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 DSC~ 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 FDN~ 3 Anthem of Champions Creatures you control get +1/+1. GW Enchantment Enchantment 2 GW FDN~ 1 Anthem of Champions Creatures you control get +1/+1. GW Enchantment Enchantment 2 GW FDN~ 1 Anthem of Champions Creatures you control get +1/+1. GW Enchantment Enchantment 2 GW FDN~ 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 FDN~ 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 FDN~ 2 Day of Judgment Destroy all creatures. W Sorcery Sorcery 4 2WW FDN~ 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 FDN~ 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 FDN~ 2 Helpful Hunter When this creature enters, draw a card. W Creature — Cat Creature 2 1W 1/1 FDN~ 2 Hero's Downfall Destroy target creature or planeswalker. B Instant Instant 3 1BB FDN~ 3 Highborn Vampire B Creature — Vampire Warrior Creature 4 3B 4/3 FDN~ 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 FDN~ 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 FDN~ 2 Leonin Skyhunter Flying W Creature — Cat Knight Creature 2 WW 2/2 FDN~ 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 FDN~ 2 Llanowar Elves {T}: Add {G}. G Creature — Elf Druid Creature 1 G 1/1 FDN~ 2 Moment of Craving Target creature gets -2/-2 until end of turn. You gain 2 life. B Instant Instant 2 1B FDN~ 3 Moment of Triumph Target creature gets +2/+2 until end of turn. You gain 2 life. W Instant Instant 1 W FDN~ 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 FDN~ 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 FDN~ 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 FDN~ 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 FDN~ 3 Omniscience You may cast spells from your hand without paying their mana costs. U Enchantment Enchantment 10 7UUU FDN~ 1 Omniscience You may cast spells from your hand without paying their mana costs. U Enchantment Enchantment 10 7UUU FDN~ 1 Pacifism Enchant creature Enchanted creature can't attack or block. W Enchantment — Aura Enchantment 2 1W FDN~ 1 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 FDN~ 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 FDN~ 2 Savannah Lions W Creature — Cat Creature 1 W 2/1 FDN~ 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 FDN~ 2 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 FDN~ 0 Uncharted Haven Uncharted Haven enters tapped. As it enters, choose a color. {T}: Add one mana of the chosen color. Land Land 0 FDN~ 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 FDN~ 1 Vampire Interloper Flying Vampire Interloper can't block. B Creature — Vampire Scout Creature 2 1B 2/1 FDN~ 2 Vampire Neonate {2}, {T}: Each opponent loses 1 life and you gain 1 life. B Creature — Vampire Creature 1 B 0/3 FDN~ 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 FDN~ 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 FDN~ 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 DSC~ 1 Adarkar Wastes {T}: Add {C}. {T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you. Land Land 0 DSC~ 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 DSC~ 2 Aether Gale Return six target nonland permanents to their owners' hands. U Sorcery Sorcery 5 3UU DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 3 Arcane Sanctum Arcane Sanctum enters tapped. {T}: Add {W}, {U}, or {B}. Land Land 0 DSC~ 0 Arcane Signet {T}: Add one mana of any color in your commander's color identity. Artifact Artifact 2 2 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 */* DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 0 Azorius Signet {1}, {T}: Add {W}{U}. Artifact Artifact 2 2 DSC~ 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 DSC~ 2 Beanstalk Giant // Fertile Footsteps G Creature — Giant // Sorcery — Adventure Creature 7 6G // 2G */* DSC~ 3 Beast Within Destroy target permanent. Its controller creates a 3/3 green Beast creature token. G Instant Instant 3 2G DSC~ 3 Bedevil Destroy target artifact, creature, or planeswalker. BR Instant Instant 3 BBR DSC~ 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 DSC~ 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 DSC~ 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 */* DSC~ 2 Bojuka Bog Bojuka Bog enters tapped. When Bojuka Bog enters, exile target player's graveyard. {T}: Add {B}. Land Land 0 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 1 Citanul Hierophants Creatures you control have "{T}: Add {G}." G Creature — Human Druid Creature 4 3G 3/2 DSC~ 2 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 2 Drownyard Temple {T}: Add {C}. {3}: Return Drownyard Temple from your graveyard to the battlefield tapped. Land Land 0 DSC~ 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 DSC~ 3 Eureka Moment Draw two cards. You may put a land card from your hand onto the battlefield. GU Instant Instant 4 2GU DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 2 Mind Stone {T}: Add {C}. {1}, {T}, Sacrifice Mind Stone: Draw a card. Artifact Artifact 2 2 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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 DSC~ 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