MID 4.0 R Creature - Werewolf 4/5 None 2 {1}{R}: "Blade-Fang Eviscerator" gets +1/+0 and gains first strike until end of turn.{4}{R}: Creatures you control get +2/+0 until end of turn.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) "Fang-Blade Thief" MID 3R 4.0 R Creature - Human Werewolf 3/4 None 2 {1}{R}: "Fang-Blade Thief" gets +1/+0 and gains first strike until end of turn.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) "Blade-Fang Eviscerator" MID 4.0 R Creature - Werewolf 4/5 None 2 {1}{R}: "Blade-Fang Eviscerator" gets +1/+0 and gains first strike until end of turn.{4}{R}: Creatures you control get +2/+0 until end of turn.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) "Ghoulish Procession" MID 1B 2.0 B Enchantment None 1 Whenever one or more nontoken creatures die, create a 2/2 black Zombie creature token with decayed. This ability triggers only once each turn. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.) "Innistragram Influencer" MID 1U 2.0 U Creature - Human Wizard 2/1 None 2 Tap three untapped creatures you control: Tap target creature. "Jump Scare Zombies" MID 1B 2.0 B Creature - Zombie 2/2 None 2 Tap three untapped creatures you control: Each opponent loses 1 life. "Katilda, Dawnhart Headwitch" MID GW 2.0 G W Legendary Creature - Human Warlock 1/1 None 2 Protection from WerewolvesEach Human you control has "{T}: Add one mana of any of this creature's colors."{4}{G}{W}, {T}: Put a +1/+1 counter on each creature you control. "Katilda, Dawnhart Headwitch" MID GW 2.0 G W Legendary Creature - Human Warlock 1/1 None 2 Protection from WerewolvesEach Human you control has "{T}: Add one mana of any of this creature's colors."{4}{G}{W}, {T}: Put a +1/+1 counter on each creature you control. "Locked inside the Cemetary" MID 1U 2.0 U Enchantment - Aura None 1 Enchant creatureWhen "Locked inside the Cemetary" enters the battlefield, if there are five or more cards in your graveyard, tap enchanted creature.Enchanted creature doesn't untap during its controller's untap step. "Ludevic, Necrogenius" MID UB 2.0 B U Legendary Creature - Human Wizard 2/3 None 2 Whenever "Ludevic, Necrogenius" enters the battlefield or attacks, mill a card.{X}{U}{U}{B}{B}, Exile X creature cards from your graveyard: Transform "Ludevic, Necrogenius". X can't be zero. Activate only as a sorcery. "Olag, Ludevic's Hubris" MID 2.0 B U Legendary Creature - Zombie 4/4 None 2 As this permanent transforms into "Olag, Ludevic's Hubris", it becomes a copy of one of the exiled cards, except it's name is still "Olag, Ludevic's Hubris", it has base power and toughness 4/4, and it's a black and blue Legendary Zombie in addition to its other colors and types. Put a +1/+1 counter on it for each card exiled this way. "Ludevic, Necrogenius" MID UB 2.0 B U Legendary Creature - Human Wizard 2/3 None 2 Whenever "Ludevic, Necrogenius" enters the battlefield or attacks, mill a card.{X}{U}{U}{B}{B}, Exile X creature cards from your graveyard: Transform "Ludevic, Necrogenius". X can't be zero. Activate only as a sorcery. "Olag, Ludevic's Hubris" MID 2.0 B U Legendary Creature - Zombie 4/4 None 2 As this permanent transforms into "Olag, Ludevic's Hubris", it becomes a copy of one of the exiled cards, except it's name is still "Olag, Ludevic's Hubris", it has base power and toughness 4/4, and it's a black and blue Legendary Zombie in addition to its other colors and types. Put a +1/+1 counter on it for each card exiled this way. "Mommy Spider" MID 3G 4.0 G Creature - Spider 2/4 None 2 ReachWhen "Mommy Spider" dies, create a 1/2 green Spider creature token with reach. "Mysterious Tome" MID 2U 3.0 U Artifact None 1 {2}, {T}: Draw a card. Transform "Mysterious Tome". "Chilling Chronicle" MID 3.0 U Artifact None 1 {1}, {T}: Tap target nonland permanent. Transform "Chilling Chronicle". "Night at the Roxbury" MID 1W 2.0 W Sorcery None 3 If an opponent has more life than you, you gain 4 life.If an opponent controls more creatures than you, create two 1/1 white Human creature tokens.If an opponent has more cards in hand than you, draw a card. "Outland Liberator" MID 1G 2.0 G Creature - Human Werwolf 2/2 None 2 {1}, Sacrifice "Outland Liberator": Destroy target artifact or enchantment.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) "Frenzied Trapbreaker" MID 2.0 G Creature - Werewolf 3/3 None 2 {1}, Sacrifice "Frenzied Trapbreaker": Destroy target artifact or enchantment.Whenenver "Frenzied Trapbreaker" attacks, destroy target artifact or enchantment defending player controls.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) "Pickle-Jar Zombie" MID U 1.0 U Creature - Zombie 1/3 None 2 DefenderTap three untapped creatures you control: Look at the top card of your library. You may put that card into your graveyard. "Rite of Oblivion" MID WB 2.0 B W Sorcery None 3 As an additional cost to cast this spell, sacrifice a nonland permanent.Exile target nonland permanentFlashback {2}{W}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) "Spoopy Moontime" MID RG 2.0 G R Sorcery None 3 It becomes night. Until end of turn, target creature gets +1/+0, gains trample, and has "Whenever this creature deals combat damage to a player, draw a card."Flashback {2}{R}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) "That Thing from Annihilation" MID 2BG 4.0 B G Creature - Zombie Bear 4/3 None 2 Trample"That Thing from Annihilation" enters the battlefield with a +1/+1 counter on it for each creature that died this turn. "Thief of the Coast" MID 1U 2.0 U Creature - Human 1/3 None 2 When "Thief of the Coast" dies, mill three cards.Disturb {3}{U}{U} (You may cast this card from your graveyard transformed for its disturb cost.) "Angery Ghost" MID 2.0 U Creature - Spirit 3/4 None 2 FlyingWhen "Angery Ghost" enters the battlefield, shuffle up to three target cards from your graveyard into your library.If "Angery Ghost" would be put into a graveyard from anywhere, exile it instead. "Uzumaki Deluxe" MID 2W 3.0 W Enchantment None 1 When "Uzumaki Deluxe" enters the battlefield, exile target nonland permanent an opponent controls until "Uzumaki Deluxe" leaves the battlefield. "Wren and Feeling It" MID 2G 3.0 G Sorcery None 3 Return target card from your graveyard to your hand.Flashback {4}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Arcane Infusion MID UR 2.0 R U Instant None 3 Look at the top four cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.Flashback {3}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Arlinn, the Pack's Hope MID 2RG 4.0 G R Legendary Planeswalker - Arlinn 4 1 Daybound (If a player casts no spells during their own turn, it becomes night next turn.)+1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters the battlefield with an additional +1/+1 counter on it.−3: Create two 2/2 green Wolf creature tokens. Arlinn, the Moon's Fury MID 4.0 G R Legendary Planeswalker - Arlinn 4 1 Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)+2: Add {R}{G}.0: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste. Arlinn, the Pack's Hope MID 2RG 4.0 G R Legendary Planeswalker - Arlinn 4 1 Daybound (If a player casts no spells during their own turn, it becomes night next turn.)+1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters the battlefield with an additional +1/+1 counter on it.−3: Create two 2/2 green Wolf creature tokens. Arlinn, the Moon's Fury MID 4.0 G R Legendary Planeswalker - Arlinn 4 1 Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)+2: Add {R}{G}.0: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste. Arlinn, the Pack's Hope MID 2RG 4.0 G R Legendary Planeswalker - Arlinn 4 1 Daybound (If a player casts no spells during their own turn, it becomes night next turn.)+1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters the battlefield with an additional +1/+1 counter on it.−3: Create two 2/2 green Wolf creature tokens. Arlinn, the Moon's Fury MID 4.0 G R Legendary Planeswalker - Arlinn 4 1 Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)+2: Add {R}{G}.0: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste. Arrogant Outlaw MID 2B 3.0 B Creature - Vampire Noble 3/2 None 2 When Arrogant Outlaw enters the battlefield, if an opponent lost life this turn, each opponent loses 2 life and you gain 2 life. Augur of Autumn MID 1GG 3.0 G Creature - Human Druid 2/3 None 2 You may look at the top card of your library any time.You may play lands from the top of your library.Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library. Augur of Autumn MID 1GG 3.0 G Creature - Human Druid 2/3 None 2 You may look at the top card of your library any time.You may play lands from the top of your library.Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library. Baithook Angler MID 1U 2.0 U Creature - Human Peasant 2/1 None 2 Disturb {1}{U} (You may cast this card from your graveyard transformed for its disturb cost.) Hook-Haunt Drifter MID 2.0 U Creature - Spirit 1/2 None 2 FlyingIf Hook-Haunt Drifter would be put into a graveyard from anywhere, exile it instead. Baneblade Scoundrel MID 3B 4.0 B Creature - Human Rogue Werewolf 4/3 None 2 Whenever Baneblade Scoundrel becomes blocked, each creature blocking it gets -1/-1 until end of turn.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Baneclaw Marauder MID 4.0 B Creature - Werewolf 5/4 None 2 Whenever Baneclaw Marauder becomes blocked, each creature blocking it gets -1/-1 until end of turn.Whenever a creature blocking "Doomclaw Marauder" dies, its controller loses 1 life.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Baneblade Scoundrel MID 3B 4.0 B Creature - Human Rogue Werewolf 4/3 None 2 Whenever Baneblade Scoundrel becomes blocked, each creature blocking it gets -1/-1 until end of turn.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Baneclaw Marauder MID 4.0 B Creature - Werewolf 5/4 None 2 Whenever Baneclaw Marauder becomes blocked, each creature blocking it gets -1/-1 until end of turn.Whenever a creature blocking "Doomclaw Marauder" dies, its controller loses 1 life.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Beloved Beggar MID 1W 2.0 W Creature - Human Peasant 0/4 None 2 Disturb {4}{W}{W} (You may cast this card from your graveyard transformed for its disturb cost.) Generous Soul MID 2.0 W Creature - Spirit 4/4 None 2 Flying, vigilanceIf Generous Soul would be put into a graveyard from anywhere, exile it instead. Bereaved Survivor MID 2W 3.0 W Creature - Human Pesant 2/1 None 2 When another creature you control dies, transform Bereaved Survivor. Dauntless Avenger MID 3.0 W Creature - Human Soldier 3/2 None 2 Whenever Dauntless Avenger attacks, return target creature card with mana value 2 or less from your graveyard to the battlefield tapped and attacking. Bird Admirer MID 2G 3.0 G Creature - Human Archer Werewolf 1/4 None 2 ReachDaybound (If a player casts no spells during their own turn, it becomes night next turn.) Wing Shredder MID 3.0 G Creature - Human Werewolf 3/5 None 2 ReachNightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Bird Admirer MID 2G 3.0 G Creature - Human Archer Werewolf 1/4 None 2 ReachDaybound (If a player casts no spells during their own turn, it becomes night next turn.) Wing Shredder MID 3.0 G Creature - Human Werewolf 3/5 None 2 ReachNightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Bladebrand MID 1B 2.0 B Instant None 3 Target creature gains deathtouch until end of turn.Draw a card. Bladestitched Skaab MID UB 2.0 B U Creature - Zombie Soldier 2/3 None 2 Other Zombies you control get +1/+0. Bloodthirsty Adversary MID 1R 2.0 R Creature - Vampire 2/2 None 2 HasteWhen Bloodthirsty Adversary enters the battlefield, you may pay {2}{R} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Bloodthirsty Adversary, then exile that many target instant and/or sorcery cards with mana value 3 or less from your graveyard and copy them. You may cast any number of the copies without paying their mana costs. Bloodthirsty Adversary MID 1R 2.0 R Creature - Vampire 2/2 None 2 HasteWhen Bloodthirsty Adversary enters the battlefield, you may pay {2}{R} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Bloodthirsty Adversary, then exile that many target instant and/or sorcery cards with mana value 3 or less from your graveyard and copy them. You may cast any number of the copies without paying their mana costs. Briarbridge Tracker MID 2G 3.0 G Creature - Human Scout 2/3 None 2 VigilanceWhen Briarbridge Tracker enters the battlefield, investigate. (Create a colorless Clue artifact token with "{2}, Sacrifice this artifact: Draw a card.")As long as you control a token, Briarbridge Tracker gets +2/+0. Briarbridge Tracker MID 2G 3.0 G Creature - Human Scout 2/3 None 2 VigilanceWhen Briarbridge Tracker enters the battlefield, investigate. (Create a colorless Clue artifact token with "{2}, Sacrifice this artifact: Draw a card.")As long as you control a token, Briarbridge Tracker gets +2/+0. Brimstone Vandal MID 2R 3.0 R Creature - Devil 2/3 None 2 Menace (This creature can't be blocked except by two or more creatures.)If it's neither day nor night, it becomes day as Brimstone Vandal enters the battlefield.Whenever day becomes night or night becomes day, Brimstone Vandal deals 1 damage to each opponent. Brutal Cathar MID 2W 3.0 W Creature - Human Soldier Werewolf 2/2 None 2 When this creature enters the battlefield or transforms into Brutal Cathar, exile target creature an opponent controls until this creature leaves the battlefield.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Moonrage Brute MID 3.0 R Creature - Werewolf 3/3 None 2 First strikeWard—Pay 3 life.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Brutal Cathar MID 2W 3.0 W Creature - Human Soldier Werewolf 2/2 None 2 When this creature enters the battlefield or transforms into Brutal Cathar, exile target creature an opponent controls until this creature leaves the battlefield.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Moonrage Brute MID 3.0 R Creature - Werewolf 3/3 None 2 First strikeWard—Pay 3 life.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Burly Breaker MID 3GG 5.0 G Creature - Human Werewolf 6/5 None 2 Ward {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Dire-Strain Demolisher MID 5.0 G Creature - Werewolf 8/7 None 2 Ward {3} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Burly Breaker MID 3GG 5.0 G Creature - Human Werewolf 6/5 None 2 Ward {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Dire-Strain Demolisher MID 5.0 G Creature - Werewolf 8/7 None 2 Ward {3} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Can't Stay Away MID WB 2.0 B W Sorcery None 3 Return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains "If this creature would die, exile it instead."Flashback {3}{W}{B} Can't Stay Away MID WB 2.0 B W Sorcery None 3 Return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains "If this creature would die, exile it instead."Flashback {3}{W}{B} Candlegrove Witch MID 1W 2.0 W Creature - Human Warlock 2/2 None 2 Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Candlegrove Witch gains flying until end of turn. Candlegrove Witch MID 1W 2.0 W Creature - Human Warlock 2/2 None 2 Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Candlegrove Witch gains flying until end of turn. Candlelit Cavalry MID 4G 5.0 G Creature - Human Knight 5/5 None 2 Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Candlelit Cavalry gains trample until end of turn. Candletrap MID W 1.0 W Enchantment - Aura None 1 Enchant creatureEnchanted creature has defender.Prevent all combat damage that would be dealt by enchanted creature.Coven — {2}{W}, Sacrifice Candletrap: Exile enchanted creature. Activate only if you control three or more creatures with different powers. Celestus Sanctifier MID 2W 3.0 W Creature - Human Cleric 3/2 None 2 If it's neither day nor night, it becomes day as Celestus Sanctifier enters the battlefield.Whenever day becomes night or night becomes day, look at the top two cards of your library. Put one of them into your graveyard. Champion of the Perished MID B 1.0 B Creature - Zombie 1/1 None 2 Whenever another Zombie enters the battlefield under your control, put a +1/+1 counter on Champion of the Perished. Champion of the Perished MID B 1.0 B Creature - Zombie 1/1 None 2 Whenever another Zombie enters the battlefield under your control, put a +1/+1 counter on Champion of the Perished. Champion of the Perished MID B 1.0 B Creature - Zombie 1/1 None 2 Whenever another Zombie enters the battlefield under your control, put a +1/+1 counter on Champion of the Perished. Chaplain of Alms MID W 1.0 W Creature - Human Cleric 1/1 None 2 First strikeWard {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)Disturb {3}{W} (You may cast this card from your graveyard transformed for its disturb cost.) Chapel Shieldgeist MID 1.0 W Creature - Spirit Cleric 2/1 None 2 Flying, first strikeEach creature you control has ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)If Chapel Shieldgeist would be put into a graveyard from anywhere, exile it instead. Clear Shot MID 2G 3.0 G Instant None 3 Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control. Consider MID U 1.0 U Instant None 3 Look at the top card of your library. You may put that card into