Cockatrice/Magic-Spoiler
2024-09-13 08:15:05 (UTC)
https://raw.githubusercontent.com/Cockatrice/Magic-Spoiler/files/spoiler.xml
FDN~
Foundations (Spoiler)
Core
2024-11-15
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Duskmourn: House of Horror Commander (Spoiler)
Commander
2024-09-27
DSK~
Duskmourn: House of Horror (Spoiler)
Expansion
2024-09-27
Angelic Edict
Exile target creature or enchantment.
W
Sorcery
Sorcery
5
4W
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3
Anthem of Champions
Creatures you control get +1/+1.
GW
Enchantment
Enchantment
2
GW
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1
Anthem of Champions
Creatures you control get +1/+1.
GW
Enchantment
Enchantment
2
GW
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1
Anthem of Champions
Creatures you control get +1/+1.
GW
Enchantment
Enchantment
2
GW
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1
Bloodtithe Collector
Flying
When Bloodtithe Collector enters, if an opponent lost life this turn, each opponent discards a card.
B
Creature — Vampire Noble
Creature
5
4B
3/4
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2
Crossway Troublemakers
Attacking Vampires you control have deathtouch and lifelink.
Whenever a Vampire you control dies, you may pay 2 life. If you do, draw a card.
B
Creature — Vampire
Creature
6
5B
5/5
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2
Day of Judgment
Destroy all creatures.
W
Sorcery
Sorcery
4
2WW
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3
Elspeth's Smite
Elspeth's Smite deals 3 damage to target attacking or blocking creature. If that creature would die this turn, exile it instead.
W
Instant
Instant
1
W
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3
Felidar Savior
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
When this creature enters, put a +1/+1 counter on each of up to two other target creatures you control.
W
Creature — Cat Beast
Creature
4
3W
2/3
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2
Helpful Hunter
When this creature enters, draw a card.
W
Creature — Cat
Creature
2
1W
1/1
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2
Hero's Downfall
Destroy target creature or planeswalker.
B
Instant
Instant
3
1BB
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3
Highborn Vampire
B
Creature — Vampire Warrior
Creature
4
3B
4/3
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2
Ingenious Leonin
{3}{W}: Put a +1/+1 counter on another target attacking creature you control. If that creature is a Cat, it gains first strike until end of turn.
W
Creature — Cat Soldier
Creature
5
4W
4/4
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2
Jazal Goldmane
First strike
{3}{W}{W}: Attacking creatures you control get +X/+X until end of turn, where X is the number of attacking creatures.
W
Legendary Creature — Cat Warrior
Creature
4
2WW
4/4
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2
Leonin Skyhunter
Flying
W
Creature — Cat Knight
Creature
2
WW
2/2
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2
Leonin Vanguard
At the beginning of combat on your turn, if you control three or more creatures, Leonin Vanguard gets +1/+1 until end of turn and you gain 1 life.
W
Creature — Cat Soldier
Creature
1
W
1/1
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2
Llanowar Elves
{T}: Add {G}.
G
Creature — Elf Druid
Creature
1
G
1/1
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2
Moment of Craving
Target creature gets -2/-2 until end of turn. You gain 2 life.
B
Instant
Instant
2
1B
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3
Moment of Triumph
Target creature gets +2/+2 until end of turn. You gain 2 life.
W
Instant
Instant
1
W
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3
Nine-Lives Familiar
This creature enters with eight revival counters on it if you cast it.
When this creature dies, if it had a revival counter on it, return it to the battlefield with one fewer revival counter on it at the beginning of the next end step.
B
Creature — Cat
Creature
3
1BB
1/1
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2
Nine-Lives Familiar
This creature enters with eight revival counters on it if you cast it.
When this creature dies, if it had a revival counter on it, return it to the battlefield with one fewer revival counter on it at the beginning of the next end step.
B
Creature — Cat
Creature
3
1BB
1/1
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2
Nine-Lives Familiar
This creature enters with eight revival counters on it if you cast it.
When this creature dies, if it had a revival counter on it, return it to the battlefield with one fewer revival counter on it at the beginning of the next end step.
B
Creature — Cat
Creature
3
1BB
1/1
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2
Offer Immortality
Target creature gains deathtouch and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
B
Instant
Instant
2
1B
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3
Omniscience
You may cast spells from your hand without paying their mana costs.
U
Enchantment
Enchantment
10
7UUU
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1
Omniscience
You may cast spells from your hand without paying their mana costs.
U
Enchantment
Enchantment
10
7UUU
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1
Pacifism
Enchant creature
Enchanted creature can't attack or block.
W
Enchantment — Aura
Enchantment
2
1W
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1
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
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0
Prideful Parent
Vigilance (Attacking doesn't cause this creature to tap.)
When this creature enters, create a 1/1 white Cat creature token.
W
Creature — Cat
Creature
3
2W
2/2
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2
Savannah Lions
W
Creature — Cat
Creature
1
W
2/1
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2
Stromkirk Bloodthief
At the beginning of your end step, if an opponent lost life this turn, put a +1/+1 counter on target Vampire you control.
B
Creature — Vampire Rogue
Creature
3
2B
2/2
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2
Swamp
({T}: Add {B}.)
Basic Land — Swamp
Land
0
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0
Uncharted Haven
Uncharted Haven enters tapped. As it enters, choose a color.
{T}: Add one mana of the chosen color.
Land
Land
0
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0
Untamed Hunger
Enchant creature
Enchanted creature gets +2/+1 and has menace. (It can't be blocked except by two or more creatures.)
B
Enchantment — Aura
Enchantment
3
2B
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1
Vampire Interloper
Flying
Vampire Interloper can't block.
B
Creature — Vampire Scout
Creature
2
1B
2/1
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2
Vampire Neonate
{2}, {T}: Each opponent loses 1 life and you gain 1 life.
B
Creature — Vampire
Creature
1
B
0/3
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2
Vampire Spawn
When Vampire Spawn enters, each opponent loses 2 life and you gain 2 life.
B
Creature — Vampire
Creature
3
2B
2/3
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2
Vengeful Bloodwitch
Whenever this creature or another creature you control dies, target opponent loses 1 life and you gain 1 life.
B
Creature — Vampire Warlock
Creature
2
1B
1/1
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2
A Premonition of Your Demise
When you set this scheme in motion, reveal the top two cards of your library and put them into your hand. When you reveal one or more nonland cards this way, this scheme deals damage equal to their total mana value to any target.
Scheme
0
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1
Adarkar Wastes
{T}: Add {C}.
{T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you.
Land
Land
0
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0
Aesi, Tyrant of Gyre Strait
You may play an additional land on each of your turns.
Landfall — Whenever a land you control enters, you may draw a card.
GU
Legendary Creature — Serpent
Creature
6
4GU
5/5
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2
Aether Gale
Return six target nonland permanents to their owners' hands.
U
Sorcery
Sorcery
5
3UU
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3
Aminatou's Augury
Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost.
U
Sorcery
Sorcery
8
6UU
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3
Aminatou, Veil Piercer
At the beginning of your upkeep, 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.)
Each enchantment card in your hand has miracle. Its miracle cost is equal to its mana cost reduced by {4}. (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.)
BUW
Legendary Creature — Human Wizard
Creature
4
1WUB
2/4
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2
Ancient Cellarspawn
Each spell you cast that's a Demon, Horror, or Nightmare costs {1} less to cast.
Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference.
B
Enchantment Creature — Horror
Creature
3
1BB
3/3
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2
Ancient Cellarspawn
Each spell you cast that's a Demon, Horror, or Nightmare costs {1} less to cast.
Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference.
B
Enchantment Creature — Horror
Creature
3
1BB
3/3
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2
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
U
Instant
Instant
2
1U
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3
Arcane Sanctum
Arcane Sanctum enters tapped.
{T}: Add {W}, {U}, or {B}.
Land
Land
0
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0
Arcane Signet
{T}: Add one mana of any color in your commander's color identity.
Artifact
Artifact
2
2
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1
Archetype of Imagination
Creatures you control have flying.
Creatures your opponents control lose flying and can't have or gain flying.
U
Enchantment Creature — Human Wizard
Creature
6
4UU
3/2
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2
Archon of Cruelty
Flying
Whenever Archon of Cruelty enters or attacks, target opponent sacrifices a creature or planeswalker, discards a card, and loses 3 life. You draw a card and gain 3 life.
B
Creature — Archon
Creature
8
6BB
6/6
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2
Arixmethes, Slumbering Isle
Arixmethes, Slumbering Isle enters tapped with five slumber counters on it.
As long as Arixmethes has a slumber counter on it, it's a land. (It's not a creature.)
Whenever you cast a spell, you may remove a slumber counter from Arixmethes.
{T}: Add {G}{U}.
GU
Legendary Creature — Kraken
Creature
4
2GU
12/12
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2
Arvinox, the Mind Flail
Arvinox, the Mind Flail isn't a creature unless you control three or more permanents you don't own.
At the beginning of your end step, exile the bottom card of each opponent's library face down. For as long as those cards remain exiled, you may look at them, you may cast permanent spells from among them, and you may spend mana as though it were mana of any color to cast those spells.
B
Legendary Enchantment Creature — Horror
Creature
7
4BBB
9/9
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2
Ash Barrens
{T}: Add {C}.
Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Land
Land
0
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0
Ashaya, Soul of the Wild
Ashaya, Soul of the Wild's power and toughness are each equal to the number of lands you control.
Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)
G
Legendary Creature — Elemental
Creature
5
3GG
*/*
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2
Athreos, Shroud-Veiled
Indestructible
As long as your devotion to white and black is less than seven, Athreos isn't a creature.
At the beginning of your end step, put a coin counter on another target creature.
Whenever a creature with a coin counter on it dies or is put into exile, return that card to the battlefield under your control.
BW
Legendary Enchantment Creature — God
Creature
6
4WB
4/7
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2
Augur of Autumn
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.
G
Creature — Human Druid
Creature
3
1GG
2/3
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2
Auramancer
When Auramancer enters, you may return target enchantment card from your graveyard to your hand.
W
Creature — Human Wizard
Creature
3
2W
2/2
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2
Azorius Chancery
Azorius Chancery enters tapped.
When Azorius Chancery enters, return a land you control to its owner's hand.
{T}: Add {W}{U}.
Land
Land
0
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0
Azorius Signet
{1}, {T}: Add {W}{U}.
Artifact
Artifact
2
2
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1
Barbflare Gremlin
First strike, haste
Whenever a player taps a land for mana, if Barbflare Gremlin is tapped, that player adds one mana of any type that land produced. Then that land deals 1 damage to that player.
R
Creature — Gremlin
Creature
4
3R
3/2
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2
Beanstalk Giant // Fertile Footsteps
G
Creature — Giant // Sorcery — Adventure
Creature
7
6G // 2G
*/*
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3
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
G
Instant
Instant
3
2G
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3
Bedevil
Destroy target artifact, creature, or planeswalker.
BR
Instant
Instant
3
BBR
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3
Behold the Power of Destruction
When you set this scheme in motion, destroy all nonland permanents target opponent controls.
Scheme
0
DSC~
1
Biomass Mutation
Creatures you control have base power and toughness X/X until end of turn.
GU
Instant
Instant
2
XG/UG/U
DSC~
3
Blood Pact
Target player draws two cards and loses 2 life.
B
Instant
Instant
3
2B
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3
Blood Seeker
Whenever a creature an opponent controls enters, you may have that player lose 1 life.
B
Creature — Vampire Shaman
Creature
2
1B
1/1
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2
Body of Knowledge
Body of Knowledge's power and toughness are each equal to the number of cards in your hand.
You have no maximum hand size.
Whenever Body of Knowledge is dealt damage, draw that many cards.
U
Creature — Avatar
Creature
5
3UU
*/*
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2
Bojuka Bog
Bojuka Bog enters tapped.
When Bojuka Bog enters, exile target player's graveyard.
{T}: Add {B}.
Land
Land
0
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0
Brainstone
{2}, {T}, Sacrifice Brainstone: Draw three cards, then put two cards from your hand on top of your library in any order.
Artifact
Artifact
1
1
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1
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
U
Instant
Instant
1
U
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3
Burnished Hart
{3}, Sacrifice Burnished Hart: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Artifact Creature — Elk
Creature
3
3
2/2
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2
Cackling Counterpart
Create a token that's a copy of target creature you control.
Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
U
Instant
Instant
3
1UU
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3
Cast Out
Flash
When Cast Out enters, exile target nonland permanent an opponent controls until Cast Out leaves the battlefield.
Cycling {W} ({W}, Discard this card: Draw a card.)
W
Enchantment
Enchantment
4
3W
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1
Castle Vantress
Castle Vantress enters tapped unless you control an Island.
{T}: Add {U}.
{2}{U}{U}, {T}: Scry 2.
Land
Land
0
DSC~
0
Caves of Koilos
{T}: Add {C}.
{T}: Add {W} or {B}. Caves of Koilos deals 1 damage to you.
Land
Land
0
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0
Choose Your Champion
When you set this scheme in motion, target opponent chooses a player. Until your next turn, only you and the chosen player can cast spells and attack with creatures.
Scheme
0
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1
Choose Your Demise
When you set this scheme in motion, look at the top four cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of those piles. Put the cards in that pile into your hand and the rest on the bottom of your library in any order.
Scheme
0
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1
Citanul Hierophants
Creatures you control have "{T}: Add {G}."
G
Creature — Human Druid
Creature
4
3G
3/2
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2
Command Tower
{T}: Add one mana of any color in your commander's color identity.
Land
Land
0
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0
Commander's Sphere
{T}: Add one mana of any color in your commander's color identity.
Sacrifice Commander's Sphere: Draw a card.
Artifact
Artifact
3
3
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1
Convert to Slime
Destroy up to one target artifact, up to one target creature, and up to one target enchantment.
Delirium — Then if there are four or more card types among cards in your graveyard, create an X/X green Ooze creature token, where X is the total mana value of permanents destroyed this way.
BG
Sorcery
Sorcery
5
3BG
DSC~
3
Counterspell
Counter target spell.
U
Instant
Instant
2
UU
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3
Cramped Vents
(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.)
When you unlock this door, this Room deals 6 damage to target creature an opponent controls. You gain life equal to the excess damage dealt this way.
B
Enchantment — Room
Enchantment
11
3B
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1
Access Maze
(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.)
Once during each of your turns, you may cast a spell from your hand by paying life equal to its mana value rather than paying its mana cost.
B
Enchantment — Room
Enchantment
11
5BB
DSC~
1
Crypt Ghast
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.)
Whenever you tap a Swamp for mana, add an additional {B}.
B
Creature — Spirit
Creature
4
3B
2/2
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2
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
G
Sorcery
Sorcery
3
2G
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3
Curator Beastie
Reach
Colorless creatures you control enter with two additional +1/+1 counters on them.
Whenever Curator Beastie enters or attacks, 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.)
G
Creature — Beast
Creature
6
4GG
6/6
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2
Curator Beastie
Reach
Colorless creatures you control enter with two additional +1/+1 counters on them.
Whenever Curator Beastie enters or attacks, 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.)
G
Creature — Beast
Creature
6
4GG
6/6
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2
Damn
Destroy target creature. A creature destroyed this way can't be regenerated.
Overload {2}{W}{W} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
B
Sorcery
Sorcery
2
BB
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3
Dark Wings Bring Your Downfall
(An ongoing scheme remains face up until it's abandoned.)
Whenever you attack, create a 5/5 black Demon creature token with flying that's tapped and attacking.
At the beginning of each end step, if two or more creatures died under your control this turn, abandon this scheme.
Ongoing Scheme
0
DSC~
1
Deathmist Raptor
Deathtouch
Whenever a permanent you control is turned face up, you may return Deathmist Raptor from your graveyard to the battlefield face up or face down.
Megamorph {4}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
G
Creature — Dinosaur Beast
Creature
3
1GG
3/3
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2
Deathreap Ritual
Morbid — At the beginning of each end step, if a creature died this turn, you may draw a card.
BG
Enchantment
Enchantment
4
2BG
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1
Deluge of Doom
All creatures get -X/-X until end of turn, where X is the number of card types among cards in your graveyard.
B
Sorcery
Sorcery
3
2B
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3
Demolisher Spawn
Trample, haste
Delirium — Whenever Demolisher Spawn attacks, if there are four or more card types among cards in your graveyard, other attacking creatures get +4/+4 until end of turn.
G
Enchantment Creature — Horror
Creature
7
5GG
7/7
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2
Demon of Fate's Design
Flying, trample
Once during each of your turns, you may cast an enchantment spell by paying life equal to its mana value rather than paying its mana cost.
{2}{B}, Sacrifice another enchantment: Demon of Fate's Design gets +X/+0 until end of turn, where X is the sacrificed enchantment's mana value.
B
Enchantment Creature — Demon
Creature
6
4BB
6/6
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2
Demonic Covenant
Whenever one or more Demons you control attack a player, you draw a card and lose 1 life. 4
At the beginning of your end step, create a 5/5 black Demon creature token with flying, then mill two cards. If two cards that share all their card types were milled this way, sacrifice Demonic Covenant.
B
Kindred Enchantment -- Demon
Enchantment
6
4BB
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1
Diabolic Vision
Look at the top five cards of your library. Put one of them into your hand and the rest on top of your library in any order.
BU
Sorcery
Sorcery
2
UB
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3
Dig Through Time
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
U
Instant
Instant
8
6UU
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3
Dimir Aqueduct
Dimir Aqueduct enters tapped.
When Dimir Aqueduct enters, return a land you control to its owner's hand.
{T}: Add {U}{B}.
Land
Land
0
DSC~
0
Disorienting Choice
For each opponent, choose up to one target artifact or enchantment that player controls. For each permanent chosen this way, its controller may exile it. Then if one or more of the chosen permanents are still on the battlefield, you search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
G
Sorcery
Sorcery
4
3G
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3
Disorienting Choice
For each opponent, choose up to one target artifact or enchantment that player controls. For each permanent chosen this way, its controller may exile it. Then if one or more of the chosen permanents are still on the battlefield, you search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
G
Sorcery
Sorcery
4
3G
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3
Doomwake Giant
Constellation — Whenever Doomwake Giant or another enchantment you control enters, creatures your opponents control get -1/-1 until end of turn.
B
Enchantment Creature — Giant
Creature
5
4B
4/6
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2
Dream Eater
Flash
Flying
When Dream Eater enters, surveil 4. When you do, you may return target nonland permanent an opponent controls to its owner's hand. (To surveil 4, look at the top four cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
U
Creature — Nightmare Sphinx
Creature
6
4UU
4/3
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2
Drownyard Temple
{T}: Add {C}.
{3}: Return Drownyard Temple from your graveyard to the battlefield tapped.
Land
Land
0
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0
Entreat the Angels
Create X 4/4 white Angel creature tokens with flying.
Miracle {X}{W}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
W
Sorcery
Sorcery
3
XXWWW
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3
Eureka Moment
Draw two cards. You may put a land card from your hand onto the battlefield.
GU
Instant
Instant
4
2GU
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3
Evolving Wilds
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Land
0
DSC~
0
Exhume
Each player puts a creature card from their graveyard onto the battlefield.
B
Sorcery
Sorcery
2
1B
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3
Experimental Lab
(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.)
When you unlock this door, manifest dread, then put two +1/+1 counters and a trample counter on that creature.
G
Enchantment — Room
Enchantment
7
3G
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1
Staff Room
(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.)
Whenever a creature you control deals combat damage to a player, turn that creature face up or put a +1/+1 counter on it.
G
Enchantment — Room
Enchantment
7
2G
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1
Explosive Vegetation
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
G
Sorcery
Sorcery
4
3G
DSC~
3
Extravagant Replication
At the beginning of your upkeep, create a token that's a copy of another target nonland permanent you control.
U
Enchantment
Enchantment
6
4UU
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1
Ezuri's Predation
For each creature your opponents control, create a 4/4 green Phyrexian Beast creature token. Each of those tokens fights a different one of those creatures.
G
Sorcery
Sorcery
8
5GGG
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3
Fear My Authority
(An ongoing scheme remains face up until it's abandoned.)
Creatures you control get +2/+2 and have fear. (They can't be blocked except by artifact creatures and/or black creatures.)
At the beginning of your upkeep, abandon this scheme unless you discard a card or pay 3 life.
Ongoing Scheme
0
DSC~
1
Fear of Sleep Paralysis
Flying
Eerie — Whenever Fear of Sleep Paralysis or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it.
Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.)
U
Enchantment Creature — Nightmare
Creature
6
5U
6/6
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2
Fear of Sleep Paralysis
Flying
Eerie — Whenever Fear of Sleep Paralysis or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it.
Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.)
U
Enchantment Creature — Nightmare
Creature
6
5U
6/6
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2
Feed the Swarm
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
B
Sorcery
Sorcery
2
1B
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3
Flooded Grove
{T}: Add {C}.
{G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U}.
Land
Land
0
DSC~
0
Formless Genesis
Changeling (This card is every creature type.)
Create an X/X colorless Shapeshifter creature token with changeling and deathtouch, where X is the number of land cards in your graveyard.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
G
Kindred Sorcery — Shapeshifter be
Sorcery
3
2G
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3
Giggling Skitterspike
Indestructible
Whenever Giggling Skitterspike attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent.
{5}: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.)
Artifact Creature — Toy
Creature
4
4
1/1
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2
Giggling Skitterspike
Indestructible
Whenever Giggling Skitterspike attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent.
{5}: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.)
Artifact Creature — Toy
Creature
4
4
1/1
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2
Gleeful Arsonist
Whenever an opponent casts a noncreature spell, Gleeful Arsonist deals damage equal to its power to that player.
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
R
Creature — Human Wizard
Creature
3
2R
1/2
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2
Glitch Interpreter
When Glitch Interpreter enters, if you control no face-down permanents, return Glitch Interpreter to its owner's hand and manifest dread.
Whenever one or more colorless creatures you control deal combat damage to a player, draw a card.
U
Creature — Human Wizard
Creature
3
2U
2/3
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2
Glitch Interpreter
When Glitch Interpreter enters, if you control no face-down permanents, return Glitch Interpreter to its owner's hand and manifest dread.
Whenever one or more colorless creatures you control deal combat damage to a player, draw a card.
U
Creature — Human Wizard
Creature
3
2U
2/3
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2
Goryo's Vengeance
Return target legendary creature card from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step.
Splice onto Arcane {2}{B} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
B
Instant — Arcane
Instant
2
1B
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3
Grapple with the Past
Mill three cards, then you may return a creature or land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.)
G
Instant
Instant
2
1G
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3
Greater Tanuki
Trample
Channel — {2}{G}, Discard Greater Tanuki: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
G
Enchantment Creature — Dog
Creature
6
4GG
6/5
DSC~
2
Growth Spiral
Draw a card. You may put a land card from your hand onto the battlefield.
GU
Instant
Instant
2
GU
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3
Halimar Depths
Halimar Depths enters tapped.
When Halimar Depths enters, look at the top three cards of your library, then put them back in any order.
{T}: Add {U}.
Land
Land
0
DSC~
0
Hall of Heliod's Generosity
{T}: Add {C}.
{1}{W}, {T}: Put target enchantment card from your graveyard on top of your library.
Legendary Land
Land
0
DSC~
0
Hinterland Harbor
Hinterland Harbor enters tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}.
Land
Land
0
DSC~
0
Hydra Omnivore
Whenever Hydra Omnivore deals combat damage to an opponent, it deals that much damage to each other opponent.
G
Creature — Hydra
Creature
6
4GG
8/8
DSC~
2
I Am Duskmourn
(An ongoing scheme remains face up until it's abandoned.)
At the beginning of your end step, you may cast a spell from your hand without paying its mana cost. If you do, abandon this scheme.
Ongoing Scheme
0
DSC~
1
I Am Never Alone
When you set this scheme in motion, create a token that's a copy of your commander, except it's not legendary.
Scheme
0
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1
I Am Untouchable
(An ongoing scheme remains face up until it's abandoned.)
You and permanents you control have hexproof.
When combat damage is dealt to you, create a 4/4 colorless Scarecrow artifact creature token with vigilance, then abandon this scheme.
Ongoing Scheme
0
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1
I Call for Slaughter
When you set this scheme in motion, create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." They gain haste until end of turn. If a source you control would deal damage this turn, it deals that much damage plus 1 instead.
Scheme
0
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1
I Will Savor Your Agony
When you set this scheme in motion, choose three. You may choose the same mode more than once.
• Destroy target creature.
• Target player draws a card.
• Target player gains 5 life.
Scheme
0
DSC~
1
Inkshield
Prevent all combat damage that would be dealt to you this turn. For each 1 damage prevented this way, create a 2/1 white and black Inkling creature token with flying.
BW
Instant
Instant
5
3WB
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3
Into the Pit
You may look at the top card of your library any time.
You may cast spells from the top of your library by sacrificing a nonland permanent in addition to paying their other costs.
B
Enchantment
Enchantment
3
2B
DSC~
1
Kefnet the Mindful
Flying, indestructible
Kefnet the Mindful can't attack or block unless you have seven or more cards in hand.
{3}{U}: Draw a card, then you may return a land you control to its owner's hand.
U
Legendary Creature — God
Creature
3
2U
5/5
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2
Kheru Spellsnatcher
Morph {4}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
When Kheru Spellsnatcher is turned face up, counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may cast that card without paying its mana cost for as long as it remains exiled.
U
Creature — Snake Wizard
Creature
4
3U
3/3
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2
Kianne, Corrupted Memory
As long as Kianne's power is even, you may cast noncreature spells as though they had flash.
As long as Kianne's power is odd, you may cast creature spells as though they had flash.
Whenever you draw a card, put a +1/+1 counter on Kianne.
GU
Legendary Creature — Illusion
Creature
4
2GU
2/2
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2
Kneel Before My Legions
When you set this scheme in motion, choose one —
• Create a 4/4 colorless Scarecrow artifact creature token with vigilance.
• Creatures you control get +3/+3 and gain vigilance and trample until end of turn.
Scheme
0
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1
Life Insurance
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.)
Whenever a nontoken creature dies, you lose 1 life and create a Treasure token.
BW
Enchantment
Enchantment
5
3WB
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1
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip {0}
Artifact — Equipment
Artifact
2
2
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1
Living Death
Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield.
B
Sorcery
Sorcery
5
3BB
DSC~
3
Mesa Enchantress
Whenever you cast an enchantment spell, you may draw a card.
W
Creature — Human Druid
Creature
3
1WW
0/2
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2
Metamorphosis Fanatic
Lifelink
When Metamorphosis Fanatic enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it.
Miracle {1}{B} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
B
Creature — Human Cleric
Creature
6
4BB
4/4
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2
Metamorphosis Fanatic
Lifelink
When Metamorphosis Fanatic enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it.
Miracle {1}{B} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
B
Creature — Human Cleric
Creature
6
4BB
4/4
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2
Mind Stone
{T}: Add {C}.
{1}, {T}, Sacrifice Mind Stone: Draw a card.
Artifact
Artifact
2
2
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1
Mine Is the Only Truth
(An ongoing scheme remains face up until it's abandoned.)
Whenever a player casts a spell, you draw a card.
At the beginning of your upkeep, if you drew a card last turn, abandon this scheme.
Ongoing Scheme
0
DSC~
1
Mirrormade
You may have Mirrormade enter as a copy of any artifact or enchantment on the battlefield.
U
Enchantment
Enchantment
3
1UU
DSC~
1
Mogis, God of Slaughter
Indestructible
As long as your devotion to black and red is less than seven, Mogis isn't a creature.
At the beginning of each opponent's upkeep, Mogis deals 2 damage to that player unless they sacrifice a creature.
BR
Legendary Enchantment Creature — God
Creature
4
2BR
7/5
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2
Moldgraf Monstrosity
Trample
When Moldgraf Monstrosity dies, exile it, then return two creature cards at random from your graveyard to the battlefield.
G
Creature — Insect
Creature
7
4GGG
8/8
DSC~
2
Monologue Tax
Whenever an opponent casts their second spell each turn, you create a Treasure token.
W
Enchantment
Enchantment
3
2W
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1
Moon-Blessed Cleric
Divine Intervention — When Moon-Blessed Cleric enters, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top.
W
Creature — Human Elf Cleric
Creature
3
2W
3/2
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2
Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Mosswort Bridge enters tapped.
{T}: Add {G}.
{G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land
Land
0
DSC~
0
Multani, Yavimaya's Avatar
Reach, trample
Multani, Yavimaya's Avatar gets +1/+1 for each land you control and each land card in your graveyard.
{1}{G}, Return two lands you control to their owner's hand: Return Multani from your graveyard to your hand.
G
Legendary Creature — Elemental Avatar
Creature
6
4GG
0/0
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2
My Champion Stands Supreme
(An ongoing scheme remains face up until it's abandoned.)
Your commander has ward {2}.
Whenever your commander attacks, put two +1/+1 counters on it.
When your commander leaves the battlefield, abandon this scheme.
Ongoing Scheme
0
DSC~
1
My Crushing Masterstroke
When you set this scheme in motion, gain control of all nonland permanents your opponents control until end of turn. Untap those permanents. They gain haste until end of turn. Each of them attacks its owner this turn if able.
Scheme
0
DSC~
1
My Followers Ascend
When you set this scheme in motion, put five +1/+1 counters on a creature you control and it gains flying and vigilance until end of turn. If you control no creatures, instead create a 4/4 colorless Scarecrow artifact creature token with vigilance.
Scheme
0
DSC~
1
My Laughter Echoes
(An ongoing scheme remains face up until it's abandoned.)
Whenever you set a non-ongoing scheme in motion, you may abandon this scheme. If you do, set that scheme in motion again.
Ongoing Scheme
0
DSC~
1
My Tendrils Run Deep
(An ongoing scheme remains face up until it's abandoned.)
You may play an additional land on each of your turns.
At the beginning of your end step, if you control six or more lands, draw two cards, then abandon this scheme.
Ongoing Scheme
0
DSC~
1
My Wealth Will Bury You
When you set this scheme in motion, create a number of Treasure tokens equal to the number of artifacts and enchantments your opponents control. If they control fewer than four artifacts and enchantments, create four Treasure tokens instead. (Treasure tokens are artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.")
Scheme
0
DSC~
1
My Will Is Irresistible
When you set this scheme in motion, choose up to three nonland permanents you don't control. Target opponent chooses one of those permanents. You gain control of the rest.
Scheme
0
DSC~
1
My Wings Enfold All
When you set this scheme in motion, choose one —
• Draw two cards.
• Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.
Scheme
0
DSC~
1
Myriad Landscape
Myriad Landscape enters tapped.
{T}: Add {C}.
{2}, {T}, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Land
Land
0
DSC~
0
Night's Whisper
You draw two cards and you lose 2 life.
B
Sorcery
Sorcery
2
1B
DSC~
3
Nightmare Shepherd
Flying
Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that creature, except it's 1/1 and it's a Nightmare in addition to its other types.
B
Enchantment Creature — Demon
Creature
4
2BB
4/4
DSC~
2
No Secret Is Hidden from Me
When you set this scheme in motion, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Then if you control six or more lands, repeat this process once.
Scheme
0
DSC~
1
Obscura Storefront
When Obscura Storefront enters, sacrifice it. When you do, search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Land
Land
0
DSC~
0
Ondu Spiritdancer
Whenever an enchantment you control enters, you may create a token that's a copy of it. Do this only once each turn.
W
Creature — Kor Cleric
Creature
5
4W
3/3
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2
One with the Multiverse
You may look at the top card of your library any time.
You may play lands and cast spells from the top of your library.
Once during each of your turns, you may cast a spell from your hand or the top of your library without paying its mana cost.
U
Enchantment
Enchantment
8
6UU
DSC~
1
Only I Know What Awaits
When you set this scheme in motion, for each card type among permanents your opponents control, you may put a permanent card of that type from your hand onto the battlefield.
Scheme
0
DSC~
1
Orzhov Basilica
Orzhov Basilica enters tapped.
When Orzhov Basilica enters, return a land you control to its owner's hand.
{T}: Add {W}{B}.
Land
Land
0
DSC~
0
Orzhov Signet
{1}, {T}: Add {W}{B}.
Artifact
Artifact
2
2
DSC~
1
Otherworldly Gaze
Surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
U
Instant
Instant
1
U
DSC~
3
Overflowing Basin
{1}, {T}: Add {G}{U}.
Land
Land
0
DSC~
0
Oversimplify
Exile all creatures. Each player creates a 0/0 green and blue Fractal creature token and puts a number of +1/+1 counters on it equal to the total power of creatures they controlled that were exiled this way.
GU
Sorcery
Sorcery
5
3GU
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3
Overwhelming Stampede
Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.
G
Sorcery
Sorcery
5
3GG
DSC~
3
Persistent Constrictor
At the beginning of each opponent's upkeep, they lose 1 life and you put a -1/-1 counter on up to one target creature they control.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
B
Creature — Zombie Snake
Creature
5
4B
5/3
DSC~
2
Phenomenon Investigators
As Phenomenon Investigators enters, choose Believe or Doubt.
• Believe — Whenever a nontoken creature you control dies, create a 2/2 black Horror enchantment creature token.
• Doubt — At the beginning of your end step, you may return a nonland permanent you own to your hand. If you do, draw a card.
BU
Creature — Human Detective
Creature
4
2UB
3/4
DSC~
2
Phenomenon Investigators
As Phenomenon Investigators enters, choose Believe or Doubt.
• Believe — Whenever a nontoken creature you control dies, create a 2/2 black Horror enchantment creature token.
• Doubt — At the beginning of your end step, you may return a nonland permanent you own to your hand. If you do, draw a card.
BU
Creature — Human Detective
Creature
4
2UB
3/4
DSC~
2
Plots That Span Centuries
When you set this scheme in motion, the next time you would set a scheme in motion, set three schemes in motion instead.
Scheme
0
DSC~
1
Polluted Cistern
(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.)
Whenever one or more cards are put into your graveyard from your library, each opponent loses 1 life for each card type among those cards.
B
Enchantment — Room
Enchantment
2
1B
DSC~
1
Dim Oubliette
(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.)
When you unlock this door, mill three cards, then return a creature card from your graveyard to the battlefield.
B
Enchantment — Room
Enchantment
2
4B
DSC~
1
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
U
Sorcery
Sorcery
1
U
DSC~
3
Portent
Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle.
Draw a card at the beginning of the next turn's upkeep.
U
Sorcery
Sorcery
1
U
DSC~
3
Power Without Equal
When you set this scheme in motion, draw three cards. You have no maximum hand size until your next turn. If you control six or more lands, you may cast up to three spells from your hand without paying their mana costs.
Scheme
0
DSC~
1
Primordial Mist
At the beginning of your end step, you may manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Exile a face-down permanent you control face up: You may play that card this turn. (You still pay its costs. Timing rules still apply.)
U
Enchantment
Enchantment
5
4U
DSC~
1
Prognostic Sphinx
Flying
Discard a card: Prognostic Sphinx gains hexproof until end of turn. Tap it.
Whenever Prognostic Sphinx attacks, scry 3.
U
Creature — Sphinx
Creature
5
3UU
3/5
DSC~
2
Putrefy
Destroy target artifact or creature. It can't be regenerated.
BG
Instant
Instant
3
1BG
DSC~
3
Quandrix Campus
Quandrix Campus enters tapped.
{T}: Add {G} or {U}.
{4}, {T}: Scry 1.
Land
Land
0
DSC~
0
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
G
Sorcery
Sorcery
2
1G
DSC~
3
Rashmi, Eternities Crafter
Whenever you cast your first spell each turn, reveal the top card of your library. You may cast it without paying its mana cost if it's a spell with lesser mana value. If you don't cast it, put it into your hand.
GU
Legendary Creature — Elf Druid
Creature
4
2GU
2/3
DSC~
2
Read the Bones
Scry 2, then draw two cards. You lose 2 life.
B
Sorcery
Sorcery
3
2B
DSC~
3
Reality Is Mine to Control
(An ongoing scheme remains face up until it's abandoned.)
Whenever you cast a spell, you may abandon this scheme. If you do, copy that spell, and you may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Ongoing Scheme
0
DSC~
1
Reality Shift
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
U
Instant
Instant
2
1U
DSC~
3
Redress Fate
Return all artifact and enchantment cards from your graveyard to the battlefield.