your graveyard.Draw a card. Consider MID U 1.0 U Instant None 3 Look at the top card of your library. You may put that card into your graveyard.Draw a card. Consuming Blob MID 3GG 5.0 G Creature - Ooze */*+1 None 2 Consuming Blob's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1.At the beginning of your end step, create a green Ooze creature token with "This creature's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1". Consuming Blob MID 3GG 5.0 G Creature - Ooze */*+1 None 2 Consuming Blob's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1.At the beginning of your end step, create a green Ooze creature token with "This creature's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1". Contortionist Troupe MID XG 1.0 G Creature - Human 0/0 None 2 Contortionist Troupe enters the battlefield with X +1/+1 counters on it.Coven — At the beginning of your end step, if you control three or more creatures with different powers, put a +1/+1 counter on target creature you control. Corpse Cobble MID UB 2.0 B U Instant None 3 As an additional cost to cast this spell, sacrifice any number of creatures.Create an X/X blue and black Zombie creature token with menace, where X is the total power of the sacrificed creatures.Flashback {3}{U}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Croaking Counterpart MID 1GU 3.0 G U Sorcery None 3 Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog.Flashback {3}{G}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Croaking Counterpart MID 1GU 3.0 G U Sorcery None 3 Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog.Flashback {3}{G}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Curse of Leeches MID 2B 3.0 B Enchantment - Aura Curse None 1 Enchant playerAs this permanent transforms into Curse of Leeches, attach it to a player.At the beginning of enchanted player's upkeep, they lose 1 life and you gain 1 life.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Leeching Lurker MID 3.0 B Creature - Leech Horror 4/4 None 2 LifelinkNightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Curse of Leeches MID 2B 3.0 B Enchantment - Aura Curse None 1 Enchant playerAs this permanent transforms into Curse of Leeches, attach it to a player.At the beginning of enchanted player's upkeep, they lose 1 life and you gain 1 life.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Leeching Lurker MID 3.0 B Creature - Leech Horror 4/4 None 2 LifelinkNightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Curse of Shaken Faith MID 1R 2.0 R Enchantment - Aura Curse None 1 Enchant playerWhenever enchanted player casts a spell other than the first spell they cast each turn or copies a spell, Curse of Shaken Faith deals 2 damage to them. Curse of Silence MID W 1.0 W Enchantment - Aura Curse None 1 Enchant playerAs Curse of Silence enters the battlefield, choose a card name.Spells with the chosen name enchanted player casts cost {2} more to cast.Whenever enchanted player casts a spell with the chosen name, you may sacrifice Curse of Silence. If you do, draw a card. Curse of Surveillance MID 4U 5.0 U Enchantment - Aura Curse None 1 Enchant playerAt the beginning of enchanted player's upkeep, any number of target players other than that player each draw cards equal to the number of Curses attached to that player. Curse of Surveillance MID 4U 5.0 U Enchantment - Aura Curse None 1 Enchant playerAt the beginning of enchanted player's upkeep, any number of target players other than that player each draw cards equal to the number of Curses attached to that player. Dawnhart Rejuvenator MID 3G 4.0 G Creature - Human Warlock 2/4 None 2 When Dawnhart Rejuvenator enters the battlefield, you gain 3 life.{T}: Add one mana of any color. Dawnhart Rejuvenator MID 3G 4.0 G Creature - Human Warlock 2/4 None 2 When Dawnhart Rejuvenator enters the battlefield, you gain 3 life.{T}: Add one mana of any color. Dawnhart Wardens MID 1GW 3.0 G W Creature - Human Warlock 3/3 None 2 VigilanceCoven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn. Dawnhart Wardens MID 1GW 3.0 G W Creature - Human Warlock 3/3 None 2 VigilanceCoven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn. Defend the Celestus MID 2GG 4.0 G Instant None 3 Distribute three +1/+1 counters among one, two, or three target creatures you control. Defenestrate MID 2B 2.0 B Instant None 3 Destroy target creature without flying. Delver of Secrets MID U 1.0 U Creature - Human Wizard 1/1 None 2 At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If an instant or sorcery card is revealed this way, transform Delver of Secrets. Insectile Aberration MID 1.0 U Creature - Human Insect 3/2 None 2 Flying Dennick, Pious Apprentice MID WU 2.0 U W Legendary Creature - Human Soldier 2/3 None 2 LifelinkCards in graveyards can't be the targets of spells or abilities.Disturb {2}{W}{U} (You may cast this card from your graveyard transformed for its disturb cost.) Dennick, Pious Apparition MID 2.0 U W Legendary Creature - Spirit Soldier 3/2 None 2 FlyingWhenever one or more creature cards are put into graveyards from anywhere, investigate. (Create a colorless Clue artifact token with "{2}, Sacrifice this artifact: Draw a card.")If Dennick, Pious Apparition would be put into a graveyard from anywhere, exile it instead. Dennick, Pious Apprentice MID WU 2.0 U W Legendary Creature - Human Soldier 2/3 None 2 LifelinkCards in graveyards can't be the targets of spells or abilities.Disturb {2}{W}{U} (You may cast this card from your graveyard transformed for its disturb cost.) Dennick, Pious Apparition MID 2.0 U W Legendary Creature - Spirit Soldier 3/2 None 2 FlyingWhenever one or more creature cards are put into graveyards from anywhere, investigate. (Create a colorless Clue artifact token with "{2}, Sacrifice this artifact: Draw a card.")If Dennick, Pious Apparition would be put into a graveyard from anywhere, exile it instead. Deserted Beach MID 0.0 1 Land None 0 Deserted Beach enters the battlefield tapped unless you control two or more other lands.{T}: Add {W} or {U}. Deserted Beach MID 0.0 1 Land None 0 Deserted Beach enters the battlefield tapped unless you control two or more other lands.{T}: Add {W} or {U}. Devoted Grafkeeper MID WU 2.0 U W Creature - Human Peasant 2/1 None 2 When Devoted Grafkeeper enters the battlefield, mill two cards.Whenever you cast a spell from your graveyard, tap target creature you don't control.Disturb {1}{W}{U} (You may cast this card from your graveyard transformed for its disturb cost.) Departed Soulkeeper MID 2.0 U W Creature - Spirit 3/1 None 2 FlyingDeparted Soulkeeper can block only creatures with flying.If Departed Soulkeeper would be put into a graveyard from anywhere, exile it instead. Dire-Strain Rampage MID 1RG 3.0 G R Sorcery None 3 Destroy target artifact, enchantment, or land. If a land was destroyed this way, its controller may search their library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Otherwise, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.Flashback {3}{R}{G} Dire-Strain Rampage MID 1RG 3.0 G R Sorcery None 3 Destroy target artifact, enchantment, or land. If a land was destroyed this way, its controller may search their library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Otherwise, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.Flashback {3}{R}{G} Diregraf Horde MID 4B 5.0 B Creature - Zombie 3/4 None 2 When Diregraf Horde enters the battlefield, create two 2/2 black Zombie creature tokens with decayed. When you do, exile up to two target cards from graveyards. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.) Diregraf Rebirth MID 3BG 5.0 B G Sorcery None 3 This spell costs {1} less to cast for each creature that died this turn.Return target creature card from your graveyard to the battlefield.Flashback {5}{B}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Dissipate MID 1UU 3.0 U Instant None 3 Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. Duel for Dominance MID 1G 2.0 G Instant None 3 Coven — Choose target creature you control and target creature you don't control. If you control three or more creatures with different powers, put a +1/+1 counter on the chosen creature you control. Then the chosen creatures fight each other. (They each deal damage equal to their power to the other.) Eaten Alive MID B 1.0 B Sorcery None 3 As an additional cost to cast this spell, sacrifice a creature or pay {3}{B}.Exile target creature or planeswalker. Enduring Angel MID 2WWW 5.0 W Creature - Angel 3/3 None 2 Flying, double strikeYou have hexproof.If your life total would be reduced to 0 or less, instead transform Enduring Angel and your life total becomes 3. Then if Enduring Angel didn't transform this way, you lose the game. Angelic Enforcer MID 5.0 W Creature - Angel */* None 2 FlyingYou have hexproof.Angelic Enforcer's power and toughness are each equal to your life total.Whenever Angelic Enforcer attacks, double your life total. Enduring Angel MID 2WWW 5.0 W Creature - Angel 3/3 None 2 Flying, double strikeYou have hexproof.If your life total would be reduced to 0 or less, instead transform Enduring Angel and your life total becomes 3. Then if Enduring Angel didn't transform this way, you lose the game. Angelic Enforcer MID 5.0 W Creature - Angel */* None 2 FlyingYou have hexproof.Angelic Enforcer's power and toughness are each equal to your life total.Whenever Angelic Enforcer attacks, double your life total. Faith Flare MID 1W 2.0 W Instant None 3 Target creature gets +2/+2 until end of turn. If it is a Human, it gets +3/+3 and gains indestructible until end of turn instead. Faithful Mending MID WU 2.0 U W Instant None 3 You gain 2 life, draw two cards, then discard two cards.Flashback {1}{W}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Falkenrath Perforator MID 1R 2.0 R Creature - Vampire 2/1 None 2 Whenever Falkenrath Perforator attacks, it deals 1 damage to defending player. Falkenrath Pit Fighter MID R 1.0 R Creature - Vampire Warrior 2/1 None 2 {1}{R}, Discard a card, Sacrifice a Vampire: Draw two cards. Activate only if an opponent lost life this turn. Falkenrath Pit Fighter MID R 1.0 R Creature - Vampire Warrior 2/1 None 2 {1}{R}, Discard a card, Sacrifice a Vampire: Draw two cards. Activate only if an opponent lost life this turn. Famished Foragers MID 3R 4.0 R Creature - Vampire 4/3 None 2 When Famished Foragers enters the battlefield, if an opponent lost life this turn, add {R}{R}{R}.{2}{R}, Discard a card: Draw a card. Festival Crasher MID 1R 2.0 R Creature - Devil 1/3 None 2 Whenever you cast an instant or sorcery spell, Festival Crasher gets +2/+0 until end of turn. Field of Ruin MID 0.0 Land None 0 {T}: Add {C}.{2}, {T}, Sacrifice Field of Ruin: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles. Flame Channeler MID 1R 2.0 R Creature - Human Wizard 2/2 None 2 When a spell you control deals damage, transform Flame Channeler. Embodiment of Flame MID 2.0 R Creature - Elemental Wizard 3/3 None 2 Whenever a spell you control deals damage, put a flame counter on Embodiment of Flame.{1}, Remove a flame counter from Embodiment of Flame: Exile the top card of your library. You may play that card this turn. Fleshtaker MID WB 2.0 B W Creature - Human Assassin 2/2 None 2 Whenever you sacrifice another creature, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.){1}, Sacrifice another creature: Fleshtaker gets +2/+2 until end of turn. Florian, Voldaren Scion MID 1BR 3.0 B R Legendary Creature - Vampire Noble 3/3 None 2 First strikeAt the beginning of your postcombat main phase, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn. Florian, Voldaren Scion MID 1BR 3.0 B R Legendary Creature - Vampire Noble 3/3 None 2 First strikeAt the beginning of your postcombat main phase, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn. Forest MID 0.0 Basic Land - Forest None 0 ({T}: Add {G}.) Forest MID 0.0 Basic Land - Forest None 0 ({T}: Add {G}.) Forest MID 0.0 Basic Land - Forest None 0 ({T}: Add {G}.) Foul Play MID 1B 2.0 B Sorcery None 3 Destroy target creature with power 2 or less. Investigate. (Create a colorless Clue artifact token with "{2}, Sacrifice this artifact: Draw a card.") Galvanic Iteration MID UR 2.0 R U Instant None 3 When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.Flashback {1}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Galvanic Iteration MID UR 2.0 R U Instant None 3 When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.Flashback {1}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Gavony Dawnguard MID 1WW 3.0 W Creature - Human Soldier 3/3 None 2 Ward {1}If it's neither day nor night, it becomes day as Gavony Dawnguard enters the battlefield.Whenever day becomes night or night becomes day, look at the top four cards of your library. You may reveal a creature card with mana value 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in any order. Gavony Dawnguard MID 1WW 3.0 W Creature - Human Soldier 3/3 None 2 Ward {1}If it's neither day nor night, it becomes day as Gavony Dawnguard enters the battlefield.Whenever day becomes night or night becomes day, look at the top four cards of your library. You may reveal a creature card with mana value 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in any order. Geistflame Reservoir MID 2R 3.0 R Artifact None 1 Whenever you cast an instant or sorcery spell, put a charge counter on Geistflame Reservoir.{1}{R}, {T}, Remove any number of charge counters from Geistflame Reservoir: It deals that much damage to any target.{1}{R}, {T}: Exile the top card of your library. You may play that card this turn. Geistflame Reservoir MID 2R 3.0 R Artifact None 1 Whenever you cast an instant or sorcery spell, put a charge counter on Geistflame Reservoir.{1}{R}, {T}, Remove any number of charge counters from Geistflame Reservoir: It deals that much damage to any target.{1}{R}, {T}: Exile the top card of your library. You may play that card this turn. Ghoulcaller's Harvest MID BG 2.0 B G Sorcery None 3 Create X 2/2 black Zombie creature tokens with decayed, where X is half the number of creature cards in your graveyard, rounded up. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)Flashback {3}{B}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Ghoulcaller's Harvest MID BG 2.0 B G Sorcery None 3 Create X 2/2 black Zombie creature tokens with decayed, where X is half the number of creature cards in your graveyard, rounded up. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)Flashback {3}{B}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Gisa, Glorious Resurrector MID 2BB 4.0 B Legendary Creature - Human Wizard 4/4 None 2 If a creature an opponent controls would die, exile it instead.At the beginning of your upkeep, put all creature cards exiled with Gisa, Glorious Resurrector onto the battlefield under your control. They gain decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.) Gisa, Glorious Resurrector MID 2BB 4.0 B Legendary Creature - Human Wizard 4/4 None 2 If a creature an opponent controls would die, exile it instead.At the beginning of your upkeep, put all creature cards exiled with Gisa, Glorious Resurrector onto the battlefield under your control. They gain decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.) Grafted Identity MID 2UU 4.0 U Enchantment - Aura None 1 As an additional cost to cast this spell, sacrifice a creature.Enchant creatureYou control enchanted creature.Enchanted creature gets +1/+1. Grafted Identity MID 2UU 4.0 U Enchantment - Aura None 1 As an additional cost to cast this spell, sacrifice a creature.Enchant creatureYou control enchanted creature.Enchanted creature gets +1/+1. Graveyard Trespasser MID 2B 3.0 B Creature - Human Werewolf 3/3 None 2 Ward—Discard a card.Whenever Graveyard Trespasser enters the battlefield or attacks, exile up to one target card from a graveyard. If a creature card was exiled this way, each opponent loses 1 life and you gain 1 life.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Graveyard Glutton MID 3.0 B Creature - Werewolf 4/4 None 2 Ward—Discard a card.Whenever Graveyard Glutton enters the battlefield or attacks, exile up to two target cards from graveyards. For each creature card exiled this way, each opponent loses 1 life and you gain 1 life.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Graveyard Trespasser MID 2B 3.0 B Creature - Human Werewolf 3/3 None 2 Ward—Discard a card.Whenever Graveyard Trespasser enters the battlefield or attacks, exile up to one target card from a graveyard. If a creature card was exiled this way, each opponent loses 1 life and you gain 1 life.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Graveyard Glutton MID 3.0 B Creature - Werewolf 4/4 None 2 Ward—Discard a card.Whenever Graveyard Glutton enters the battlefield or attacks, exile up to two target cards from graveyards. For each creature card exiled this way, each opponent loses 1 life and you gain 1 life.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Haunted Ridge MID 0.0 1 Land None 0 Haunted Ridge enters the battlefield tapped unless you control two or more other lands.{T}: Add {B} or {R}. Haunted Ridge MID 0.0 1 Land None 0 Haunted Ridge enters the battlefield tapped unless you control two or more other lands.