Miracle {3}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
W
Sorcery
Sorcery
8
6WW
DSC~
3
Redress Fate
Return all artifact and enchantment cards from your graveyard to the battlefield.
Miracle {3}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
W
Sorcery
Sorcery
8
6WW
DSC~
3
Reliquary Tower
You have no maximum hand size.
{T}: Add {C}.
Land
Land
0
DSC~
0
Rendmaw, Creaking Nest
Menace, reach
When Rendmaw, Creaking Nest enters and whenever you play a card with two or more card types, each player creates a tapped 2/2 black Bird creature token with flying. The tokens are goaded for the rest of the game. (They attack each combat if able and attack a player other than you if able.)
BG
Legendary Artifact Creature — Scarecrow
Creature
5
3BG
5/5
DSC~
2
Retreat to Coralhelm
Landfall — Whenever a land you control enters, choose one —
• You may tap or untap target creature.
• Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
U
Enchantment
Enchantment
3
2U
DSC~
1
Return to Dust
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
W
Instant
Instant
4
2WW
DSC~
3
Rot Like the Scum You Are
When you set this scheme in motion, create a 2/2 green Ooze creature token, then put a number of +1/+1 counters on it equal to the number of lands your opponents control.
Scheme
0
DSC~
1
Sadistic Shell Game
Starting with the next opponent in turn order, each player chooses a creature you don't control. Destroy the chosen creatures.
B
Sorcery
Sorcery
5
4B
DSC~
3
Sakura-Tribe Elder
Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
G
Creature — Snake Shaman
Creature
2
1G
1/1
DSC~
2
Sandwurm Convergence
Creatures with flying can't attack you or planeswalkers you control.
At the beginning of your end step, create a 5/5 green Wurm creature token.
G
Enchantment
Enchantment
8
6GG
DSC~
1
Scheme
When you set this scheme in motion, choose any number of creatures with different mana values. Destroy those creatures.
Scheme
0
DSC~
1
Scroll of Fate
{T}: Manifest a card from your hand. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Artifact
Artifact
3
3
DSC~
1
Scute Swarm
Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of Scute Swarm instead.
G
Creature — Insect
Creature
3
2G
1/1
DSC~
2
Secret Arcade
(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.)
Nonland permanents you control and permanent spells you control are enchantments in addition to their other types.
W
Enchantment — Room
Enchantment
8
4W
DSC~
1
Dusty Parlor
(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.)
Whenever you cast an enchantment spell, put a number of +1/+1 counters equal to that spell's mana value on up to one target creature.
W
Enchantment — Room
Enchantment
8
2W
DSC~
1
Shark Typhoon
Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's mana value.
Cycling {X}{1}{U} ({X}{1}{U}, Discard this card: Draw a card.)
When you cycle Shark Typhoon, create an X/X blue Shark creature token with flying.
U
Enchantment
Enchantment
6
5U
DSC~
1
Shigeki, Jukai Visionary
{1}{G}, {T}, Return Shigeki, Jukai Visionary to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel — {X}{X}{G}{G}, Discard Shigeki: Return X target nonlegendary cards from your graveyard to your hand.
G
Legendary Enchantment Creature — Snake Druid
Creature
2
1G
1/3
DSC~
2
Shriekwood Devourer
Trample
Whenever you attack with one or more creatures, untap up to X lands, where X is the greatest power among those creatures.
G
Creature — Treefolk
Creature
7
5GG
7/5
DSC~
2
Shriekwood Devourer
Trample
Whenever you attack with one or more creatures, untap up to X lands, where X is the greatest power among those creatures.
G
Creature — Treefolk
Creature
7
5GG
7/5
DSC~
2
Sigil of the Empty Throne
Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying.
W
Enchantment
Enchantment
5
3WW
DSC~
1
Simic Growth Chamber
Simic Growth Chamber enters tapped.
When Simic Growth Chamber enters, return a land you control to its owner's hand.
{T}: Add {G}{U}.
Land
Land
0
DSC~
0
Simic Signet
{1}, {T}: Add {G}{U}.
Artifact
Artifact
2
2
DSC~
1
Skaab Ruinator
As an additional cost to cast this spell, exile three creature cards from your graveyard.
Flying
You may cast Skaab Ruinator from your graveyard.
U
Creature — Zombie Horror
Creature
3
1UU
5/6
DSC~
2
Soaring Lightbringer
Flying
Other enchantment creatures you control have flying.
Whenever you attack a player, create a 1/1 white Glimmer enchantment creature token that's tapped and attacking that player.
W
Enchantment Creature — Bird Glimmer
Creature
5
4W
4/5
DSC~
2
Soaring Lightbringer
Flying
Other enchantment creatures you control have flying.
Whenever you attack a player, create a 1/1 white Glimmer enchantment creature token that's tapped and attacking that player.
W
Enchantment Creature — Bird Glimmer
Creature
5
4W
4/5
DSC~
2
Sol Ring
{T}: Add {C}{C}.
Artifact
Artifact
1
1
DSC~
1
Solemn Simulacrum
When Solemn Simulacrum enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When Solemn Simulacrum dies, you may draw a card.
Artifact Creature — Golem
Creature
4
4
2/2
DSC~
2
Sphere of Safety
Creatures can't attack you or planeswalkers you control unless their controller pays {X} for each of those creatures, where X is the number of enchantments you control.
W
Enchantment
Enchantment
5
4W
DSC~
1
Spiked Corridor
(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.)
When you unlock this door, create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target."
R
Enchantment — Room
Enchantment
8
3R
DSC~
1
Torture Pit
(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.) If a source you control would deal noncombat damage to an opponent, it deals that much damage plus 2 instead.
R
Enchantment — Room
Enchantment
8
3R
DSC~
1
Spirit-Sister's Call
At the beginning of your end step, choose target permanent card in your graveyard. You may sacrifice a permanent that shares a card type with the chosen card. If you do, return the chosen card from your graveyard to the battlefield and it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else."
BW
Enchantment
Enchantment
5
3WB
DSC~
1
Star Athlete
Menace
Whenever Star Athlete attacks, choose up to one target nonland permanent. Its controller may sacrifice it. If they don't, Star Athlete deals 5 damage to that player.
Blitz {3}{R} (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
R
Creature — Human Warrior
Creature
3
1RR
3/2
DSC~
2
Starfield Mystic
Enchantment spells you cast cost {1} less to cast.
Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on Starfield Mystic.
W
Creature — Human Cleric
Creature
2
1W
2/2
DSC~
2
Suspended Sentence
Destroy target creature an opponent controls. That player loses 3 life. Exile Suspended Sentence with three time counters on it.
Suspend 3—{1}{B} (Rather than cast this card from your hand, you may pay {1}{B} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
B
Instant
Instant
4
3B
DSC~
3
Suspicious Bookcase
Defender
{3}, {T}: Target creature can't be blocked this turn.
Artifact Creature — Wall
Creature
2
2
0/4
DSC~
2
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
W
Instant
Instant
1
W
DSC~
3
Séance Board
Morbid — At the beginning of each end step, if a creature died this turn, put a soul counter on Séance Board.
{T}: Add X mana of any one color, where X is the number of soul counters on Séance Board. Spend this mana only to cast instant, sorcery, Demon, and Spirit spells.
Artifact
Artifact
2
2
DSC~
1
Tainted Field
{T}: Add {C}.
{T}: Add {W} or {B}. Activate only if you control a Swamp.
Land
Land
0
DSC~
0
Tainted Isle
{T}: Add {C}.
{T}: Add {U} or {B}. Activate only if you control a Swamp.
Land
Land
0
DSC~
0
Tangled Islet
({T}: Add {G} or {U}.)
Tangled Islet enters tapped.
Land — Forest Island
Land
0
DSC~
0
Tatyova, Benthic Druid
Landfall — Whenever a land you control enters, you gain 1 life and draw a card.
GU
Legendary Creature — Merfolk Druid
Creature
5
3GU
3/3
DSC~
2
Telling Time
Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.
U
Instant
Instant
2
1U
DSC~
3
Temple of Deceit
Temple of Deceit enters tapped.
When Temple of Deceit enters, scry 1.
{T}: Add {U} or {B}.
Land
Land
0
DSC~
0
Temple of Enlightenment
Temple of Enlightenment enters tapped.
When Temple of Enlightenment enters, scry 1.
{T}: Add {W} or {U}.
Land
Land
0
DSC~
0
Temple of Mystery
Temple of Mystery enters tapped.
When Temple of Mystery enters, scry 1.
{T}: Add {G} or {U}.
Land
Land
0
DSC~
0
Temple of Silence
Temple of Silence enters tapped.
When Temple of Silence enters, scry 1.
{T}: Add {W} or {B}.
Land
Land
0
DSC~
0
Temple of the False God
{T}: Add {C}{C}. Activate only if you control five or more lands.
Land
Land
0
DSC~
0
Temur War Shaman
When Temur War Shaman enters, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Whenever a permanent you control is turned face up, if it's a creature, you may have it fight target creature you don't control.
G
Creature — Human Shaman
Creature
6
4GG
4/5
DSC~
2
Terminus
Put all creatures on the bottom of their owners' libraries.
Miracle {W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
W
Sorcery
Sorcery
6
4WW
DSC~
3
The Eldest Reborn
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each opponent sacrifices a creature or planeswalker.
II — Each opponent discards a card.
III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.
B
Enchantment — Saga
Enchantment
5
4B
DSC~
1
The Lord of Pain
Menace
Your opponents can't gain life.
Whenever a player casts their first spell each turn, choose another target player. The Lord of Pain deals damage equal to that spell's mana value to the chosen player.
BR
Legendary Creature — Human Assassin
Creature
5
3BR
5/5
DSC~
2
The Master of Keys
Flying
When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards.
Each enchantment card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
BUW
Legendary Enchantment Creature — Horror
Creature
3
XWUB
3/3
DSC~
2
They Came from the Pipes
When They Came from the Pipes enters, manifest dread twice. (To 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.)
Whenever a face-down creature you control enters, draw a card.
U
Enchantment
Enchantment
5
4U
DSC~
1
They Came from the Pipes
When They Came from the Pipes enters, manifest dread twice. (To 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.)
Whenever a face-down creature you control enters, draw a card.
U
Enchantment
Enchantment
5
4U
DSC~
1
Thirst for Meaning
Draw three cards. Then discard two cards unless you discard an enchantment card.
U
Instant
Instant
3
2U
DSC~
3
Thornwood Falls
Thornwood Falls enters tapped.
When Thornwood Falls enters, you gain 1 life.
{T}: Add {G} or {U}.
Land
Land
0
DSC~
0
Thriving Heath
Thriving Heath enters tapped. As it enters, choose a color other than white.
{T}: Add {W} or one mana of the chosen color.
Land
Land
0
DSC~
0
Thriving Isle
Thriving Isle enters tapped. As it enters, choose a color other than blue.
{T}: Add {U} or one mana of the chosen color.
Land
Land
0
DSC~
0
Thriving Moor
Thriving Moor enters tapped. As it enters, choose a color other than black.
{T}: Add {B} or one mana of the chosen color.
Land
Land
0
DSC~
0
Time Bends to My Will
When you set this scheme in motion, take an extra turn after this one. Skip the untap step of that turn.
Scheme
0
DSC~
1
Time Wipe
Return a creature you control to its owner's hand, then destroy all creatures.
UW
Sorcery
Sorcery
5
2WWU
DSC~
3
Timely Ward
You may cast Timely Ward as though it had flash if it targets a commander.
Enchant creature
Enchanted creature has indestructible.
W
Enchantment — Aura
Enchantment
3
2W
DSC~
1
Trail of Mystery
Whenever a face-down creature you control enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Whenever a permanent you control is turned face up, if it's a creature, it gets +2/+2 until end of turn.
G
Enchantment
Enchantment
2
1G
DSC~
1
Trygon Predator
Flying
Whenever Trygon Predator deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
GU
Creature — Beast
Creature
3
1GU
2/3
DSC~
2
Underground River
{T}: Add {C}.
{T}: Add {U} or {B}. Underground River deals 1 damage to you.
Land
Land
0
DSC~
0
Ursine Monstrosity
Trample
At the beginning of combat on your turn, mill a card and choose an opponent at random. Ursine Monstrosity attacks that player this combat if able. Until end of turn, Ursine Monstrosity gains indestructible and gets +1/+1 for each card type among cards in your graveyard.
G
Creature — Bear Mutant
Creature
3
2G
3/3
DSC~
2
Utter End
Exile target nonland permanent.
BW
Instant
Instant
4
2WB
DSC~
3
Valgavoth, Harrower of Souls
Flying
Ward—Pay 2 life.
Whenever an opponent loses life for the first time during each of their turns, put a +1/+1 counter on Valgavoth, Harrower of Souls and draw a card.
BR
Legendary Creature — Elder Demon
Creature
4
2BR
4/4
DSC~
2
Verge Rangers
First strike
You may look at the top card of your library any time.
As long as an opponent controls more lands than you, you may play lands from the top of your library. (You can play a land this way only if you have an available land play remaining.)
W
Creature — Human Scout Ranger
Creature
3
2W
3/3
DSC~
2
Vineglimmer Snarl
As Vineglimmer Snarl enters, you may reveal a Forest or Island card from your hand. If you don't, Vineglimmer Snarl enters tapped.
{T}: Add {G} or {U}.
Land
Land
0
DSC~
0
When Will You Learn?
When you set this scheme in motion, each opponent exiles the top card of their library. You may cast any number of spells from among cards exiled this way without paying their mana costs.
Scheme
0
DSC~
1
Whisperwood Elemental
At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Sacrifice Whisperwood Elemental: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library."
G
Creature — Elemental
Creature
5
3GG
4/4
DSC~
2
Wilderness Reclamation
At the beginning of your end step, untap all lands you control.
G
Enchantment
Enchantment
4
3G
DSC~
1
Winter, Cynical Opportunist
Deathtouch
Whenever Winter attacks, mill three cards.
Delirium — At the beginning of your end step, you may exile any number of cards from your graveyard with four or more card types among them. If you do, put a permanent card from among them onto the battlefield with a finality counter on it.
BG
Legendary Creature — Human Warlock
Creature
4
2BG
2/5
DSC~
2
Worldspine Wurm
Trample
When Worldspine Wurm dies, create three 5/5 green Wurm creature tokens with trample.
When Worldspine Wurm is put into a graveyard from anywhere, shuffle it into its owner's library.
G
Creature — Wurm
Creature
11
8GGG
15/15
DSC~
2
Yavimaya Coast
{T}: Add {C}.
{T}: Add {G} or {U}. Yavimaya Coast deals 1 damage to you.
Land
Land
0
DSC~
0
Yavimaya Elder
When Yavimaya Elder dies, you may search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
{2}, Sacrifice Yavimaya Elder: Draw a card.
G
Creature — Human Druid
Creature
3
1GG
2/1
DSC~
2
Yedora, Grave Gardener
Whenever another nontoken creature you control dies, you may return it to the battlefield face down under its owner's control. It's a Forest land. (It has no other types or abilities.)
G
Legendary Creature — Treefolk Druid
Creature
5
4G
5/5
DSC~
2
You Cannot Hide from Me
(An ongoing scheme remains face up until it's abandoned.)
At the beginning of combat on your turn, up to one target creature gets +2/+2 and gains vigilance until end of turn.
It can't be blocked this turn. At the beginning of each opponent's end step, if that player has less than half their starting life total, abandon this scheme.
Ongoing Scheme
0
DSC~
1
You Exist Only to Amuse
When you set this scheme in motion, choose one. If you control six or more lands, choose both instead.
• Create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target."
• Until your next turn, creatures your opponents control have base power and toughness 1/1 and lose all abilities.
Scheme
0
DSC~
1
You Live Only Because I Will It
When you set this scheme in motion, you may redistribute any number of life totals. (Each affected player or team gets one of those life totals back.)
Scheme
0
DSC~
1
You Will Know True Suffering
When you set this scheme in motion, it deals damage equal to your commander's mana value to each noncommander creature your opponents control.
Scheme
0
DSC~
1
Your Mistake Is My Triumph
When you set this scheme in motion, each player mills three cards. Then you put a permanent card from among the milled cards onto the battlefield under your control.
Scheme
0
DSC~
1
Your Nightmares Are Delicious
When you set this scheme in motion, each opponent who has more than five cards in hand discards cards equal to the difference. Then if fewer than three cards were discarded this way, you draw three cards.
Scheme
0
DSC~
1
Your Own Face Mocks You
When you set this scheme in motion, choose up to two target creatures your opponents control. For each one, create a token that's a copy of it. If you created fewer than two tokens this way, create a number of 4/4 colorless Scarecrow artifact creature tokens with vigilance equal to the difference.
Scheme
0
DSC~
1
Your Plans Mean Nothing
When you set this scheme in motion, any number of target players each discard their hands. Each opponent draws cards equal to the number of cards that player discarded minus one. Then if you discarded a card this way, draw seven cards.
Scheme
0
DSC~
1
Zimone's Hypothesis
You may put a +1/+1 counter on a creature. Then choose odd or even. Return each creature with power of the chosen quality to its owner's hand. (Zero is even.)
U
Instant
Instant
5
3UU
DSC~
3
Zimone's Hypothesis
You may put a +1/+1 counter on a creature. Then choose odd or even. Return each creature with power of the chosen quality to its owner's hand. (Zero is even.)
U
Instant
Instant
5
3UU
DSC~
3
Zimone, Mystery Unraveler
Landfall — Whenever a land you control enters, manifest dread if this is the first time this ability has resolved this turn. Otherwise, you may turn a permanent you control face up. (To 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.)
GU
Legendary Creature — Human Wizard
Creature
4
2GU
3/3
DSC~
2
"Marina Vendrell"
When "Marina Vendrell" enters, reveal the top seven cards of your library. Put all enchantment cards from among them into your hand and the rest on the bottom of your library in a random order.
{T}: Lock or unlock a door of target Room you control. Activate only as a sorcery.
BGRUW
Legendary Creature — Human Warlock
Creature
5
WUBRG
3/5
DSK~
2
"Marina Vendrell"
When "Marina Vendrell" enters, reveal the top seven cards of your library. Put all enchantment cards from among them into your hand and the rest on the bottom of your library in a random order.
{T}: Lock or unlock a door of target Room you control. Activate only as a sorcery.
BGRUW
Legendary Creature — Human Warlock
Creature
5
WUBRG
3/5
DSK~
2
Abandoned Campground
Abandoned Campground enters tapped unless a player has 13 or less life.
{T}: Add {W} or {U}.
Land
Land
0
DSK~
0
Abhorrent Oculus
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.)
U
Creature — Eye
Creature
3
2U
5/5
DSK~
2
Abhorrent Oculus
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.)
U
Creature — Eye
Creature
3
2U
5/5
DSK~
2
Acrobatic Cheerleader
Survival — At the beginning of your second main phase, if Acrobatic Cheerleader is tapped, put a flying counter on it. This ability triggers only once.
W
Creature — Human Survivor
Creature
2
1W
2/2
DSK~
2
Altanak, the Thrice-Called
Trample
Whenever Altanak, the Thrice-Called becomes the target of a spell or ability an opponent controls, draw a card.
{1}{G}, Discard Altanak, the Thrice-Called: Return target land card from your graveyard to the battlefield tapped.
G
Legendary Creature — Insect Beast
Creature
7
5GG
9/9
DSK~
2
Anthropede
Reach
When Anthropede enters, you may discard a card or pay {2}. When you do, destroy target Room.
G
Creature — Insect
Creature
4
3G
3/4
DSK~
2
Appendage Amalgam
Flash
Whenever Appendage Amalgam attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
B
Enchantment Creature — Horror
Creature
3
2B
3/2
DSK~
2
Arabella, Abandoned Doll
Whenever Arabella, Abandoned Doll 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.
RW
Legendary Artifact Creature — Toy
Creature
2
RW
1/3
DSK~
2
Attack-in-the-Box
Whenever Attack-in-the-Box 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.
Artifact Creature — Toy
Creature
3
3
2/4
DSK~
2
Balemurk Leech
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, each opponent loses 1 life.
B
Creature — Leech
Creature
2
1B
2/2
DSK~
2
Balustrade Wurm
This spell can't be countered.
Trample, haste
Delirium — {2}{G}{G}: Return Balustrade Wurm 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.
G
Creature — Wurm
Creature
5
3GG
5/5
DSK~
2
Balustrade Wurm
This spell can't be countered.
Trample, haste
Delirium — {2}{G}{G}: Return Balustrade Wurm 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.
G
Creature — Wurm
Creature
5
3GG
5/5
DSK~
2
Baseball Bat
When Baseball Bat enters, attach it to target creature you control.
Equipped creature gets +1/+1.
Whenever equipped creature attacks, tap up to one target creature.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
GW
Artifact — Equipment
Artifact
2
GW
DSK~
1
Bashful Beastie
When Bashful Beastie 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.)
G
Creature — Beast
Creature
5
4G
5/4
DSK~
2
Bear Trap
Flash
{3}, {T}, Sacrifice Bear Trap: It deals 3 damage to target creature.
Artifact
Artifact
1
1
DSK~
1
Beastie Beatdown
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.
GR
Sorcery
Sorcery
2
RG
DSK~
3
Bedhead Beastie
Menace (This creature can't be blocked except by two or more creatures.)
Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
R
Creature — Beast
Creature
6
4RR
5/6
DSK~
2
Betrayer's Bargain
As an additioinal cost to cast this spell, sacrifice a creature or enchantment or pay {2}.
Betrayer's Bargain deals 5 damage to target creature. If that creature would die this turn, exile it instead.
R
Instant
Instant
2
1R
DSK~
3
Blazemire Verge
{T}: Add {B}.
{T}: Add {R}. Activate only if you control a Swamp or a Mountain.
Land
Land
0
DSK~
0
Blazemire Verge
{T}: Add {B}.
{T}: Add {R}. Activate only if you control a Swamp or a Mountain.
Land
Land
0
DSK~
0
Bleeding Woods
Bleeding Woods enters tapped unless a player has 13 or less life.
{T}: Add {R} or {G}.
Land
Land
0
DSK~
0
Bottomless Pool
(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.)
When you unlock this door, return up to one target creature to its owner's hand.
U
Enchantment — Room
Enchantment
6
U
DSK~
1
Locker Room
(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.)
Whenever one or more creatures you control deal combat damage to a player, draw a card.
U
Enchantment — Room
Enchantment
6
4U
DSK~
1
Break Down the Door
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.)
G
Instant
Instant
3
2G
DSK~
3
Broodspinner
Reach
When Broodspinner 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.)
{4}{B}{G}, {T}, Sacrifice Broodspinner: 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.
BG
Creature — Spider
Creature
2
BG
2/3
DSK~
2
Cackling Slasher
Deathtouch
Cackling Slasher enters with a +1/+1 counter on it if a creature died this turn.
B
Creature — Human Assassin
Creature
4
3B
3/3
DSK~
2
Cathartic Parting
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.
G
Sorcery
Sorcery
2
1G
DSK~
3
Cautious Survivor
Survival — At the beginning of your second main phase, if Cautious Survivor is tapped, you gain 2 life.
G
Creature — Elf Survivor
Creature
4
3G
4/4
DSK~
2
Central Elevator
(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.)
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.
U
Enchantment — Room
Enchantment
7
3U
DSK~
1
Promising Stairs
(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.)
At the beginning of your upkeep, surveil 1. You win the game if there are eight or more different names among unlocked doors of Rooms you control.
U
Enchantment — Room
Enchantment
7
2U
DSK~
1
Central Elevator
(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.)
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.
U
Enchantment — Room
Enchantment
7
3U
DSK~
1
Promising Stairs
(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.)
At the beginning of your upkeep, surveil 1. You win the game if there are eight or more different names among unlocked doors of Rooms you control.
U
Enchantment — Room
Enchantment
7
2U
DSK~
1
Chainsaw
When Chainsaw enters, it deals 3 damage to up to one target creature.
Whenever one or more creatures die, put a rev counter on Chainsaw.
Equipped creature gets +X/+0, where X is the number of rev counters on Chainsaw.
Equip {3}
R
Artifact — Equipment
Artifact
2
1R
DSK~
1
Chainsaw
When Chainsaw enters, it deals 3 damage to up to one target creature.
Whenever one or more creatures die, put a rev counter on Chainsaw.
Equipped creature gets +X/+0, where X is the number of rev counters on Chainsaw.
Equip {3}
R
Artifact — Equipment
Artifact
2
1R
DSK~
1
Charred Foyer
(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.)
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
R
Enchantment — Room
Enchantment
10
3R
DSK~
1
Warped Space
(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.)
Once each turn, you may pay {0} rather than pay the mana cost for a spell you cast from exile.
R
Enchantment — Room
Enchantment
10
4RR
DSK~
1
Charred Foyer
(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.)
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
R
Enchantment — Room
Enchantment
10
3R
DSK~
1
Warped Space
(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.)
Once each turn, you may pay {0} rather than pay the mana cost for a spell you cast from exile.
R
Enchantment — Room
Enchantment
10
4RR
DSK~
1
Clammy Prowler
Whenever Clammy Prowler attacks, another target attacking creature can't be blocked this turn.
U
Enchantment Creature — Horror
Creature
4
3U
2/5
DSK~
2
Clockwork Percussionist
Haste
When Clockwork Percussionist dies, exile the top card of your library. You may play it until the end of your next turn.
R
Artifact Creature — Monkey Toy
Creature
1
R
1/1
DSK~
2
Clockwork Percussionist
Haste
When Clockwork Percussionist dies, exile the top card of your library. You may play it until the end of your next turn.
R
Artifact Creature — Monkey Toy
Creature
1
R
1/1
DSK~
2
Come Back Wrong
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.
B
Sorcery
Sorcery
3
2B
DSK~
3
Come Back Wrong
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.
B
Sorcery
Sorcery
3
2B
DSK~
3
Come Back Wrong
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.
B
Sorcery
Sorcery
3
2B
DSK~
3
Commune with Evil
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.
B
Sorcery
Sorcery
3
2B
DSK~
3
Conductive Machete
When Conductive Machete enters, manifest dread, then attach Conductive Machete 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 {4}
Artifact — Equipment
Artifact
4
4
DSK~
1
Coordinated Clobbering
Tap one or two target untapped creatures you control. They each deal damage equal to their power to target creature an opponent controls.
G
Sorcery
Sorcery
1
G
DSK~
3
Cracked Skull
Enchant creature
When Cracked Skull 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.
B
Enchantment
Enchantment
3
2B
DSK~
1
Creeping Peeper
{T}: Add {U}. Spend this mana only to cast an enchantment spell, unlock a door, or turn a permanent face up.
U
Creature — Eye
Creature
2
1U
2/1
DSK~
2
Cryptid Inspector
Vigilance
Whenever a face-down permanent you control enters and whenever Cryptid Inspector or another permanent you control is turned face up, put a +1/+1 counter on Cryptid Inspector.
G
Creature — Elf Warrior
Creature
3
2G
2/3
DSK~
2
Cult Healer
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Cult Healer gains lifelink until end of turn.
W
Creature — Human Doctor
Creature
3
2W
3/3
DSK~
2
Cursed Recording
Whenever you cast an instant or sorcery spell, put a time counter on Cursed Recording. Then if there are seven or more time counters on it, remove those counters and it deals 20 damage to you.
{T}: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
R
Artifact
Artifact
4
2RR
DSK~
1
Cursed Recording
Whenever you cast an instant or sorcery spell, put a time counter on Cursed Recording. Then if there are seven or more time counters on it, remove those counters and it deals 20 damage to you.
{T}: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
R
Artifact
Artifact
4
2RR
DSK~
1
Cursed Recording
Whenever you cast an instant or sorcery spell, put a time counter on Cursed Recording. Then if there are seven or more time counters on it, remove those counters and it deals 20 damage to you.
{T}: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
R
Artifact
Artifact
4
2RR
DSK~
1
Cursed Windbreaker
When Cursed Windbreaker enters, manifest dread, then attach Cursed Windbreaker 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 {3}
U
Artifact — Equipment
Artifact
3
2U
DSK~
1
Cynical Loner
Cynical Loner can't be blocked by Glimmers.
Survival — At the beginning of your second main phase, if Cynical Loner is tapped, you may search your library for a card, put it into your graveyard, then shuffle.
B
Creature — Human Survivor
Creature
2
1B
3/1
DSK~
2
Daggermaw Megalodon
Vigilance
Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
U
Creature — Shark
Creature
6
4UU
5/7
DSK~
2
Dashing Bloodsucker
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Dashing Bloodsucker gets +2/+0 and gains lifelink until end of turn.
B
Creature — Vampire Warrior
Creature
4
3B
2/5
DSK~
2
Defiant Survivor
Survival — At the beginning of your second main phase, if Defiant Survivor 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.)
G
Creature — Human Survivor
Creature
3
2G
3/2
DSK~
2
Defiled Crypt
(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.)
Whenever one or more cards leave your graveyard, create a 2/2 black Horror enchantment creature token. This ability triggers only once each turn.
B
Enchantment — Room
Enchantment
5
3B
DSK~
1
Cadaver Lab
(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.)
When you unlock this door, return target creature card from your graveyard to your hand.
B
Enchantment — Room
Enchantment
5
B
DSK~
1
Demonic Counsel
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.
B
Sorcery
Sorcery
2
1B
DSK~
3
Demonic Counsel
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.
B
Sorcery
Sorcery
2
1B
DSK~
3
Dissection Tools
When Dissection Tools enters, manifest dread, then attach Dissection Tools to that creature.
Equipped creature gets +2/+2 and has deathtouch and lifelink.
Equip—Sacrifice a creature.
Artifact — Equipment
Artifact
5
5
DSK~
1
Dissection Tools
When Dissection Tools enters, manifest dread, then attach Dissection Tools to that creature.
Equipped creature gets +2/+2 and has deathtouch and lifelink.
Equip—Sacrifice a creature.
Artifact — Equipment
Artifact
5
5
DSK~
1
Disturbing Mirth
When Disturbing Mirth enters, you may sacrifice another enchantment or creature. If you do, draw two cards.
When you sacrifice Disturbing Mirth, 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.)
BR
Enchantment
Enchantment
2
BR
DSK~
1
Diversion Specialist
Menace (This creature can't be blocked except by two or more creatures.)
{1}, Sacrifice another creature or enchantment: Exile the top card of your library. You may play it this turn.
R
Creature — Human Warrior
Creature
4
3R
4/3
DSK~
2
Dollmaker's Shop
(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.)
Whenever one or more non-Toy creatures you control attack a player, create a 1/1 white Toy artifact creature token.
W
Enchantment — Room
Enchantment
8
1W
DSK~
1
Porcelain Gallery
(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.)
Creatures you control have base power and toughness each equal to the number of creatures you control.
W
Enchantment — Room
Enchantment
8
4WW
DSK~
1
Dollmaker's Shop
(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.)
Whenever one or more non-Toy creatures you control attack a player, create a 1/1 white Toy artifact creature token.
W
Enchantment — Room
Enchantment
8
1W
DSK~
1
Porcelain Gallery
(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.)
Creatures you control have base power and toughness each equal to the number of creatures you control.
W
Enchantment — Room
Enchantment
8
4WW
DSK~
1
Doomsday Excruciator
Flying
When Doomsday Excruciator 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.
B
Creature — Demon
Creature
6
BBBBBB
6/6
DSK~
2
Doomsday Excruciator
Flying
When Doomsday Excruciator 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.
B
Creature — Demon
Creature
6
BBBBBB
6/6
DSK~
2
Drag to the Roots
Delirium — This spell costs {2} less to cast as long as there are four or more card types among cards in your graveyard.
Destroy target nonland permanent.
BG
Instant
Instant
4
2BG
DSK~
3
Drag to the Roots
Delirium — This spell costs {2} less to cast as long as there are four or more card types among cards in your graveyard.
Destroy target nonland permanent.
BG
Instant
Instant
4
2BG
DSK~
3
Duskmourn's Domination
Enchant creature
You control enchanted creature.
Enchanted creature gets -3/-0 and loses all abilities.
U
Enchantment — Aura
Enchantment
6
4UU
DSK~
1
Emerge from the Cocoon
Return target creature card from your graveyard to the battlefield. You gain 3 life.
W
Sorcery
Sorcery
5
4W
DSK~
3
Enduring Courage
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.)
R
Enchantment Creature — Dog Glimmer
Creature
4
2RR
3/3
DSK~
2
Enduring Courage
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.)
R
Enchantment Creature — Dog Glimmer
Creature
4
2RR
3/3
DSK~
2
Enduring Courage
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.)
R
Enchantment Creature — Dog Glimmer
Creature
4
2RR
3/3
DSK~
2
Enduring Courage
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.)
R
Enchantment Creature — Dog Glimmer
Creature
4
2RR
3/3
DSK~
2
Enduring Curiosity
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.)
U
Enchantment Creature — Cat Glimmer
Creature
4
2UU
4/3
DSK~
2
Enduring Curiosity
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.)
U
Enchantment Creature — Cat Glimmer
Creature
4
2UU
4/3
DSK~
2
Enduring Curiosity
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.)
U
Enchantment Creature — Cat Glimmer
Creature
4
2UU
4/3
DSK~
2
Enduring Curiosity
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.)
U
Enchantment Creature — Cat Glimmer
Creature
4
2UU
4/3
DSK~
2
Enduring Innocence
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.)
W
Enchantment Creature — Sheep Glimmer
Creature
3
1WW
2/1
DSK~
2
Enduring Innocence
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.)
W
Enchantment Creature — Sheep Glimmer
Creature
3
1WW
2/1
DSK~
2
Enduring Innocence
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.)
W
Enchantment Creature — Sheep Glimmer
Creature
3
1WW
2/1
DSK~
2
Enduring Innocence
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.)
W
Enchantment Creature — Sheep Glimmer
Creature
3
1WW
2/1
DSK~
2
Enduring Tenacity
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.)
B
Enchantment Creature — Snake Glimmer
Creature
4
2BB
4/3
DSK~
2
Enduring Tenacity
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.)
B
Enchantment Creature — Snake Glimmer
Creature
4
2BB
4/3
DSK~
2
Enduring Tenacity
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.)
B
Enchantment Creature — Snake Glimmer
Creature
4
2BB
4/3
DSK~
2
Enduring Tenacity
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.)
B
Enchantment Creature — Snake Glimmer
Creature
4
2BB
4/3
DSK~
2
Enduring Vitality
Vigilance
Creatures you control have "{T}: 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.)
G
Enchantment Creature — Elk Glimmer
Creature
3
1GG
3/3
DSK~
2
Enduring Vitality
Vigilance
Creatures you control have "{T}: 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.)
G
Enchantment Creature — Elk Glimmer
Creature
3
1GG
3/3
DSK~
2
Enduring Vitality
Vigilance
Creatures you control have "{T}: 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.)
G
Enchantment Creature — Elk Glimmer
Creature
3
1GG
3/3
DSK~
2
Enduring Vitality
Vigilance
Creatures you control have "{T}: 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.)
G
Enchantment Creature — Elk Glimmer
Creature
3
1GG
3/3
DSK~
2
Enter the Enigma
Target creature can't be blocked this turn.
Draw a card.
U
Sorcery
Sorcery
1
U
DSK~
3
Entity Tracker
Flash
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, draw a card.
U
Creature — Human Scout
Creature
3
2U
2/3
DSK~
2
Entity Tracker
Flash
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, draw a card.
U
Creature — Human Scout
Creature
3
2U
2/3
DSK~
2
Entity Tracker
Flash
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, draw a card.
U
Creature — Human Scout
Creature
3
2U
2/3
DSK~
2
Erratic Apparition
Flying, vigilance
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Erratic Apparition gets +1/+1 until end of turn.
U
Creature — Spirit
Creature
3
2U
1/3
DSK~
2
Etched Cornfield
Etched Cornfield enters tapped unless a player has 13 or less life.
{T}: Add {G} or {W}.
Land
Land
0
DSK~
0
Ethereal Armor
Enchant creature
Enchanted creature gets +1/+1 for each enchantment you control and has first strike.