{T}: Add {B} or {R}. Hedgewitch's Mask MID W 1.0 W Artifact - Equipment None 1 Equipped creature gets +1/+1.Equipped creature can't be blocked by creatures with power 4 or greater.Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) Heirloom Mirror MID 1B 2.0 B Artifact None 1 {1}, {T}, Pay 1 life, Discard a card: Draw a card, mill a card, then put a ritual counter on Heirloom Mirror. Then if it has 3 or more ritual counters on it, remove them and transform it. Activate only as a sorcery. Inherited Fiend MID 2.0 B Creature - Demon 4/4 None 2 Flying{2}{B}: Exile target creature card from a graveyard. Put a +1/+1 counter on Inherited Fiend. Hobbling Zombie MID 2B 3.0 B Creature - Zombie 2/2 None 2 DeathtouchWhen Hobbling Zombie dies, create a 2/2 black Zombie creature with decayed. (It can't block. When it attacks, sacrifice it at end of combat.) Hostile Hostel MID 0.0 Land None 0 {T}: Add {C}.{1}, {T}, Sacrifice a creature: Put a soul counter on Hostile Hostel. Then if there are three or more soul counters on it, remove those counters, transform it, then untap it. Activate only as a sorcery. Creeping Inn MID 0.0 B Artifact Creature - Horror Construct 3/7 None 2 Whenever Creeping Inn attacks, you may exile a creature card from your graveyard. If you do, each opponent loses X life and you gain X life, where X is the number of creature cards exiled with Creeping Inn.{4}: Creeping Inn phases out. Hostile Hostel MID 0.0 Land None 0 {T}: Add {C}.{1}, {T}, Sacrifice a creature: Put a soul counter on Hostile Hostel. Then if there are three or more soul counters on it, remove those counters, transform it, then untap it. Activate only as a sorcery. Creeping Inn MID 0.0 B Artifact Creature - Horror Construct 3/7 None 2 Whenever Creeping Inn attacks, you may exile a creature card from your graveyard. If you do, each opponent loses X life and you gain X life, where X is the number of creature cards exiled with Creeping Inn.{4}: Creeping Inn phases out. Hound Tamer MID 2G 3.0 G Creature - Human Werewolf 3/3 None 2 Trample{3}{G}: Put a +1/+1 counter on target creature.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Untamed Pup MID 3.0 G Creature - Werewolf 4/4 None 2 TrampleOther Wolves and Werewolves you control have trample.{3}{G}: Put a +1/+1 counter on target creature.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Hound Tamer MID 2G 3.0 G Creature - Human Werewolf 3/3 None 2 Trample{3}{G}: Put a +1/+1 counter on target creature.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Untamed Pup MID 3.0 G Creature - Werewolf 4/4 None 2 TrampleOther Wolves and Werewolves you control have trample.{3}{G}: Put a +1/+1 counter on target creature.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Howl of the Hunt MID 2G 3.0 G Enchantment - Aura None 1 FlashEnchant creatureWhen Howl of the Hunt enters the battlefield, if enchanted creature is a Wolf or Werewolf, untap that creature.Enchanted creature gets +2/+2 and has vigilance. Hungry for More MID BR 2.0 B R Sorcery None 3 Create a 3/1 black and red Vampire creature token with trample, lifelink, and haste. Sacrifice it at the beginning of the next end step.Flashback {1}{B}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Immolation MID R 1.0 R Enchantment - Aura None 1 Enchant creatureEnchanted creature gets +2/-2. Infernal Grasp MID 1B 2.0 B Instant None 3 Destroy target creature. You lose 2 life. Infernal Grasp MID 1B 2.0 B Instant None 3 Destroy target creature. You lose 2 life. Intrepid Adversary MID 1W 2.0 W Creature - Human Scout 3/1 None 2 LifelinkWhen Intrepid Adversary enters the battlefield, you may pay {1}{W} any number of times. When you pay this cost once or more times, put that many valor counters on Intrepid Adversary.Creatures you control get +1/+1 for each valor counter on Intrepid Adversary. Intrepid Adversary MID 1W 2.0 W Creature - Human Scout 3/1 None 2 LifelinkWhen Intrepid Adversary enters the battlefield, you may pay {1}{W} any number of times. When you pay this cost once or more times, put that many valor counters on Intrepid Adversary.Creatures you control get +1/+1 for each valor counter on Intrepid Adversary. Island MID 0.0 Basic Land - Island None 0 ({T}: Add {U}.) Island MID 0.0 Basic Land - Island None 0 ({T}: Add {U}.) Island MID 0.0 Basic Land - Island None 0 ({T}: Add {U}.) Jack-o'-Lantern MID 1 1.0 Artifact None 1 {1}, {T}, Sacrifice Jack-o'-Lantern: Exile up to one target card from a graveyard. Draw a card.{1}, Exile Jack-o'-Lantern from your graveyard: Add one mana of any color. Jadar, Ghoulcaller of Nephalia MID 1B 2.0 B Legendary Creature - Human Wizard 1/1 None 2 At the beginning of your end step, if you control no creatures with decayed, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.) Jadar, Ghoulcaller of Nephalia MID 1B 2.0 B Legendary Creature - Human Wizard 1/1 None 2 At the beginning of your end step, if you control no creatures with decayed, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.) Join the Dance MID GW 2.0 G W Sorcery None 3 Create two 1/1 white Human creature tokens.Flashback {3}{G}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Join the Dance MID GW 2.0 G W Sorcery None 3 Create two 1/1 white Human creature tokens.Flashback {3}{G}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Kessig Naturalist MID RG 2.0 G R Creature - Human Werewolf 2/2 None 2 Whenever Kessig Naturalist attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Lord of the Ulvenwald MID 2.0 G R Creature - Werewolf 3/3 None 2 Other Wolves and Werewolves you control get +1/+1.Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Kessig Naturalist MID RG 2.0 G R Creature - Human Werewolf 2/2 None 2 Whenever Kessig Naturalist attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Lord of the Ulvenwald MID 2.0 G R Creature - Werewolf 3/3 None 2 Other Wolves and Werewolves you control get +1/+1.Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Lier, Disciple of the Drowned MID 3UU 5.0 U Legendary Creature - Human Wizard 3/4 None 2 Spells can't be countered.Each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost. Lier, Disciple of the Drowned MID 3UU 5.0 U Legendary Creature - Human Wizard 3/4 None 2 Spells can't be countered.Each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost. Liesa, Forgotten Archangel MID 2WWB 5.0 B W Legendary Creature - Angel 4/5 None 2 Flying, lifelinkWhenever another nontoken creature you control dies, return that card to its owner's hand at the beginning of the next end step.If a creature an opponent controls would die, exile it instead. Liesa, Forgotten Archangel MID 2WWB 5.0 B W Legendary Creature - Angel 4/5 None 2 Flying, lifelinkWhenever another nontoken creature you control dies, return that card to its owner's hand at the beginning of the next end step.If a creature an opponent controls would die, exile it instead. Light Up the Night MID XR 1.0 R Sorcery None 3 Light Up the Night deals X damage to any target. It deals X plus 1 damage instead if that target is a creature or planeswalker.Flashback—{3}{R}, Remove X loyalty counters from among planeswalkers you control. If you cast this spell this way, X can't be 0. (You may cast this card from your graveyard for its flashback cost. Then exile it.) Light Up the Night MID XR 1.0 R Sorcery None 3 Light Up the Night deals X damage to any target. It deals X plus 1 damage instead if that target is a creature or planeswalker.Flashback—{3}{R}, Remove X loyalty counters from among planeswalkers you control. If you cast this spell this way, X can't be 0. (You may cast this card from your graveyard for its flashback cost. Then exile it.) Loyal Gryff MID 2W 3.0 W Creature - Hippogriff 2/2 None 2 FlashFlyingWhen Loyal Gryff enters the battlefield, you may return another creature you control to its owner's hand. Lunar Frenzy MID XR 1.0 R Instant None 3 Target creature you control gets +X/+0 and gains first strike and trample until end of turn. Mask of Griselbrand MID 1BB 3.0 B Legendary Artifact - Equipment None 1 Equipped creature has flying and lifelink.Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards.Equip {3} Mask of Griselbrand MID 1BB 3.0 B Legendary Artifact - Equipment None 1 Equipped creature has flying and lifelink.Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards.Equip {3} Might of the Old Ways MID 1G 2.0 G Instant None 3 Target creature gets +2/+2 until end of turn.Coven — Then if you control three or more creatures with different powers, draw a card. Moonsilver Key MID 2 2.0 Artifact None 1 {1}, {T}, Sacrifice Moonsilver Key: Search your library for an artifact card with a mana ability or a basic land card, reveal it, put it into your hand, then shuffle. Moonveil Regent MID 3R 4.0 R Creature - Dragon 4/4 None 2 FlyingWhenever you cast a spell, you may discard your hand. If you do, draw a card for each of that spell's colors.When Moonveil Regent dies, it deals X damage to any target, where X is the number of colors among permanents you control. Moonveil Regent MID 3R 4.0 R Creature - Dragon 4/4 None 2 FlyingWhenever you cast a spell, you may discard your hand. If you do, draw a card for each of that spell's colors.When Moonveil Regent dies, it deals X damage to any target, where X is the number of colors among permanents you control. Morbid Opportunist MID 2B 3.0 B Creature - Human Rogue 1/3 None 2 Whenever one or more other creatures die, draw a card. This ability triggers only once each turn. Mountain MID 0.0 Basic Land - Mountain None 0 ({T}: Add {R}.) Mountain MID 0.0 Basic Land - Mountain None 0 ({T}: Add {R}.) Mountain MID 0.0 Basic Land - Mountain None 0 ({T}: Add {R}.) Mystic Skull MID 2 2.0 Artifact None 1 {1}, {T}: Add one mana of any color.{5}, {T}: Transform Mystic Skull. Mystic Monstrosity MID 2.0 Artifact Creature - Construct 5/6 None 2 Lands you control have "{T}: Add one mana of any color." Neblegast Intruder MID 2U 3.0 U Creature - Spirit 2/1 None 2 FlashFlyingWhen Neblegast Intruder enters the battlefield, up to one target creature an opponent controls gets -2/-0 until end of turn. Necrosynthesis MID 1B 2.0 B Enchantment - Aura None 1 Enchant creatureEnchanted creature has "Whenever another creature dies, put a +1/+1 counter on this creature."When enchanted creature dies, look at the top X cards of your library, where X is its power. Put one of those cards into your hand and the rest on the bottom of your library in a random order. Odric's Outrider MID 3W 4.0 W Creature - Human Knight 2/4 None 2 Whenever Odric's Outrider or another creature you control dies, put a +1/+1 counter on target creature you control. Old Stickfingers MID XBG 2.0 B G Legendary Creature - Horror */* None 2 When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all the creature cards revealed this way into your graveyard and the rest on the bottom of your library in a random order.Old Stickfingers' power and toughness are equal to the number of creature cards in your graveyard. Old Stickfingers MID XBG 2.0 B G Legendary Creature - Horror */* None 2 When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all the creature cards revealed this way into your graveyard and the rest on the bottom of your library in a random order.Old Stickfingers' power and toughness are equal to the number of creature cards in your graveyard. Ominous Roost MID 2U 3.0 U Enchantment None 1 When Ominous Roost enters the battlefield or whenever you cast a spell from your graveyard, create a 1/1 blue Bird creature token with flying and "This creature can block only creatures with flying." Organ Hoarder MID 3U 4.0 U Creature - Zombie 3/2 None 2 When Organ Hoarder enters the battlefield, look at the top three cards of your library, then put one of them into your hand and the rest into you graveyard. Overgrown Farmland MID 0.0 1 Land None 0 Overgrown Farmland enters the battlefield tapped unless you control two or more other lands.{T}: Add {G} or {W}. Overgrown Farmland MID 0.0 1 Land None 0 Overgrown Farmland enters the battlefield tapped unless you control two or more other lands.{T}: Add {G} or {W}. Overwhelmed Archivist MID 2U 3.0 U Creature - Human Wizard 3/2 None 2 When Overwhelmed Archivist enters the battlefield, draw a card, then discard a card.Disturb {3}{U} (You may cast this card from your graveyard transformed for its disturb cost.) Archive Haunt MID 3.0 Creature - Spirit Wizard 2/1 None 2 FlyingWhenever Archive Haunt attacks, draw a card, then discard a card.If Archive Haunt would be put into a graveyard from anywhere, exile it instead. Patrician Geist MID 2U 3.0 U Creature - Spirit Knight 2/2 None 2 FlyingOther Spirits you control get +1/+1.Spells you cast from your graveyard cost {1} less to cast. Patrician Geist MID 2U 3.0 U Creature - Spirit Knight 2/2 None 2 FlyingOther Spirits you control get +1/+1.Spells you cast from your graveyard cost {1} less to cast. Pestilent Wolf MID 1G 2.0 G Creature - Wolf 2/2 None 2 {2}{G}: Pestilent Wolf gains deathtouch until end of turn. Pithing Needle MID 1 1.0 Artifact None 1 As Pithing Needle enters the battlefield, choose a card name.Activated abilities of sources with the chosen name can't be activated unless they're mana abilities. Pithing Needle MID 1 1.0 Artifact None 1 As Pithing Needle enters the battlefield, choose a card name.Activated abilities of sources with the chosen name can't be activated unless they're mana abilities. Plains MID 0.0 Basic Land - Plains None 0 ({T}: Add {W}.) Plains MID 0.0 Basic Land - Plains None 0 ({T}: Add {W}.) Plains MID 0.0 Basic Land - Plains None 0 ({T}: Add {W}.) Play with Fire MID R 1.0 R Instant None 3 Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) Play with Fire MID R 1.0 R Instant None 3 Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) Poppet Stitcher MID 2U 3.0 U Creature - Human Wizard 2/3 None 2 Whenever you cast an instant or sorcery spell, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)At the beginning of your upkeep, if you control three or more creature tokens, you may transform Poppet Sticher. Poppet Factory MID 3.0 U Artifact None 1 Creature tokens you control lose all abilities and have base power and toughness 3/3.At the beginning of your upkeep, you may transform Poppet Factory. Poppet Stitcher MID 2U 3.0 U Creature - Human Wizard 2/3 None 2 Whenever you cast an instant or sorcery spell, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)At the beginning of your upkeep, if you control three or more creature tokens, you may transform Poppet Sticher. Poppet Factory MID 3.0 U Artifact None 1 Creature tokens you control lose all abilities and have base power and toughness 3/3.At the beginning of your upkeep, you may transform Poppet Factory. Reckless Stormseeker MID 2R 3.0 R Creature - Human Werewolf 2/3 None 2 At the beginning of combat on your turn, target creature you control gets +1/+0 and gains haste until end of turn.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Storm-Charged Slasher MID 3.0 R Creature - Werewolf 3/4 None 2 At the beginning of combat on your turn, target creature you control gets +2/+0 and gains trample and haste until end of turn.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Reckless Stormseeker MID 2R 3.0 R Creature - Human Werewolf 2/3 None 2 At the beginning of combat on your turn, target creature you control gets +1/+0 and gains haste until end of turn.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Storm-Charged Slasher MID 3.0 R Creature - Werewolf 3/4 None 2 At the beginning of combat on your turn, target creature you control gets +2/+0 and gains trample and haste until end of turn.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Rem Karolus, Stalwart Slayer MID 1RW 3.0 R W Legendary Creature - Human Knight 2/3 None 2 Flying, hasteIf a spell would deal damage to you or another permanent you control, prevent that damage.If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1. Rem Karolus, Stalwart Slayer MID 1RW 3.0 R W Legendary Creature - Human Knight 2/3 None 2 Flying, hasteIf a spell would deal damage to you or another permanent you control, prevent that damage.If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1. Rite of Harmony MID GW 2.0 G W Instant None 3 Whenever a creature or enchantment enters the battlefield under your control this turn, draw a card.Flashback {2}{G}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Rite of Harmony MID GW 2.0 G W Instant None 3 Whenever a creature or enchantment enters the battlefield under your control this turn, draw a card.Flashback {2}{G}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Ritual Guardian MID 2W 3.0 W Creature - Human Soldier 3/2 None 2 Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Ritual Guardian gains lifelink until end of turn. Ritual of Hope MID 1W 2.0 W Instant None 3 Creatures you control get +1/+1 until end of turn.Coven — If you control three or more creatures with different powers, creatures you control get +2/+1 until end of turn instead. Rockfall Vale MID 0.0 1 Land None 0 Rockfall Vale enters the battlefield tapped unless you control two or more other lands.{T}: Add {R} or {G}. Rockfall Vale MID 0.0 1 Land None 0 Rockfall Vale enters the battlefield tapped unless you control two or more other lands.