W
Enchantment — Aura
Enchantment
1
W
DSK~
1
Exorcise
Exile target artifact, enchantment, or creature with power 4 or greater.
W
Sorcery
Sorcery
2
1W
DSK~
3
Fanatic of the Harrowing
When Fanatic of the Harrowing enters, each player discards a card. If you discarded a card this way, draw a card.
B
Creature — Human Cleric
Creature
4
3B
2/2
DSK~
2
Fear of Abduction
As an additional cost to cast this spell, exile a creature you control.
Flying
When Fear of Abduction enters, exile target creature an opponent controls.
When Fear of Abduction leaves the battlefield, put each card exiled with it into its owner's hand.
W
Enchantment Creature — Nightmare
Creature
6
4WW
5/5
DSK~
2
Fear of Being Hunted
Haste
Fear of Being Hunted must be blocked if able.
R
Enchantment Creature — Nightmare
Creature
3
1RR
4/2
DSK~
2
Fear of Burning Alive
When Fear of Burning Alive 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, Fear of Burning Alive deals that amount of damage to target creature that player controls.
R
Enchantment Creature — Nightmare
Creature
6
4RR
4/4
DSK~
2
Fear of Exposure
As an additional cost to cast this spell, tap two untapped creatures and/or lands you control.
Trample
G
Enchantment Creature — Nightmare
Creature
3
2G
5/4
DSK~
2
Fear of Failed Tests
Whenever Fear of Failed Tests deals combat damage to a player, draw that many cards.
U
Enchantment Creature — Nightmare
Creature
5
4U
2/7
DSK~
2
Fear of Falling
Flying
Whenever Fear of Falling attacks, target creature defending player controls gets -2/-0 and loses flying until your next turn.
U
Enchantment Creature — Nightmare
Creature
5
3UU
4/4
DSK~
2
Fear of Immobility
When Fear of Immobility 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.)
W
Enchantment Creature — Nightmare
Creature
5
4W
4/4
DSK~
2
Fear of Impostors
Flash
When Fear of Impostors 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.)
U
Enchantment Creature — Nightmare
Creature
3
1UU
3/2
DSK~
2
Fear of Infinity
Flying, lifelink
Fear of Infinity can't block.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return Fear of Infinity from your graveyard to your hand.
BU
Enchantment Creature — Nightmare
Creature
3
1UB
2/2
DSK~
2
Fear of Isolation
As an additional cost to cast this spell, return a permanent you control to its owner's hand.
Flying
U
Enchantment Creature — Nightmare
Creature
2
1U
2/3
DSK~
2
Fear of Lost Teeth
When Fear of Lost Teeth dies, it deals 1 damage to any target and you gain 1 life.
B
Enchantment Creature — Nightmare
Creature
1
B
1/1
DSK~
2
Fear of Missing Out
When Fear of Missing Out enters, discard a card, then draw a card.
Delirium — Whenever Fear of Missing Out 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.
R
Enchantment Creature — Nightmare
Creature
2
1R
2/3
DSK~
2
Fear of Missing Out
When Fear of Missing Out enters, discard a card, then draw a card.
Delirium — Whenever Fear of Missing Out 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.
R
Enchantment Creature — Nightmare
Creature
2
1R
2/3
DSK~
2
Fear of Surveillance
Vigilance
Whenever Fear of Surveillance attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
W
Enchantment Creature — Nightmare
Creature
2
1W
2/2
DSK~
2
Fear of the Dark
Whenever Fear of the Dark 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.)
B
Enchantment Creature — Nightmare
Creature
5
4B
5/5
DSK~
2
Final Vengeance
As an additional cost to cast this spell, sacrifice a creature or enchantment.
Exile target creature.
B
Sorcery
Sorcery
1
B
DSK~
3
Flesh Burrower
Deathtouch
Whenever Flesh Burrower attacks, another target creature you control gains deathtouch until end of turn.
G
Creature — Insect
Creature
2
1G
2/2
DSK~
2
Floodfarm Verge
{T}: Add {W}.
{T}: Add {U}. Activate only if you control a Plains or an Island.
Land
Land
0
DSK~
0
Floodfarm Verge
{T}: Add {W}.
{T}: Add {U}. Activate only if you control a Plains or an Island.
Land
Land
0
DSK~
0
Floodpits Drowner
Flash
Vigilance
When Floodpits Drowner enters, tap target creature an opponent controls and put a stun counter on it.
{1}{U}, {T}: Shuffle Floodpits Drowner and target creature with a stun counter on it into their owners' libraries.
U
Creature — Merfolk
Creature
2
1U
2/1
DSK~
2
Forest
({T}: Add {G}.)
Basic Land — Forest
Land
0
DSK~
0
Forest
({T}: Add {G}.)
Basic Land — Forest
Land
0
DSK~
0
Forest
({T}: Add {G}.)
Basic Land — Forest
Land
0
DSK~
0
Found Footage
You may look at face-down creatures your opponents control any time.
{2}, Sacrifice Found Footage: 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.)
Artifact — Clue
Artifact
1
1
DSK~
1
Frantic Strength
Flash
Enchant creature
Enchanted creature gets +2/+2 and has trample.
G
Enchantment — Aura
Enchantment
3
2G
DSK~
1
Friendly Ghost
Flying
When Friendly Ghost enters, target creature gets +2/+4 until end of turn.
W
Creature — Spirit
Creature
4
3W
2/4
DSK~
2
Friendly Teddy
When Friendly Teddy dies, each player draws a card.
Artifact Creature — Bear Toy
Creature
2
2
2/2
DSK~
2
Funeral Room
(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.)
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
B
Enchantment — Room
Enchantment
11
2B
DSK~
1
Awakening Hall
(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.)
When you unlock this door, return all creature cards from your graveyard to the battlefield.
B
Enchantment — Room
Enchantment
11
6BB
DSK~
1
Funeral Room
(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.)
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
B
Enchantment — Room
Enchantment
11
2B
DSK~
1
Awakening Hall
(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.)
When you unlock this door, return all creature cards from your graveyard to the battlefield.
B
Enchantment — Room
Enchantment
11
6BB
DSK~
1
Get Out
Choose one —
• Counter target creature or enchantment spell.
• Return one or two target creatures and/or enchantments you own to your hand.
U
Instant
Instant
2
UU
DSK~
3
Ghost Vacuum
{T}: Exile target card from a graveyard.
{6}, {T}, Sacrifice Ghost Vacuum: Put each creature card exiled with Ghost Vacuum onto the battlefield under your control with a flying counter on it. Each of them is a 1/1 Spirit in addition to its other types. Activate only as a sorcery.
Artifact
Artifact
1
1
DSK~
1
Ghost Vacuum
{T}: Exile target card from a graveyard.
{6}, {T}, Sacrifice Ghost Vacuum: Put each creature card exiled with Ghost Vacuum onto the battlefield under your control with a flying counter on it. Each of them is a 1/1 Spirit in addition to its other types. Activate only as a sorcery.
Artifact
Artifact
1
1
DSK~
1
Ghostly Dancers
Flying
When Ghostly Dancers enters, return an enchantment card from your graveyard to your hand or unlock a locked door of a Room you control.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 3/1 white Spirit creature token with flying.
W
Creature — Spirit
Creature
5
3WW
2/5
DSK~
2
Ghostly Dancers
Flying
When Ghostly Dancers enters, return an enchantment card from your graveyard to your hand or unlock a locked door of a Room you control.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 3/1 white Spirit creature token with flying.
W
Creature — Spirit
Creature
5
3WW
2/5
DSK~
2
Ghostly Keybearer
Flying
Whenever Ghostly Keybearer deals combat damage to a player, unlock a locked door of up to one target Room you control.
U
Creature — Spirit
Creature
4
3U
3/3
DSK~
2
Give In to Violence
Target creature gets +2/+2 and gains lifelink until end of turn.
B
Instant
Instant
2
1B
DSK~
3
Glassworks
(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.)
When you unlock this door, this Room deals 4 damage to target creature an opponent controls.
R
Enchantment — Room
Enchantment
8
2R
DSK~
1
Shattered Yard
(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.)
At the beginning of your end step, this Room deals 1 damage to each opponent.
R
Enchantment — Room
Enchantment
8
4R
DSK~
1
Glimmer Seeker
Survival — At the beginning of your second main phase, if Glimmer Seeker is tapped, draw a card if you control a Glimmer creature. If you don't control a Glimmer creature, create a 1/1 white Glimmer enchantment creature token.
W
Creature — Human Survivor
Creature
3
2W
3/3
DSK~
2
Glimmerlight
When Glimmerlight enters, create a 1/1 white Glimmer enchantment creature token.
Equipped creature gets +1/+1.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Artifact
2
2
DSK~
1
Gloomlake Verge
{T}: Add {U}.
{T}: Add {B}. Activate only if you control an Island or a Swamp.
Land
Land
0
DSK~
0
Gloomlake Verge
{T}: Add {U}.
{T}: Add {B}. Activate only if you control an Island or a Swamp.
Land
Land
0
DSK~
0
Grab the Prize
As an additional cost to cast this spell, discard a card.
Draw two cards. If the discarded card wasn't a land card, Grab the Prize deals 2 damage to each opponent.
R
Sorcery
Sorcery
2
1R
DSK~
3
Grand Entryway
(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.)
When you unlock this door, create a 1/1 white Glimmer enchantment creature token.
W
Enchantment — Room
Enchantment
5
1W
DSK~
1
Elegant Rotunda
(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.)
When you unlock this door, put a +1/+1 counter on each of up to two target creatures.
W
Enchantment — Room
Enchantment
5
2W
DSK~
1
Grand Entryway
(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.)
When you unlock this door, create a 1/1 white Glimmer enchantment creature token.
W
Enchantment — Room
Enchantment
5
1W
DSK~
1
Elegant Rotunda
(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.)
When you unlock this door, put a +1/+1 counter on each of up to two target creatures.
W
Enchantment — Room
Enchantment
5
2W
DSK~
1
Grasping Longneck
Reach
When Grasping Longneck dies, you gain 2 life.
G
Enchantment Creature — Horror
Creature
3
2G
4/2
DSK~
2
Greenhouse
(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.)
Lands you control have "{T}: Add one mana of any color."
G
Enchantment — Room
Enchantment
7
2G
DSK~
1
Rickety Gazebo
(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.)
When you unlock this door, mill four cards, then return up to two permanent cards from among them to your hand.
G
Enchantment — Room
Enchantment
7
3G
DSK~
1
Gremlin Tamer
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 1/1 red Gremlin creature token.
UW
Creature — Human Scout
Creature
2
WU
2/2
DSK~
2
Grievous Wound
Enchant player
Enchanted player can't gain life.
Whenever enchanted player is dealt damage, they lose half their life, rounded up.
B
Enchantment — Aura
Enchantment
5
3BB
DSK~
1
Grievous Wound
Enchant player
Enchanted player can't gain life.
Whenever enchanted player is dealt damage, they lose half their life, rounded up.
B
Enchantment — Aura
Enchantment
5
3BB
DSK~
1
Grievous Wound
Enchant player
Enchanted player can't gain life.
Whenever enchanted player is dealt damage, they lose half their life, rounded up.
B
Enchantment — Aura
Enchantment
5
3BB
DSK~
1
Growing Dread
Flash
When Growing Dread enters, 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.)
Whenever you turn a permanent face up, put a +1/+1 counter on it.
GU
Enchantment
Enchantment
2
GU
DSK~
1
Hand That Feeds
Delirium — Whenever Hand That Feeds attacks while there are four or more card types among cards in your graveyard, it gets +2/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
R
Creature — Mutant
Creature
2
1R
2/2
DSK~
2
Hardened Escort
Whenever Hardened Escort attacks, another target creature you control gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
W
Creature — Human Soldier
Creature
3
2W
2/4
DSK~
2
Haunted Screen
{T}: Add {W} or {B}.
{T}, Pay 1 life: Add {G}, {U}, or {R}.
{7}: Put seven +1/+1 counters on Haunted Screen. It becomes a 0/0 Spirit creature in addition to its other types. Activate only once.
Artifact
Artifact
3
3
DSK~
1
Hauntwoods Shrieker
Whenever Hauntwoods Shrieker attacks, 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.)
{1}{G}: Reveal target face-down permanent. If it's a creature card, you may turn it face up.
G
Creature — Beast Mutant
Creature
3
1GG
3/3
DSK~
2
Hauntwoods Shrieker
Whenever Hauntwoods Shrieker attacks, 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.)
{1}{G}: Reveal target face-down permanent. If it's a creature card, you may turn it face up.
G
Creature — Beast Mutant
Creature
3
1GG
3/3
DSK~
2
Hedge Shredder
Whenever Hedge Shredder attacks, you may mill two cards.
Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
G
Artifact — Vehicle
Artifact
4
2GG
5/5
DSK~
1
Hedge Shredder
Whenever Hedge Shredder attacks, you may mill two cards.
Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
G
Artifact — Vehicle
Artifact
4
2GG
5/5
DSK~
1
Horrid Vigor
Target creature gains deathtouch and indestructible until end of turn.
G
Instant
Instant
2
1G
DSK~
3
House Cartographer
Survival — At the beginning of your second main phase, if House Cartographer is tapped, reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.
G
Creature — Human Scout Survivor
Creature
2
1G
2/2
DSK~
2
Hushwood Verge
{T}: Add {G}.
{T}: Add {W}. Activate only if you control a Forest or a Plains.
Land
Land
0
DSK~
0
Hushwood Verge
{T}: Add {G}.
{T}: Add {W}. Activate only if you control a Forest or a Plains.
Land
Land
0
DSK~
0
Impossible Inferno
Impossible Inferno deals 6 damage to target creature.
Delirium — If there are four or more card types among cards in your graveyard, exile the top card of your library. You may play it until the end of your next turn.
R
Instant
Instant
5
4R
DSK~
3
Infernal Phantom
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Infernal Phantom gets +2/+0 until end of turn.
When Infernal Phantom dies, it deals damage equal to its power to any target.
R
Creature — Spirit
Creature
4
3R
2/3
DSK~
2
Innocuous Rat
When Innocuous Rat 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.)
B
Creature — Rat
Creature
2
1B
1/1
DSK~
2
Inquisitive Glimmer
Enchantment spells you cast cost {1} less to cast.
Unlock costs you pay cost {1} less.
UW
Enchantment Creature — Fox Glimmer
Creature
2
WU
2/3
DSK~
2
Inquisitive Glimmer
Enchantment spells you cast cost {1} less to cast.
Unlock costs you pay cost {1} less.
UW
Enchantment Creature — Fox Glimmer
Creature
2
WU
2/3
DSK~
2
Insidious Fungus
{2}, Sacrifice Insidious Fungus: Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Draw a card. Then you may put a land card from your hand onto the battlefield tapped.
G
Creature — Fungus
Creature
1
G
1/2
DSK~
2
Insidious Fungus
{2}, Sacrifice Insidious Fungus: Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Draw a card. Then you may put a land card from your hand onto the battlefield tapped.
G
Creature — Fungus
Creature
1
G
1/2
DSK~
2
Intruding Soulrager
Vigilance
{T}, Sacrifice a Room: Intruding Soulrager deals 2 damage to each opponent. Draw a card.
RU
Creature — Spirit
Creature
2
UR
2/2
DSK~
2
Irreverent Gremlin
Menace (This creature can't be blocked except by two or more creatures.)
Whenever another creature you control with power 2 or less enters, you may discard a card. If you do, draw a card. Do this only once each turn.
R
Creature — Gremlin
Creature
2
1R
2/2
DSK~
2
Island
({T}: Add {U}.)
Basic Land — Island
Land
0
DSK~
0
Island
({T}: Add {U}.)
Basic Land — Island
Land
0
DSK~
0
Island
({T}: Add {U}.)
Basic Land — Island
Land
0
DSK~
0
Jump Scare
Until end of turn, target creature gets +2/+2, gains flying, and becomes a Horror enchantment creature in addition to its other types.
W
Instant
Instant
1
W
DSK~
3
Kaito, Bane of Nightmares
Ninjutsu {1}{U}{B} ({1}{U}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
During your turn, as long as Kaito has one or more loyalty counters on him, he's a 3/4 Ninja creature and has hexproof.
+1: You get an emblem with "Ninjas you control get +1/+1."
0: Surveil 2. Then draw a card for each opponent who lost life this turn.
−2: Tap target creature. Put two stun counters on it.
BU
Legendary Planeswalker — Kaito
Planeswalker
4
2UB
4
DSK~
1
Kaito, Bane of Nightmares
Ninjutsu {1}{U}{B} ({1}{U}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
During your turn, as long as Kaito has one or more loyalty counters on him, he's a 3/4 Ninja creature and has hexproof.
+1: You get an emblem with "Ninjas you control get +1/+1."
0: Surveil 2. Then draw a card for each opponent who lost life this turn.
−2: Tap target creature. Put two stun counters on it.
BU
Legendary Planeswalker — Kaito
Planeswalker
4
2UB
4
DSK~
1
Kaito, Bane of Nightmares
Ninjutsu {1}{U}{B} ({1}{U}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
During your turn, as long as Kaito has one or more loyalty counters on him, he's a 3/4 Ninja creature and has hexproof.
+1: You get an emblem with "Ninjas you control get +1/+1."
0: Surveil 2. Then draw a card for each opponent who lost life this turn.
−2: Tap target creature. Put two stun counters on it.
BU
Legendary Planeswalker — Kaito
Planeswalker
4
2UB
4
DSK~
1
Kaito, Bane of Nightmares
Ninjutsu {1}{U}{B} ({1}{U}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
During your turn, as long as Kaito has one or more loyalty counters on him, he's a 3/4 Ninja creature and has hexproof.
+1: You get an emblem with "Ninjas you control get +1/+1."
0: Surveil 2. Then draw a card for each opponent who lost life this turn.
−2: Tap target creature. Put two stun counters on it.
BU
Legendary Planeswalker — Kaito
Planeswalker
4
2UB
4
DSK~
1
Keys to the House
{1}, {T}, Sacrifice Keys to the House: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
{3}, {T}, Sacrifice Keys to the House: Lock or unlock a door of target Room you control. Activate only as a sorcery.
Artifact
Artifact
1
1
DSK~
1
Killer's Mask
When Killer's Mask enters, manifest dread, then attach Killer's Mask 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 menace.
Equip {2}
B
Artifact — Equipment
Artifact
3
2B
DSK~
1
Kona, Rescue Beastie
Survival — At the beginning of your second main phase, if Kona, Rescue Beastie is tapped, you may put a permanent card from your hand onto the battlefield
G
Legendary Creature — Beast Survivor
Creature
4
3G
4/3
DSK~
2
Kona, Rescue Beastie
Survival — At the beginning of your second main phase, if Kona, Rescue Beastie is tapped, you may put a permanent card from your hand onto the battlefield
G
Legendary Creature — Beast Survivor
Creature
4
3G
4/3
DSK~
2
Kona, Rescue Beastie
Survival — At the beginning of your second main phase, if Kona, Rescue Beastie is tapped, you may put a permanent card from your hand onto the battlefield
G
Legendary Creature — Beast Survivor
Creature
4
3G
4/3
DSK~
2
Lakeside Shack
Lakeside Shack enters tapped unless a player has 13 or less life.
{T}: Add {G} or {U}.
Land
Land
0
DSK~
0
Let's Play a Game
Delirium — Choose one. If there are four or more card types among cards in your graveyard, choose one or more instead.
• Creatures your opponents control get -1/-1 until end of turn.
• Each opponent discards two cards.
• Each opponent loses 3 life and you gain 3 life.
B
Sorcery
Sorcery
4
3B
DSK~
3
Leyline of Hope
If Leyline of Hope is in your opening hand, you may begin the game with it on the battlefield.
If you would gain life, you gain that much life plus 1 instead.
As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
W
Enchantment
Enchantment
4
2WW
DSK~
1
Leyline of Hope
If Leyline of Hope is in your opening hand, you may begin the game with it on the battlefield.
If you would gain life, you gain that much life plus 1 instead.
As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
W
Enchantment
Enchantment
4
2WW
DSK~
1
Leyline of Mutation
If Leyline of Mutation is in your opening hand, you may begin the game with it on the battlefield.
You may pay {W}{U}{B}{R}{G} rather than pay the mana cost for spells that you cast.
G
Enchantment
Enchantment
4
2GG
DSK~
1
Leyline of Mutation
If Leyline of Mutation is in your opening hand, you may begin the game with it on the battlefield.
You may pay {W}{U}{B}{R}{G} rather than pay the mana cost for spells that you cast.
G
Enchantment
Enchantment
4
2GG
DSK~
1
Leyline of Resonance
If Leyline of Resonance is in your opening hand, you may begin the game with it on the battlefield.
Whenever you cast an instant or sorcery spell that targets only a single creature you control, copy that spell. You may choose new targets for the copy.
R
Enchantment
Enchantment
4
2RR
DSK~
1
Leyline of Resonance
If Leyline of Resonance is in your opening hand, you may begin the game with it on the battlefield.
Whenever you cast an instant or sorcery spell that targets only a single creature you control, copy that spell. You may choose new targets for the copy.
R
Enchantment
Enchantment
4
2RR
DSK~
1
Leyline of Transformation
If Leyline of Transformation is in your opening hand, you may begin the game with it on the battlefield.
As Leyline of Transformation enters, choose a creature type.
Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
U
Enchantment
Enchantment
4
2UU
DSK~
1
Leyline of Transformation
If Leyline of Transformation is in your opening hand, you may begin the game with it on the battlefield.
As Leyline of Transformation enters, choose a creature type.
Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
U
Enchantment
Enchantment
4
2UU
DSK~
1
Leyline of the Void
If Leyline of the Void is in your opening hand, you may begin the game with it on the battlefield.
If a card would be put into an opponent's graveyard from anywhere, exile it instead.
B
Enchantment
Enchantment
4
2BB
DSK~
1
Leyline of the Void
If Leyline of the Void is in your opening hand, you may begin the game with it on the battlefield.
If a card would be put into an opponent's graveyard from anywhere, exile it instead.
B
Enchantment
Enchantment
4
2BB
DSK~
1
Lionheart Glimmer
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Whenever you attack, creatures you control get +1/+1 until end of turn.
W
Enchantment Creature — Cat Glimmer
Creature
5
3WW
2/5
DSK~
2
Live or Die
Choose one —
• Return target creature card from your graveyard to the battlefield.
• Destroy target creature.
B
Instant
Instant
5
3BB
DSK~
3
Living Phone
When Living Phone dies, look at the top five cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
W
Artifact Creature — Toy
Creature
3
2W
2/1
DSK~
2
Malevolent Chandelier
Flying
{2}: Put target card from a graveyard on the bottom of its owner's library. Activate only as a sorcery.
Artifact Creature — Construct
Creature
6
6
4/4
DSK~
2
Manifest Dread
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.)
G
Sorcery
Sorcery
2
1G
DSK~
3
Marina Vendrell's Grimoire
When Marina Vendrell's Grimoire enters, if you cast it, draw five cards.
You have no maximum hand size and don't lose the game for having 0 or less life.
Whenever you gain life, draw that many cards.
Whenever you lose life, discard that many cards. Then if you have no cards in hand, you lose the game.
U
Legendary Artifact
Artifact
6
5U
DSK~
1
Marina Vendrell's Grimoire
When Marina Vendrell's Grimoire enters, if you cast it, draw five cards.
You have no maximum hand size and don't lose the game for having 0 or less life.
Whenever you gain life, draw that many cards.
Whenever you lose life, discard that many cards. Then if you have no cards in hand, you lose the game.
U
Legendary Artifact
Artifact
6
5U
DSK~
1
Marvin, Murderous Mimic
Marvin, Murderous Mimic has all activated abilities of creatures you control that don't have the same name as this creature.
Legendary Artifact Creature — Toy
Creature
2
2
2/2
DSK~
2
Marvin, Murderous Mimic
Marvin, Murderous Mimic has all activated abilities of creatures you control that don't have the same name as this creature.
Legendary Artifact Creature — Toy
Creature
2
2
2/2
DSK~
2
Meathook Massacre II
When Meathook Massacre II enters, each player sacrifices X creatures.
Whenever a creature you control dies, you may pay 3 life. If you do, return that card under your control with a finality counter on it.
Whenever a creature an opponent controls dies, they may pay 3 life. If they don't, return that card under your control with a finality counter on it.
B
Legendary Enchantment
Enchantment
4
XXBBBB
DSK~
1
Meathook Massacre II
When Meathook Massacre II enters, each player sacrifices X creatures.
Whenever a creature you control dies, you may pay 3 life. If you do, return that card under your control with a finality counter on it.
Whenever a creature an opponent controls dies, they may pay 3 life. If they don't, return that card under your control with a finality counter on it.
B
Legendary Enchantment
Enchantment
4
XXBBBB
DSK~
1
Meathook Massacre II
When Meathook Massacre II enters, each player sacrifices X creatures.
Whenever a creature you control dies, you may pay 3 life. If you do, return that card under your control with a finality counter on it.
Whenever a creature an opponent controls dies, they may pay 3 life. If they don't, return that card under your control with a finality counter on it.
B
Legendary Enchantment
Enchantment
4
XXBBBB
DSK~
1
Miasma Demon
Flying
When Miasma Demon enters, you may discard any number of cards. When you do, up to that many target creatures each get -2/-2 until end of turn.
B
Creature — Demon
Creature
6
4BB
5/4
DSK~
2
Midnight Mayhem
Create three 1/1 red Gremlin creature tokens. Gremlins you control gain menace, lifelink, and haste until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
RW
Sorcery
Sorcery
4
2RW
DSK~
3
Mirror Room
(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.)
When you unlock this door, create a token that's a copy of target creature you control, except it's a Reflection in addition to its other creature types.
U
Enchantment — Room
Enchantment
10
2U
DSK~
1
Fractured Realm
(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.)
If a triggered ability of a permanent you control triggers, that ability triggers an additional time.
U
Enchantment — Room
Enchantment
10
5UU
DSK~
1
Mirror Room
(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.)
When you unlock this door, create a token that's a copy of target creature you control, except it's a Reflection in addition to its other creature types.
U
Enchantment — Room
Enchantment
10
2U
DSK~
1
Fractured Realm
(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.)
If a triggered ability of a permanent you control triggers, that ability triggers an additional time.
U
Enchantment — Room
Enchantment
10
5UU
DSK~
1
Moldering Gym
(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.)
When you unlock this door, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
G
Enchantment — Room
Enchantment
9
2G
DSK~
1
Weight Room
(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.)
When you unlock this door, manifest dread, then put three +1/+1 counters on that creature.
G
Enchantment — Room
Enchantment
9
5G
DSK~
1
Most Valuable Slayer
Whenever you attack, target attacking creature gets +1/+0 and gains first strike until end of turn.
R
Creature — Human Warrior
Creature
4
3R
2/4
DSK~
2
Mountain
({T}: Add {R}.)
Basic Land — Mountain
Land
0
DSK~
0
Mountain
({T}: Add {R}.)
Basic Land — Mountain
Land
0
DSK~
0
Mountain
({T}: Add {R}.)
Basic Land — Mountain
Land
0
DSK~
0
Murder
Destroy target creature.
B
Instant
Instant
3
1BB
DSK~
3
Murky Sewer
Murky Sewer enters tapped unless a player has 13 or less life.
{T}: Add {U} or {B}.
Land
Land
0
DSK~
0
Nashi, Searcher in the Dark
Menace
Whenever Nashi, Searcher in the Dark deals combat damage to a player, you mill that many cards. You may put any number of legendary and/or enchantment cards from among them into your hand. If you put no cards into your hand this way, put a +1/+1 counter on Nashi.
BU
Legendary Creature — Rat Ninja Wizard
Creature
2
UB
2/2
DSK~
2
Nashi, Searcher in the Dark
Menace
Whenever Nashi, Searcher in the Dark deals combat damage to a player, you mill that many cards. You may put any number of legendary and/or enchantment cards from among them into your hand. If you put no cards into your hand this way, put a +1/+1 counter on Nashi.
BU
Legendary Creature — Rat Ninja Wizard
Creature
2
UB
2/2
DSK~
2
Neglected Manor
Neglected Manor enters tapped unless a player has 13 or less life.
{T}: Add {W} or {B}.
Land
Land
0
DSK~
0
Niko, Light of Hope
When Niko, Light of Hope enters, create two Shard tokens. (They're enchantments with "{2}, Sacrifice this enchantment: Scry 1, then draw a card.")
{2}, {T}: Exile target nonlegendary creature you control. Shards you control become copies of it until the beginning of the next end step. Return it to the battlefield under its owner's control at the beginning of the next end step.
UW
Legendary Creature — Human Wizard
Creature
4
2WU
3/4
DSK~
2
Niko, Light of Hope
When Niko, Light of Hope enters, create two Shard tokens. (They're enchantments with "{2}, Sacrifice this enchantment: Scry 1, then draw a card.")
{2}, {T}: Exile target nonlegendary creature you control. Shards you control become copies of it until the beginning of the next end step. Return it to the battlefield under its owner's control at the beginning of the next end step.
UW
Legendary Creature — Human Wizard
Creature
4
2WU
3/4
DSK~
2
Niko, Light of Hope
When Niko, Light of Hope enters, create two Shard tokens. (They're enchantments with "{2}, Sacrifice this enchantment: Scry 1, then draw a card.")
{2}, {T}: Exile target nonlegendary creature you control. Shards you control become copies of it until the beginning of the next end step. Return it to the battlefield under its owner's control at the beginning of the next end step.
UW
Legendary Creature — Human Wizard
Creature
4
2WU
3/4
DSK~
2
Norin, Swift Survivalist
Norin, Swift Survivalist can't block.
Whenever a creature you control becomes blocked, you may exile it. You may play that card from exile this turn.
R
Legendary Creature — Human Coward
Creature
1
R
2/1
DSK~
2
Norin, Swift Survivalist
Norin, Swift Survivalist can't block.
Whenever a creature you control becomes blocked, you may exile it. You may play that card from exile this turn.
R
Legendary Creature — Human Coward
Creature
1
R
2/1
DSK~
2
Nowhere to Run
Flash
When Nowhere to Run enters, target creature an opponent controls gets -3/-3 until end of turn.
Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.
B
Enchantment
Enchantment
2
1B
DSK~
1
Oblivious Bookworm
At the beginning of your end step, you may draw a card. If you do, discard a card unless a permanent entered the battlefield face down under your control this turn or you turned a permanent face up this turn.
GU
Creature — Human Wizard
Creature
2
GU
2/3
DSK~
2
Oblivious Bookworm
At the beginning of your end step, you may draw a card. If you do, discard a card unless a permanent entered the battlefield face down under your control this turn or you turned a permanent face up this turn.
GU
Creature — Human Wizard
Creature
2
GU
2/3
DSK~
2
Omnivorous Flytrap
Delirium — Whenever Omnivorous Flytrap enters or attacks, if there are four or more card types among cards in your graveyard, distribute two +1/+1 counters among one or two target creatures. Then if there are six or more card types among cards in your graveyard, double the number of +1/+1 counters on those creatures.
G
Creature — Plant
Creature
3
2G
2/4
DSK~
2
Omnivorous Flytrap
Delirium — Whenever Omnivorous Flytrap enters or attacks, if there are four or more card types among cards in your graveyard, distribute two +1/+1 counters among one or two target creatures. Then if there are six or more card types among cards in your graveyard, double the number of +1/+1 counters on those creatures.
G
Creature — Plant
Creature
3
2G
2/4
DSK~
2
Optimistic Scavenger
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, put a +1/+1 counter on target creature.
W
Creature — Human Scout
Creature
1
W
1/1
DSK~
2
Optimistic Scavenger
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, put a +1/+1 counter on target creature.
W
Creature — Human Scout
Creature
1
W
1/1
DSK~
2
Orphans of the Wheat
Whenever Orphans of the Wheat attacks, tap any number of untapped creatures you control. Orphans of the Wheat gets +1/+1 until end of turn for each creature tapped this way.
W
Creature — Human
Creature
2
1W
2/1
DSK~
2
Osseous Sticktwister
Lifelink
Delirium — At the beginning of your end step, if there are four or more card types among cards in your graveyard, each opponent may sacrifice a nonland permanent or discard a card. Then Osseous Sticktwister deals damage equal to its power to each opponent who didn't sacrifice a permanent or discard a card this way.
B
Artifact Creature — Scarecrow
Creature
2
1B
2/2
DSK~
2
Overgrown Zealot
{T}: Add one mana of any color.
{T}: Add two mana of any one color. Spend this mana only to turn permanents face up.
G
Creature — Elf Druid
Creature
2
1G
0/4
DSK~
2
Overlord of the Balemurk
Impending 5—{1}{B} (If you cast this spell for its impending cost, it enters with five time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever Overlord of the Balemurk enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
B
Enchantment Creature — Avatar Horror
Creature
5
3BB
5/5
DSK~
2
Overlord of the Balemurk
Impending 5—{1}{B} (If you cast this spell for its impending cost, it enters with five time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever Overlord of the Balemurk enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
B
Enchantment Creature — Avatar Horror
Creature
5
3BB
5/5
DSK~
2
Overlord of the Balemurk
Impending 5—{1}{B} (If you cast this spell for its impending cost, it enters with five time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever Overlord of the Balemurk enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
B
Enchantment Creature — Avatar Horror
Creature
5
3BB
5/5
DSK~
2
Overlord of the Balemurk
Impending 5—{1}{B} (If you cast this spell for its impending cost, it enters with five time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever Overlord of the Balemurk enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
B
Enchantment Creature — Avatar Horror
Creature
5
3BB
5/5
DSK~
2
Overlord of the Boilerbilges
Impending 4—{2}{R}{R} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever Overlord of the Boilerbilges enters or attacks, it deals 4 damage to any target.
R
Enchantment Creature — Avatar Horror
Creature
6
4RR
5/5
DSK~
2
Overlord of the Boilerbilges
Impending 4—{2}{R}{R} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever Overlord of the Boilerbilges enters or attacks, it deals 4 damage to any target.
R
Enchantment Creature — Avatar Horror
Creature
6
4RR
5/5
DSK~
2
Overlord of the Boilerbilges
Impending 4—{2}{R}{R} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever Overlord of the Boilerbilges enters or attacks, it deals 4 damage to any target.
R
Enchantment Creature — Avatar Horror
Creature
6
4RR
5/5
DSK~
2
Overlord of the Boilerbilges
Impending 4—{2}{R}{R} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever Overlord of the Boilerbilges enters or attacks, it deals 4 damage to any target.
R
Enchantment Creature — Avatar Horror
Creature
6
4RR
5/5
DSK~
2
Overlord of the Floodpits
Impending 4—{1}{U}{U} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Flying
Whenever Overlord of the Floodpits enters or attacks, draw two cards, then discard a card.
U
Enchantment Creature — Avatar Horror
Creature
5
3UU
5/3
DSK~
2
Overlord of the Floodpits
Impending 4—{1}{U}{U} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Flying
Whenever Overlord of the Floodpits enters or attacks, draw two cards, then discard a card.
U
Enchantment Creature — Avatar Horror
Creature
5
3UU
5/3
DSK~
2
Overlord of the Floodpits
Impending 4—{1}{U}{U} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Flying
Whenever Overlord of the Floodpits enters or attacks, draw two cards, then discard a card.
U
Enchantment Creature — Avatar Horror
Creature
5
3UU
5/3
DSK~
2
Overlord of the Floodpits
Impending 4—{1}{U}{U} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Flying
Whenever Overlord of the Floodpits enters or attacks, draw two cards, then discard a card.
U
Enchantment Creature — Avatar Horror
Creature
5
3UU
5/3
DSK~
2
Overlord of the Hauntwoods
Impending 4—{1}{G}{G} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever Overlord of the Hauntwoods enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
G
Enchantment Creature — Avatar Horror
Creature
5
3GG
6/5
DSK~
2
Overlord of the Hauntwoods
Impending 4—{1}{G}{G} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever Overlord of the Hauntwoods enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
G
Enchantment Creature — Avatar Horror
Creature
5
3GG
6/5
DSK~
2
Overlord of the Hauntwoods
Impending 4—{1}{G}{G} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever Overlord of the Hauntwoods enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
G
Enchantment Creature — Avatar Horror
Creature
5
3GG
6/5
DSK~
2
Overlord of the Hauntwoods
Impending 4—{1}{G}{G} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever Overlord of the Hauntwoods enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
G
Enchantment Creature — Avatar Horror
Creature
5
3GG
6/5
DSK~
2
Overlord of the Mistmoors
Impending 4—{2}{W}{W} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever Overlord of the Mistmoors enters or attacks, create two 2/1 white Insect creature tokens with flying.