{T}: Add {R} or {G}. Sacred Fire MID RW 2.0 R W Instant None 3 Sacred Fire deals 2 damage to any target and you gain 2 life.Flashback {4}{R}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Saryth, the Viper's Fang MID 2GG 4.0 G Legendary Creature - Human Warlock 3/4 None 2 Other tapped creatures you control have deathtouch.Other untapped creatures you control have hexproof.{1}, {T}: Untap another target creature or land you control. Saryth, the Viper's Fang MID 2GG 4.0 G Legendary Creature - Human Warlock 3/4 None 2 Other tapped creatures you control have deathtouch.Other untapped creatures you control have hexproof.{1}, {T}: Untap another target creature or land you control. Secrets of the Key MID U 1.0 U Instant None 3 Investigate. If this spell was cast from a graveyard, investigate twice instead. (To investigate, create a colorless Clue artifact token with "{2}, Sacrifice this artifact: Draw a card.")Flashback {3}{U} Seize the Storm MID 4R 5.0 R Sorcery None 3 Create a red Elemental creature token with trample and "This creature's power and toughness are each equal to the number of instant and sorcery cards in your graveyard, plus the number of cards with flashback you own in exile."Flashback {6}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Shipwreck Marsh MID 0.0 1 Land None 0 Shipwreck Marsh enters the battlefield tapped unless you control two or more other lands.{T}: Add {U} or {B}. Shipwreck Marsh MID 0.0 1 Land None 0 Shipwreck Marsh enters the battlefield tapped unless you control two or more other lands.{T}: Add {U} or {B}. Sigarda's Splendor MID 2WW 4.0 W Enchantment None 1 As Sigarda's Splendor enters the battlefield, note your life total.At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for Sigarda's Splendor. Then note your life total.Whenever you cast a white spell, you gain 1 life. Sigarda, Champion of Light MID 1GWW 4.0 G W Legendary Creature - Angel 4/4 None 2 Flying, trampleHumans you control get +1/+1.Coven — Whenever Sigarda attacks, if you control three or more creatures with different powers, look at the top five cards of your library. You may reveal a Human creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Sigarda, Champion of Light MID 1GWW 4.0 G W Legendary Creature - Angel 4/4 None 2 Flying, trampleHumans you control get +1/+1.Coven — Whenever Sigarda attacks, if you control three or more creatures with different powers, look at the top five cards of your library. You may reveal a Human creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Sigardian Savior MID 3WW 5.0 W Creature - Angel 3/3 None 2 FlyingWhen Sigardian Savior enters the battlefield, if you cast it, return up to two target creature cards with mana value 2 or less from your graveyard to the battlefield. Sigardian Savior MID 3WW 5.0 W Creature - Angel 3/3 None 2 FlyingWhen Sigardian Savior enters the battlefield, if you cast it, return up to two target creature cards with mana value 2 or less from your graveyard to the battlefield. Siphon Insight MID UB 2.0 B U Instant None 3 Look at the top two cards of target opponent's library. Exile one of them face down and put the other on the bottom of that library. You may look at and play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.Flashback {1}{U}{B} Siphon Insight MID UB 2.0 B U Instant None 3 Look at the top two cards of target opponent's library. Exile one of them face down and put the other on the bottom of that library. You may look at and play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.Flashback {1}{U}{B} Slaughter Specialist MID 1B 2.0 B Creature - Vampire Warrior 3/3 None 2 When Slaughter Specialist enters the battlefield, each opponent creates a 1/1 white Human creature token.Whenever a creature an opponent controls dies, put a +1/+1 counter on Slaughter Specialist. Slaughter Specialist MID 1B 2.0 B Creature - Vampire Warrior 3/3 None 2 When Slaughter Specialist enters the battlefield, each opponent creates a 1/1 white Human creature token.Whenever a creature an opponent controls dies, put a +1/+1 counter on Slaughter Specialist. Slogurk, the Overslime MID 1GU 3.0 G U Legendary Creature - Ooze 3/3 None 2 TrampleWhenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk, the Overslime.Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand. Slogurk, the Overslime MID 1GU 3.0 G U Legendary Creature - Ooze 3/3 None 2 TrampleWhenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk, the Overslime.Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand. Sludge Monster MID 3UU 5.0 U Creature - Horror 5/5 None 2 Whenever Sludge Monster enters the battlefield or attacks, put a slime counter on up to one other target creature.Non-Horror creatures with slime counters on them lose all abilities and have base power and toughness 2/2. Sludge Monster MID 3UU 5.0 U Creature - Horror 5/5 None 2 Whenever Sludge Monster enters the battlefield or attacks, put a slime counter on up to one other target creature.Non-Horror creatures with slime counters on them lose all abilities and have base power and toughness 2/2. Snarling Wolf MID G 1.0 G Creature - Wolf 1/1 None 2 {1}{G}: Snarling Wolf gets +2/+2 until end of turn. Activate only once each turn. Spectral Adversary MID 1U 2.0 U Creature - Spirit 2/1 None 2 FlashFlyingWhen Spectral Adversary enters the battlefield, you may pay {1}{U} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Spectral Adversary, then up to that many other target artifacts, creatures, and/or enchantments phase out. Spectral Adversary MID 1U 2.0 U Creature - Spirit 2/1 None 2 FlashFlyingWhen Spectral Adversary enters the battlefield, you may pay {1}{U} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Spectral Adversary, then up to that many other target artifacts, creatures, and/or enchantments phase out. Spellrune Painter MID 2R 3.0 R Creature - Human Shaman Werewolf 2/3 None 2 Whenever you cast an instant or sorcery spell, Spellrune Painter gets +1/+1 until end of turn.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Spellrune Howler MID 3.0 R Creature - Werewolf 3/4 None 2 Whenever you cast an instant or sorcery spell, Spellrune Howler gets +2/+2 until end of turn.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Spellrune Painter MID 2R 3.0 R Creature - Human Shaman Werewolf 2/3 None 2 Whenever you cast an instant or sorcery spell, Spellrune Painter gets +1/+1 until end of turn.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Spellrune Howler MID 3.0 R Creature - Werewolf 3/4 None 2 Whenever you cast an instant or sorcery spell, Spellrune Howler gets +2/+2 until end of turn.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Startle MID 1U 2.0 U Instant None 3 Target creature gets -2/-0 until end of turn. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)Draw a card. Stormrider Spirit MID 4U 5.0 U Creature - Spirit 3/3 None 2 Flash (You may cast this spell any time you could cast an instant.)Flying Stuffed Bear MID 2 2.0 Artifact None 1 {2}: Stuffed Bear becomes a 4/4 green Bear artifact creature until end of turn. Sungold Barrage MID 2W 3.0 W Instant None 3 Destroy target creature with toughness 4 or greater. Sungold Sentinel MID 1W 2.0 W Creature - Human Soldier 3/2 None 2 Whenever Sungold Sentinel enters the battlefield or attacks, exile up to one target card from a graveyard.Coven — {1}{W}: Choose a color. Sungold Sentinel gains hexproof from that color until end of turn and can't be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers. Sungold Sentinel MID 1W 2.0 W Creature - Human Soldier 3/2 None 2 Whenever Sungold Sentinel enters the battlefield or attacks, exile up to one target card from a graveyard.Coven — {1}{W}: Choose a color. Sungold Sentinel gains hexproof from that color until end of turn and can't be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers. Suspicious Stowaway MID 1U 2.0 U Creature - Human Rogue Werewolf 1/1 None 2 Suspicious Stowaway can't be blocked.Whenever Suspicious Stowaway deals combat damage to a player, draw a card, then discard a card.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Seafaring Werewolf MID 2.0 G Creature - Werewolf 2/1 None 2 Seafaring Werewolf can't be blocked.Whenever Seafaring Werewolf deals combat damage to a player, draw a card.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Suspicious Stowaway MID 1U 2.0 U Creature - Human Rogue Werewolf 1/1 None 2 Suspicious Stowaway can't be blocked.Whenever Suspicious Stowaway deals combat damage to a player, draw a card, then discard a card.Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Seafaring Werewolf MID 2.0 G Creature - Werewolf 2/1 None 2 Seafaring Werewolf can't be blocked.Whenever Seafaring Werewolf deals combat damage to a player, draw a card.