W
Enchantment Creature — Avatar Horror
Creature
7
5WW
6/6
DSK~
2
Overlord of the Mistmoors
Impending 4—{2}{W}{W} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever Overlord of the Mistmoors enters or attacks, create two 2/1 white Insect creature tokens with flying.
W
Enchantment Creature — Avatar Horror
Creature
7
5WW
6/6
DSK~
2
Overlord of the Mistmoors
Impending 4—{2}{W}{W} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever Overlord of the Mistmoors enters or attacks, create two 2/1 white Insect creature tokens with flying.
W
Enchantment Creature — Avatar Horror
Creature
7
5WW
6/6
DSK~
2
Overlord of the Mistmoors
Impending 4—{2}{W}{W} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever Overlord of the Mistmoors enters or attacks, create two 2/1 white Insect creature tokens with flying.
W
Enchantment Creature — Avatar Horror
Creature
7
5WW
6/6
DSK~
2
Painter's Studio
(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.)
When you unlock this door, exile the top two cards of your library. You may play them until the end of your next turn.
R
Enchantment — Room
Enchantment
5
2R
DSK~
1
Defaced Gallery
(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.)
Whenever you attack, attacking creatures you control get +1/+0 until end of turn.
R
Enchantment — Room
Enchantment
5
1R
DSK~
1
Paranormal Analyst
Whenever you manifest dread, put a card you put into your graveyard this way into your hand.
U
Creature — Human Detective
Creature
2
1U
1/3
DSK~
2
Patched Plaything
Double strike
Patched Plaything enters with two -1/-1 counters on it if you cast it from your hand.
W
Artifact Creature — Toy
Creature
3
2W
4/3
DSK~
2
Patchwork Beastie
Delirium — Patchwork Beastie can't attack or block unless there are four or more card types among cards in your graveyard.
At the beginning of your upkeep, you may mill a card. (You may put the top card of your library into your graveyard.)
G
Artifact Creature — Beast
Creature
1
G
3/3
DSK~
2
Peculiar Lighthouse
Peculiar Lighthouse enters tapped unless a player has 13 or less life.
{T}: Add {U} or {R}.
Land
Land
0
DSK~
0
Peer Past the Veil
Discard your hand. Then draw X cards, where X is the number of card types among cards in your graveyard.
GR
Instant
Instant
4
2RG
DSK~
3
Peer Past the Veil
Discard your hand. Then draw X cards, where X is the number of card types among cards in your graveyard.
GR
Instant
Instant
4
2RG
DSK~
3
Piggy Bank
When Piggy Bank dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
R
Artifact Creature — Boar Toy
Creature
2
1R
3/2
DSK~
2
Piranha Fly
Flying
Piranha Fly enters tapped.
U
Creature — Fish Insect
Creature
2
1U
2/1
DSK~
2
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
DSK~
0
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
DSK~
0
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
DSK~
0
Popular Egotist
{1}{B}, Sacrifice another creature or enchantment: Popular Egotist gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it.)
Whenever you sacrifice a permanent, target opponent loses 1 life and you gain 1 life.
B
Creature — Human Rogue
Creature
3
2B
3/2
DSK~
2
Pyroclasm
Pyroclasm deals 2 damage to each creature.
R
Sorcery
Sorcery
2
1R
DSK~
3
Pyroclasm
Pyroclasm deals 2 damage to each creature.
R
Sorcery
Sorcery
2
1R
DSK~
3
Ragged Playmate
{1}, {T}: Target creature with power 2 or less can't be blocked this turn.
R
Artifact Creature — Toy
Creature
2
1R
2/2
DSK~
2
Rampaging Soulrager
Rampaging Soulrager gets +3/+0 as long as there are two or more unlocked doors among Rooms you control.
R
Creature — Spirit
Creature
3
2R
1/4
DSK~
2
Raucous Carnival
Raucous Carnival enters tapped unless a player has 13 or less life.
{T}: Add {R} or {W}.
Land
Land
0
DSK~
0
Razorkin Hordecaller
Haste
Whenever you attack, create a 1/1 red Gremlin creature token.
R
Creature — Human Clown Berserker
Creature
5
4R
4/4
DSK~
2
Razorkin Needlehead
Razorkin Needlehead has first strike during your turn.
Whenever an opponent draws a card, Razorkin Needlehead deals 1 damage to them.
R
Creature — Human Assassin
Creature
2
RR
2/2
DSK~
2
Razorkin Needlehead
Razorkin Needlehead has first strike during your turn.
Whenever an opponent draws a card, Razorkin Needlehead deals 1 damage to them.
R
Creature — Human Assassin
Creature
2
RR
2/2
DSK~
2
Razortrap Gorge
Razortrap Gorge enters tapped unless a player has 13 or less life.
{T}: Add {B} or {R}.
Land
Land
0
DSK~
0
Reluctant Role Model
Survival — At the beginning of your second main phase, if Reluctant Role Model is tapped, put a flying, lifelink, or +1/+1 counter on it.
Whenever Reluctant Role Model or another creature you control dies, if it had counters on it, put those counters on up to one target creature.
W
Creature — Human Survivor
Creature
2
1W
2/2
DSK~
2
Reluctant Role Model
Survival — At the beginning of your second main phase, if Reluctant Role Model is tapped, put a flying, lifelink, or +1/+1 counter on it.
Whenever Reluctant Role Model or another creature you control dies, if it had counters on it, put those counters on up to one target creature.
W
Creature — Human Survivor
Creature
2
1W
2/2
DSK~
2
Reluctant Role Model
Survival — At the beginning of your second main phase, if Reluctant Role Model is tapped, put a flying, lifelink, or +1/+1 counter on it.
Whenever Reluctant Role Model or another creature you control dies, if it had counters on it, put those counters on up to one target creature.
W
Creature — Human Survivor
Creature
2
1W
2/2
DSK~
2
Restricted Office
(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.)
When you unlock this room, destroy all creatures with power 3 or greater.
UW
Enchantment — Room
Enchantment
11
2WW
DSK~
1
Lecture Hall
(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.)
Other permanents you control have hexproof.
UW
Enchantment — Room
Enchantment
11
5UU
DSK~
1
Restricted Office
(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.)
When you unlock this room, destroy all creatures with power 3 or greater.
UW
Enchantment — Room
Enchantment
11
2WW
DSK~
1
Lecture Hall
(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.)
Other permanents you control have hexproof.
UW
Enchantment — Room
Enchantment
11
5UU
DSK~
1
Resurrected Cultist
Delirium — {2}{B}{B}: Return Resurrected Cultist 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. (If a creature with a finality counter on it would die, exile it instead.)
B
Creature — Human Cleric
Creature
3
2B
4/1
DSK~
2
Rip, Spawn Hunter
Survival — At the beginning of your second main phase, if Rip, Spawn Hunter is tapped, reveal the top X cards of your library, where X is its power. Put any number of creature and/or Vehicle cards with different powers from among them into your hand. Put the rest on the bottom of your library in a random order.
GW
Legendary Creature — Human Survivor
Creature
4
2GW
4/4
DSK~
2
Rip, Spawn Hunter
Survival — At the beginning of your second main phase, if Rip, Spawn Hunter is tapped, reveal the top X cards of your library, where X is its power. Put any number of creature and/or Vehicle cards with different powers from among them into your hand. Put the rest on the bottom of your library in a random order.
GW
Legendary Creature — Human Survivor
Creature
4
2GW
4/4
DSK~
2
Ripchain Razorkin
Reach
{2}{R}, Sacrifice a land: Draw a card.
R
Creature — Human Berserker
Creature
4
3R
5/3
DSK~
2
Rite of the Moth
Return target creature card from your graveyard to the battlefield with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
Flashback {3}{W}{W}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
BW
Sorcery
Sorcery
4
1WBB
DSK~
3
Roaring Furnance
(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.)
When you unlock this door, this Room deals damage equal to the number of cards in your hand to target creature an opponent controls.
R
Enchantment — Room
Enchantment
7
1R
DSK~
1
Steaming Sauna
(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.)
You have no maximum hand size. At the beginning of your end step, draw a card.
R
Enchantment — Room
Enchantment
7
3UU
DSK~
1
Rootwise Survivor
Haste
Survival — At the beginning of your second main phase, if Rootwise Survivor is tapped, put three +1/+1 counters on up to one target land you control. That land becomes a 0/0 Elemental creature in addition to its other types. It gains haste until your next turn.
G
Creature — Human Survivor
Creature
5
3GG
3/4
DSK~
2
Savior of the Small
Survival — At the beginning of your second main phase, if Savior of the Small is tapped, return target creature card with mana value 3 or less from your graveyard to your hand.
W
Creature — Kor Survivor
Creature
4
3W
3/4
DSK~
2
Saw
Equipped creature gets +2/+0.
Whenever equipped creature attacks, you may sacrifice a permanent other than that creature or Saw. If you do, draw a card.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Artifact
2
2
DSK~
1
Sawblade Skinripper
Menace
{2}, Sacrifice another creature or enchantment: Put a +1/+1 counter on Sawblade Skinripper.
At the beginning of your end step, if you sacrificed one or more permanents this turn, Sawblade Skinripper deals that much damage to any target.
BR
Creature — Human Assassin
Creature
3
1BR
3/2
DSK~
2
Say Its Name
Mill three cards. Then you may return a creature or land card from your graveyard to your hand.
Exile this card and two other cards named Say Its Name from your graveyard: Search your graveyard, hand, and/or library for a card named Altanak, the Thrice-Called and put it onto the battlefield. If you search your library this way, shuffle. Activate only as a sorcery.
G
Sorcery
Sorcery
2
1G
DSK~
3
Scorching Dragonfire
Scorching Dragonfire deals 3 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
R
Instant
Instant
2
1R
DSK~
3
Scrabbling Skullcrab
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, target player mills two cards. (They put the top two cards of their library into their graveyard.)
U
Creature — Crab Skeleton
Creature
1
U
0/3
DSK~
2
Screaming Nemesis
Haste
Whenever Screaming Nemesis is dealt damage, it deals that much damage to any other target. If a player is dealt damage this way, they can't gain life for the rest of the game.
R
Creature — Spirit
Creature
3
2R
3/3
DSK~
2
Screaming Nemesis
Haste
Whenever Screaming Nemesis is dealt damage, it deals that much damage to any other target. If a player is dealt damage this way, they can't gain life for the rest of the game.
R
Creature — Spirit
Creature
3
2R
3/3
DSK~
2
Shardmage's Rescue
Flash
Enchant creature you control
As long as Shardmage's Rescue entered this turn, enchanted creature has hexproof.
Enchanted creature gets +1/+1.
W
Enchantment — Aura
Enchantment
1
W
DSK~
1
Shardmage's Rescue
Flash
Enchant creature you control
As long as Shardmage's Rescue entered this turn, enchanted creature has hexproof.
Enchanted creature gets +1/+1.
W
Enchantment — Aura
Enchantment
1
W
DSK~
1
Sheltered by Ghosts
Enchant creature you control
When Sheltered by Ghosts enters, exile target nonland permanent an opponent controls until Sheltered by Ghosts leaves the battlefield.
Enchanted creature gets +1/+0 and has lifelink and ward {2}.
W
Enchantment — Aura
Enchantment
2
1W
DSK~
1
Shepherding Spirits
Flying
Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
W
Creature — Spirit
Creature
6
4WW
4/5
DSK~
2
Shrewd Storyteller
Survival — At the beginning of your second main phase, if Shrewd Storyteller is tapped, put a +1/+1 counter on target creature.
GW
Creature — Human Survivor
Creature
3
1GW
3/3
DSK~
2
Silent Hallcreeper
Silent Hallcreeper can't be blocked.
Whenever Silent Hallcreeper deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on Silent Hallcreeper.
• Draw a card.
• Silent Hallcreeper becomes a copy of another target creature you control.
U
Enchantment Creature — Horror
Creature
2
1U
1/1
DSK~
2
Silent Hallcreeper
Silent Hallcreeper can't be blocked.
Whenever Silent Hallcreeper deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on Silent Hallcreeper.
• Draw a card.
• Silent Hallcreeper becomes a copy of another target creature you control.
U
Enchantment Creature — Horror
Creature
2
1U
1/1
DSK~
2
Skullsnap Nuisance
Flying
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
BU
Creature — Insect Skeleton
Creature
2
UB
1/4
DSK~
2
Slavering Branchsnapper
Trample
Forestcycling {2} ({2}, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)
G
Creature — Lizard
Creature
6
4GG
7/6
DSK~
2
Smoky Lounge
(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.)
At the beginning of your first main phase, add {R}{R}. Spend this mana only to cast Room spells and unlock doors.
RU
Enchantment — Room
Enchantment
7
2R
DSK~
1
Misty Salon
(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.)
When you unlock this door, you create an X/X blue Spirit creature token with flying, where X is the number of unlocked doors among Rooms you control.
RU
Enchantment — Room
Enchantment
7
3U
DSK~
1
Spectral Snatcher
Ward—Discard a card. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.)
Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
B
Creature — Spirit
Creature
6
4BB
6/5
DSK~
2
Spineseeker Centipede
When Spineseeker Centipede enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Delirium — Spineseeker Centipede gets +1/+2 and has vigilance as long as there are four or more card types among cards in your graveyard.
G
Creature — Insect
Creature
3
2G
2/1
DSK~
2
Split Up
Choose one —
• Destroy all tapped creatures.
• Destroy all untapped creatures.
W
Sorcery
Sorcery
3
1WW
DSK~
3
Split Up
Choose one —
• Destroy all tapped creatures.
• Destroy all untapped creatures.
W
Sorcery
Sorcery
3
1WW
DSK~
3
Splitskin Doll
When Splitskin Doll enters, draw a card. Then discard a card unless you control another creature with power 2 or less.
W
Artifact Creature — Toy
Creature
2
1W
2/1
DSK~
2
Sporogenic Infection
Enchant creature
When Sporogenic Infection enters, target player sacrifices a creature other than enchanted creature.
When enchanted creature is dealt damage, destroy it.
B
Enchantment — Aura
Enchantment
2
1B
DSK~
1
Stalked Researcher
Defender
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Stalked Researcher can attack this turn as though it didn't have defender.
U
Creature — Human Wizard
Creature
2
1U
3/3
DSK~
2
Stay Hidden, Stay Silent
Enchant creature
When Stay Hidden, Stay Silent enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
{4}{U}{U}: Shuffle enchanted creature into its owner's library, then manifest dread. Activate only as a sorcery.
U
Enchantment — Aura
Enchantment
2
1U
DSK~
1
Stay Hidden, Stay Silent
Enchant creature
When Stay Hidden, Stay Silent enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
{4}{U}{U}: Shuffle enchanted creature into its owner's library, then manifest dread. Activate only as a sorcery.
U
Enchantment — Aura
Enchantment
2
1U
DSK~
1
Strangled Cemetery
Strangled Cemetery enters tapped unless a player has 13 or less life.
{T}: Add {B} or {G}.
Land
Land
0
DSK~
0
Surgical Suite
(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.)
When you unlock this door, return target creature card with mana value 3 or less from your graveyard to the battlefield.
W
Enchantment — Room
Enchantment
6
1W
DSK~
1
Hospital Room
(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.)
Whenever you attack, put a +1/+1 counter on target attacking creature.
W
Enchantment — Room
Enchantment
6
3W
DSK~
1
Swamp
({T}: Add {B}.)
Basic Land — Swamp
Land
0
DSK~
0
Swamp
({T}: Add {B}.)
Basic Land — Swamp
Land
0
DSK~
0
Swamp
({T}: Add {B}.)
Basic Land — Swamp
Land
0
DSK~
0
Terramorphic Expanse
{T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Land
0
DSK~
0
The Jolly Balloon Man
Haste
{1}, {T}: Create a token that's a copy of another target creature you control, except it's a 1/1 red Balloon creature in addition to its other colors and types and it has flying and haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
RW
Legendary Creature — Human Clown
Creature
3
1RW
1/4
DSK~
2
The Jolly Balloon Man
Haste
{1}, {T}: Create a token that's a copy of another target creature you control, except it's a 1/1 red Balloon creature in addition to its other colors and types and it has flying and haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
RW
Legendary Creature — Human Clown
Creature
3
1RW
1/4
DSK~
2
The Mindskinner
The Mindskinner can't be blocked.
If a source you control would deal damage to an opponent, prevent that damage and each opponent mills that many cards.
U
Legendary Enchantment Creature — Nightmare
Creature
3
UUU
10/1
DSK~
2
The Mindskinner
The Mindskinner can't be blocked.
If a source you control would deal damage to an opponent, prevent that damage and each opponent mills that many cards.
U
Legendary Enchantment Creature — Nightmare
Creature
3
UUU
10/1
DSK~
2
The Rollercrusher Ride
Delirium — If a source you control would deal noncombat damage to a permanent or player while there are four or more card types among cards in your graveyard, it deals double that damage instead.
When The Rollercrusher Ride enters, it deals X damage to each of up to X target creatures.
R
Legendary Enchantment
Enchantment
3
X2R
DSK~
1
The Rollercrusher Ride
Delirium — If a source you control would deal noncombat damage to a permanent or player while there are four or more card types among cards in your graveyard, it deals double that damage instead.
When The Rollercrusher Ride enters, it deals X damage to each of up to X target creatures.
R
Legendary Enchantment
Enchantment
3
X2R
DSK~
1
The Rollercrusher Ride
Delirium — If a source you control would deal noncombat damage to a permanent or player while there are four or more card types among cards in your graveyard, it deals double that damage instead.
When The Rollercrusher Ride enters, it deals X damage to each of up to X target creatures.
R
Legendary Enchantment
Enchantment
3
X2R
DSK~
1
The Swarmweaver
When The Swarmweaver enters, create two 1/1 black and green Insect creature tokens with flying.
Delirium — As long as there are four or more card types among cards in your graveyard, Insects and Spiders you control get +1/+1 and have deathtouch.
BG
Legendary Artifact Creature — Scarecrow
Creature
4
2BG
2/3
DSK~
2
The Swarmweaver
When The Swarmweaver enters, create two 1/1 black and green Insect creature tokens with flying.
Delirium — As long as there are four or more card types among cards in your graveyard, Insects and Spiders you control get +1/+1 and have deathtouch.
BG
Legendary Artifact Creature — Scarecrow
Creature
4
2BG
2/3
DSK~
2
The Swarmweaver
When The Swarmweaver enters, create two 1/1 black and green Insect creature tokens with flying.
Delirium — As long as there are four or more card types among cards in your graveyard, Insects and Spiders you control get +1/+1 and have deathtouch.
BG
Legendary Artifact Creature — Scarecrow
Creature
4
2BG
2/3
DSK~
2
The Tale of Tamiyo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Mill two cards. If two cards that share a card type were milled this way, draw a card and repeat this process.
IV — Exile any number of target instant, sorcery, and/or Tamiyo planeswalker cards from your graveyard. Copy them. You may cast any number of the copies.
U
Legendary Enchantment — Saga
Enchantment
3
2U
DSK~
1
The Wandering Rescuer
Flash
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Double strike
Other tapped creatures you control have hexproof.
W
Legendary Creature — Human Samurai Noble
Creature
5
3WW
3/4
DSK~
2
The Wandering Rescuer
Flash
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Double strike
Other tapped creatures you control have hexproof.
W
Legendary Creature — Human Samurai Noble
Creature
5
3WW
3/4
DSK~
2
The Wandering Rescuer
Flash
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Double strike
Other tapped creatures you control have hexproof.
W
Legendary Creature — Human Samurai Noble
Creature
5
3WW
3/4
DSK~
2
Thornspire Verge
{T}: Add {R}.
{T}: Add {G}. Activate only if you control a Mountain or a Forest.
Land
Land
0
DSK~
0
Thornspire Verge
{T}: Add {R}.
{T}: Add {G}. Activate only if you control a Mountain or a Forest.
Land
Land
0
DSK~
0
Threats Around Every Corner
When Threats Around Every Corner enters, manifest dread.
Whenever a face-down permanent you control enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
G
Enchantment
Enchantment
4
3G
DSK~
1
Toby, Beastie Befriender
When Toby, Beastie Befriender enters, create a 4/4 white Beast creature token with "This creature can't attack or block alone."
As long as you control four or more creature tokens, creature tokens you control have flying.
W
Legendary Creature — Human Wizard
Creature
3
2W
1/1
DSK~
2
Toby, Beastie Befriender
When Toby, Beastie Befriender enters, create a 4/4 white Beast creature token with "This creature can't attack or block alone."
As long as you control four or more creature tokens, creature tokens you control have flying.
W
Legendary Creature — Human Wizard
Creature
3
2W
1/1
DSK~
2
Trapped in the Screen
Ward {2} (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
When Trapped in the Screen enters, exile target artifact, creature, or enchantment an opponent controls until Trapped in the Screen leaves the battlefield.
W
Enchantment
Enchantment
3
2W
DSK~
1
Trial of Agony
Choose two target creatures controlled by the same opponent. That player chooses one of those creatures. Trial of Agony deals 5 damage to that creature, and the other can't block this turn.
R
Sorcery
Sorcery
1
R
DSK~
3
Tunnel Surveyor
When Tunnel Surveyor enters, create a 1/1 white Glimmer enchantment creature token.
U
Creature — Human Detective
Creature
3
2U
2/2
DSK~
2
Turn Inside Out
Target creature gets +3/+0 until end of turn. When it dies this turn, 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.)
R
Instant
Instant
1
R
DSK~
3
Twist Reality
Choose one —
• Counter target spell.
• 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.)
U
Instant
Instant
3
1UU
DSK~
3
Twitching Doll
{T}: Add one mana of any color. Put a nest counter on Twitching Doll.
{T}, Sacrifice Twitching Doll: Create a 2/2 green Spider creature token with reach for each counter on Twitching Doll. Activate only as a sorcery.
G
Artifact Creature — Spider Toy
Creature
2
1G
2/2
DSK~
2
Twitching Doll
{T}: Add one mana of any color. Put a nest counter on Twitching Doll.
{T}, Sacrifice Twitching Doll: Create a 2/2 green Spider creature token with reach for each counter on Twitching Doll. Activate only as a sorcery.
G
Artifact Creature — Spider Toy
Creature
2
1G
2/2
DSK~
2
Twitching Doll
{T}: Add one mana of any color. Put a nest counter on Twitching Doll.
{T}, Sacrifice Twitching Doll: Create a 2/2 green Spider creature token with reach for each counter on Twitching Doll. Activate only as a sorcery.
G
Artifact Creature — Spider Toy
Creature
2
1G
2/2
DSK~
2
Tyvar, the Pummeler
Tap another untapped creature you control: Tyvar, the Pummeler gains indestructible until end of turn. Tap it.
{3}{G}{G}: Creatures you control get +X/+X until end of turn, where X is the greatest power among creatures you control.
G
Legendary Creature — Elf Warrior
Creature
3
1GG
3/3
DSK~
2
Tyvar, the Pummeler
Tap another untapped creature you control: Tyvar, the Pummeler gains indestructible until end of turn. Tap it.
{3}{G}{G}: Creatures you control get +X/+X until end of turn, where X is the greatest power among creatures you control.
G
Legendary Creature — Elf Warrior
Creature
3
1GG
3/3
DSK~
2
Tyvar, the Pummeler
Tap another untapped creature you control: Tyvar, the Pummeler gains indestructible until end of turn. Tap it.
{3}{G}{G}: Creatures you control get +X/+X until end of turn, where X is the greatest power among creatures you control.
G
Legendary Creature — Elf Warrior
Creature
3
1GG
3/3
DSK~
2
Unable to Scream
Enchant creature
Enchanted creature loses all abilities and is a Toy artifact creature with base power and toughness 0/2 in addition to its other types.
As long as enchanted creature is face down, it can't be turned face up.
U
Enchantment — Aura
Enchantment
1
U
DSK~
1
Undead Sprinter
Trample, haste
You may cast Undead Sprinter from your graveyard if a non-Zombie creature died this turn. If you do, Undead Sprinter enters with a +1/+1 counter on it.
BR
Creature — Zombie
Creature
2
BR
2/2
DSK~
2
Undead Sprinter
Trample, haste
You may cast Undead Sprinter from your graveyard if a non-Zombie creature died this turn. If you do, Undead Sprinter enters with a +1/+1 counter on it.
BR
Creature — Zombie
Creature
2
BR
2/2
DSK~
2
Under the Skin
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.)
You may return a permanent card from your graveyard to your hand.
G
Sorcery
Sorcery
3
2G
DSK~
3
Under the Skin
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.)
You may return a permanent card from your graveyard to your hand.
G
Sorcery
Sorcery
3
2G
DSK~
3
Unholy Annex
(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.)
At the beginning of your end step, draw a card. If you control a Demon, each opponent loses 2 life and you gain 2 life. Otherwise, you lose 2 life.
B
Enchantment — Room
Enchantment
8
2B
DSK~
1
Ritual Chamber
(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.)
When you unlock this door, create a 6/6 black Demon creature token with flying.
B
Enchantment — Room
Enchantment
8
3BB
DSK~
1
Unholy Annex
(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.)
At the beginning of your end step, draw a card. If you control a Demon, each opponent loses 2 life and you gain 2 life. Otherwise, you lose 2 life.
B
Enchantment — Room
Enchantment
8
2B
DSK~
1
Ritual Chamber
(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.)
When you unlock this door, create a 6/6 black Demon creature token with flying.
B
Enchantment — Room
Enchantment
8
3BB
DSK~
1
Unidentified Hovership
Flying
When Unidentified Hovership enters, exile up to one target creature with toughness 5 or less.
When Unidentified Hovership leaves the battlefield, the exiled card's owner manifests dread.
Crew 1
W
Artifact — Vehicle
Artifact
3
1WW
2/2
DSK~
1
Unidentified Hovership
Flying
When Unidentified Hovership enters, exile up to one target creature with toughness 5 or less.
When Unidentified Hovership leaves the battlefield, the exiled card's owner manifests dread.
Crew 1
W
Artifact — Vehicle
Artifact
3
1WW
2/2
DSK~
1
Unnerving Grasp
Return up to one target nonland permanent to its owner's hand. 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.)
U
Sorcery
Sorcery
3
2U
DSK~
3
Unsettling Twins
When Unsettling Twins enters, 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.)
W
Creature — Human
Creature
4
3W
2/2
DSK~
2
Unstoppable Slasher
Deathtouch
Whenever Unstoppable Slasher deals combat damage to a player, they lose half their life, rounded up.
When Unstoppable Slasher dies, if it had no counters on it, return it to the battlefield tapped under its owner's control with two stun counters on it.
B
Creature — Zombie Assassin
Creature
3
2B
2/3
DSK~
2
Unstoppable Slasher
Deathtouch
Whenever Unstoppable Slasher deals combat damage to a player, they lose half their life, rounded up.
When Unstoppable Slasher dies, if it had no counters on it, return it to the battlefield tapped under its owner's control with two stun counters on it.
B
Creature — Zombie Assassin
Creature
3
2B
2/3
DSK~
2
Unstoppable Slasher
Deathtouch
Whenever Unstoppable Slasher deals combat damage to a player, they lose half their life, rounded up.
When Unstoppable Slasher dies, if it had no counters on it, return it to the battlefield tapped under its owner's control with two stun counters on it.
B
Creature — Zombie Assassin
Creature
3
2B
2/3
DSK~
2
Untimely Malfunction
Choose one —
• Destroy target artifact.
• Change the target of target spell or ability with a single target.
• One or two target creatures can't block this turn.
R
Instant
Instant
2
1R
DSK~
3
Unwanted Remake
Destroy target creature. 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.)
W
Instant
Instant
1
W
DSK~
3
Unwanted Remake
Destroy target creature. 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.)
W
Instant
Instant
1
W
DSK~
3
Unwilling Vessel
Vigilance
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, put a possession counter on Unwilling Vessel.
When Unwilling Vessel dies, create an X/X blue Spirit creature token with flying, where X is the number of counters on Unwilling Vessel.
U
Creature — Human Wizard
Creature
3
2U
3/2
DSK~
2
Valgavoth's Faithful
{3}{B}, Sacrifice Valgavoth's Faithful: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
B
Creature — Human Cleric
Creature
1
B
1/1
DSK~
2
Valgavoth's Faithful
{3}{B}, Sacrifice Valgavoth's Faithful: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
B
Creature — Human Cleric
Creature
1
B
1/1
DSK~
2
Valgavoth's Lair
Hexproof
Valgavoth's Lair enters tapped. As it enters, choose a color.
{T}: Add one mana of the chosen color.
Enchantment Land
Land
0
DSK~
0
Valgavoth's Lair
Hexproof
Valgavoth's Lair enters tapped. As it enters, choose a color.
{T}: Add one mana of the chosen color.
Enchantment Land
Land
0
DSK~
0
Valgavoth's Onslaught
Manifest dread X times, then put X +1/+1 counters on each of those creatures. (To manifest dread, look at the top two cards of your library, then 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.)
G
Sorcery
Sorcery
1
XXG
DSK~
3
Valgavoth's Onslaught
Manifest dread X times, then put X +1/+1 counters on each of those creatures. (To manifest dread, look at the top two cards of your library, then 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.)
G
Sorcery
Sorcery
1
XXG
DSK~
3
Valgavoth, Terror Eater
Flying, lifelink
Ward—Sacrifice three nonland permanents.
If a card you didn't control would be put into an opponent's graveyard from anywhere, exile it instead.
During your turn, you may play cards exiled with Valgavoth. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
B
Legendary Creature — Elder Demon
Creature
9
6BBB
9/9
DSK~
2
Valgavoth, Terror Eater
Flying, lifelink
Ward—Sacrifice three nonland permanents.
If a card you didn't control would be put into an opponent's graveyard from anywhere, exile it instead.
During your turn, you may play cards exiled with Valgavoth. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
B
Legendary Creature — Elder Demon
Creature
9
6BBB
9/9
DSK~
2
Valgavoth, Terror Eater
Flying, lifelink
Ward—Sacrifice three nonland permanents.
If a card you didn't control would be put into an opponent's graveyard from anywhere, exile it instead.
During your turn, you may play cards exiled with Valgavoth. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
B
Legendary Creature — Elder Demon
Creature
9
6BBB
9/9
DSK~
2
Vanish from Sight
Target nonland permanent's owner puts it on the top or bottom of their library. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
U
Instant
Instant
4
3U
DSK~
3
Vengeful Possession
Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. You may discard a card. If you do, draw a card.
R
Sorcery
Sorcery
3
2R
DSK~
3
Veteran Survivor
Survival — At the beginning of your second main phase, if Veteran Survivor is tapped, exile up to one target card from a graveyard.
As long as there are three or more cards exiled with Veteran Survivor, it gets +3/+3 and has hexproof. (It can't be the target of spells or abilities your opponents control.)
W
Creature — Human Survivor
Creature
1
W
2/1
DSK~
2
Vicious Clown
Whenever another creature you control with power 2 or less enters, Vicious Clown gets +2/+0 until end of turn.
R
Creature — Human Clown
Creature
3
2R
2/3
DSK~
2
Victor, Valgavoth's Seneschal
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 2 if this is the first time this ability has resolved this turn. If it's the second time, each opponent discards a card. If it's the third time, put a creature card from a graveyard onto the battlefield under your control.
BW
Legendary Creature — Human Warlock
Creature
3
1WB
3/3
DSK~
2
Victor, Valgavoth's Seneschal
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 2 if this is the first time this ability has resolved this turn. If it's the second time, each opponent discards a card. If it's the third time, put a creature card from a graveyard onto the battlefield under your control.
BW
Legendary Creature — Human Warlock
Creature
3
1WB
3/3
DSK~
2
Vile Mutilator
As an additional cost to cast this spell, sacrifice a creature or enchantment.
Flying, trample
When Vile Mutilator enters, each opponent sacrifices a nontoken enchantment, then sacrifices a nontoken creature.
B
Creature — Demon
Creature
7
5BB
6/5
DSK~
2
Violent Urge
Target creature gets +1/+0 and gains first strike until end of turn.
Delirium — If there are four or more card types among cards in your graveyard, that creature gains double strike until end of turn.
R
Instant
Instant
1
R
DSK~
3
Walk-in Closet
(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.)
You may play land cards from your graveyard.
G
Enchantment — Room
Enchantment
8
2G
DSK~
1
Forgotten Cellar
(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.)
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.
G
Enchantment — Room
Enchantment
8
3GG
DSK~
1
Walk-in Closet
(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.)
You may play land cards from your graveyard.
G
Enchantment — Room
Enchantment
8
2G
DSK~
1
Forgotten Cellar
(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.)
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.
G
Enchantment — Room
Enchantment
8
3GG
DSK~
1
Waltz of Rage
Target creature you control deals damage equal to its power to each other creature. Until end of turn, whenever a creature you control dies, exile the top card of your library. You may play it until the end of your next turn.
R
Sorcery
Sorcery
5
3RR
DSK~
3
Waltz of Rage
Target creature you control deals damage equal to its power to each other creature. Until end of turn, whenever a creature you control dies, exile the top card of your library. You may play it until the end of your next turn.
R
Sorcery
Sorcery
5
3RR
DSK~
3
Wary Watchdog
When Wary Watchdog enters or dies, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
G
Creature — Dog
Creature
2
1G
3/1
DSK~
2
Wickerfolk Thresher
Delirium — Whenever Wickerfolk Thresher attacks, if there are four or more card types among cards in your graveyard, look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.
G
Artifact Creature — Scarecrow
Creature
4
3G
5/4
DSK~
2
Wildfire Wickerfolk
Haste
Delirium — Wildfire Wickerfolk gets +1/+1 and has trample as long as there are four or more card types among cards in your graveyard.
GR
Artifact Creature — Scarecrow
Creature
2
RG
3/2
DSK~
2
Winter's Intervention
Winter's Intervention deals 2 damage to target creature. You gain 2 life.
B
Instant
Instant
2
1B
DSK~
3
Winter, Misanthropic Guide
Ward {2}
At the beginning of your upkeep, each player draws two cards.
Delirium — As long as there are four or more card types among cards in your graveyard, each opponent's maximum hand size is equal to seven minus the number of those card types.
BGR
Legendary Creature — Human Warlock
Creature
4
1BRG
3/4
DSK~
2
Winter, Misanthropic Guide
Ward {2}
At the beginning of your upkeep, each player draws two cards.
Delirium — As long as there are four or more card types among cards in your graveyard, each opponent's maximum hand size is equal to seven minus the number of those card types.
BGR
Legendary Creature — Human Warlock
Creature
4
1BRG
3/4
DSK~
2
Withering Torment
Destroy target creature or enchantment. You lose 2 life.
B
Instant
Instant
3
2B
DSK~
3
Withering Torment
Destroy target creature or enchantment. You lose 2 life.
B
Instant
Instant
3
2B
DSK~
3
Zimone, All-Questioning
At the beginning of your end step, if a land entered the battlefield under your control this turn and you control a prime number of lands, create Primo, the Indivisible, a legendary 0/0 green and blue Fractal creature token, then put that many +1/+1 counters on it. (2, 3, 5, 7, 11, 13, 17, 19, 23, 29, and 31 are prime numbers.)
GU
Legendary Creature — Human Wizard
Creature
3
1GU
1/1
DSK~
2
Zimone, All-Questioning
At the beginning of your end step, if a land entered the battlefield under your control this turn and you control a prime number of lands, create Primo, the Indivisible, a legendary 0/0 green and blue Fractal creature token, then put that many +1/+1 counters on it. (2, 3, 5, 7, 11, 13, 17, 19, 23, 29, and 31 are prime numbers.)
GU
Legendary Creature — Human Wizard
Creature
3
1GU
1/1
DSK~
2