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Swamp MID 0.0 Basic Land - Swamp None 0 ({T}: Add {B}.) Swamp MID 0.0 Basic Land - Swamp None 0 ({T}: Add {B}.) Swamp MID 0.0 Basic Land - Swamp None 0 ({T}: Add {B}.) Tainted Adversary MID 1B 2.0 B Creature - Zombie 2/3 None 2 DeathtouchWhen Tainted Adversary enters the battlefield, you may pay {2}{B} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Tainted Adversary, then create twice that many black 2/2 Zombie creature tokens with decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.) Tainted Adversary MID 1B 2.0 B Creature - Zombie 2/3 None 2 DeathtouchWhen Tainted Adversary enters the battlefield, you may pay {2}{B} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Tainted Adversary, then create twice that many black 2/2 Zombie creature tokens with decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.) Tavern Ruffian MID 3R 4.0 R Creature - Human Warrior Werewolf 2/5 None 2 Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Tavern Smasher MID 4.0 R Creature - Werewolf 6/5 None 2 Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Tavern Ruffian MID 3R 4.0 R Creature - Human Warrior Werewolf 2/5 None 2 Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Tavern Smasher MID 4.0 R Creature - Werewolf 6/5 None 2 Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Teferi, Who Slows the Sunset MID 2WU 4.0 U W Legendary Planeswalker - Teferi 4 1 +1: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life.−2: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.−7: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step." Teferi, Who Slows the Sunset MID 2WU 4.0 U W Legendary Planeswalker - Teferi 4 1 +1: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life.−2: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.−7: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step." The Celestus MID 3 3.0 Legendary Artifact None 1 If it's neither day nor night, it becomes day as The Celestus enters the battlefield.{T}: Add one mana of any color.{3}, {T}: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card. The Celestus MID 3 3.0 Legendary Artifact None 1 If it's neither day nor night, it becomes day as The Celestus enters the battlefield.{T}: Add one mana of any color.{3}, {T}: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card. Thermo-Alchemist MID 1R 2.0 R Creature - Human Shaman 0/3 None 2 Defender{T}: Thermo-Alchemist deals 1 damage to each opponent.Whenever you cast an instant or sorcery spell, untap Thermo-Alchemist. Tovolar, Dire Overlord MID 1RG 3.0 G R Legendary Creature - Human Werewolf 4/4 None 2 Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control.Daybound Tovolar, the Midnight Scourge MID 3.0 G R Legendary Creature - Werewolf 4/4 None 2 Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.{X}{R}{G}: Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn.Nightbound Tovolar, Dire Overlord MID 1RG 3.0 G R Legendary Creature - Human Werewolf 4/4 None 2 Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control.Daybound Tovolar, the Midnight Scourge MID 3.0 G R Legendary Creature - Werewolf 4/4 None 2 Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.{X}{R}{G}: Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn.Nightbound Traben Exorcism MID 1W 2.0 W Instant None 3 Exile target Spirit, creature with disturb, or enchantment. Triskaidekaphile MID 1U 2.0 U Creature - Human Wizard 1/3 None 2 You have no maximum hand size.At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game.{3}{U}: Draw a card. Triskaidekaphile MID 1U 2.0 U Creature - Human Wizard 1/3 None 2 You have no maximum hand size.At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game.{3}{U}: Draw a card. Turn the Earth MID G 1.0 G Instant None 3 Choose up to three target cards in graveyards. The owners of those cards shuffle them into their libraries. You gain 2 life.Flashback {1}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Unnatural Growth MID 1GGGG 5.0 G Enchantment None 1 At the beginning of each combat, double the power and toughness of each creature you control until end of turn. Unnatural Growth MID 1GGGG 5.0 G Enchantment None 1 At the beginning of each combat, double the power and toughness of each creature you control until end of turn. Unruly Mob MID 1W 2.0 W Creature - Human 1/1 None 2 Whenever another creature you control dies, put a +1/+1 counter on Unruly Mob. Vadrik, Astral Archmage MID 1UR 3.0 R U Legendary Creature - Human Wizard 1/2 None 2 If it's neither day nor night, it becomes day as Vadrik, Astral Archmage enters the battlefield.Instant and sorcery spells you cast cost {X} less to cast, where X is Vadrik's power.Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik. Vadrik, Astral Archmage MID 1UR 3.0 R U Legendary Creature - Human Wizard 1/2 None 2 If it's neither day nor night, it becomes day as Vadrik, Astral Archmage enters the battlefield.Instant and sorcery spells you cast cost {X} less to cast, where X is Vadrik's power.Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik. Vampire Socialite MID BR 2.0 B R Creature - Vampire Noble 2/2 None 2 Menace (This creature can't be blocked except by two or more creatures.)When Vampire Socialite enters the battlefield, if an opponent lost life this turn, put a +1/+1 counter on each other Vampire you control.As long as an opponent lost life this turn, each other Vampire you control enters the battlefield with an additional +1/+1 counter on it. Vanquish the Horde MID 6WW 8.0 W Sorcery None 3 This spell costs {1} less to cast for each creature on the battlefield.Destroy all creatures. Vanquish the Horde MID 6WW 8.0 W Sorcery None 3 This spell costs {1} less to cast for each creature on the battlefield.Destroy all creatures. Village Watch MID 4R 5.0 R Creature - Human Werewolf 4/3 None 2 HasteDaybound (If a player casts no spells during their own turn, it becomes night next turn.) Village Reavers MID 5.0 R Creature - Werewolf 5/4 None 2 Wolves and Werewolves you control have haste.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Village Watch MID 4R 5.0 R Creature - Human Werewolf 4/3 None 2 HasteDaybound (If a player casts no spells during their own turn, it becomes night next turn.) Village Reavers MID 5.0 R Creature - Werewolf 5/4 None 2 Wolves and Werewolves you control have haste.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) Voldaren Ambusher MID 2R 3.0 R Creature - Vampire Archer 2/2 None 2 When Voldaren Ambusher enters the battlefield, if an opponent lost life this turn, it deals X damage to up to one target creature or planeswalker, where X is the number of Vampires you control. Wake to Slaughter MID 3BR 5.0 B R Sorcery None 3 Choose up to two target creature cards in your graveyard. An opponent chooses one of them. Return that card to your hand. Return the other to the battlefield under your control. It gains haste. Exile it at the beginning of the next end step.Flashback {4}{B}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Wake to Slaughter MID 3BR 5.0 B R Sorcery None 3 Choose up to two target creature cards in your graveyard. An opponent chooses one of them. Return that card to your hand. Return the other to the battlefield under your control. It gains haste. Exile it at the beginning of the next end step.Flashback {4}{B}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Willow Geist MID G 1.0 G Creature - Treefolk Spirit 1/1 None 2 TrampleWhenever one or more cards leave your graveyard, put a +1/+1 counter on Willow Geist.When Willow Geist dies, you gain life equal to its power. Willow Geist MID G 1.0 G Creature - Treefolk Spirit 1/1 None 2 TrampleWhenever one or more cards leave your graveyard, put a +1/+1 counter on Willow Geist.When Willow Geist dies, you gain life equal to its power. Wrenn and Seven MID 3GG 5.0 G Legendary Planeswalker - Wrenn 5 1 +1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.0: Put any number of land cards from your hand onto the battlefield tapped.−3: Create a green Treefolk creature token with reach and "This creature's power and toughness are each equal to the number of lands you control."−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size." Wrenn and Seven MID 3GG 5.0 G Legendary Planeswalker - Wrenn 5 1 +1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.0: Put any number of land cards from your hand onto the battlefield tapped.−3: Create a green Treefolk creature token with reach and "This creature's power and toughness are each equal to the number of lands you control."−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."