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After a peaceful jaunt through Bloomburrow,Magic: The Gatheringis taking a sharp 90-degree turn into the harsh, horrific world of Duskmourn. This is one of Magic’s most brutal sets in a long time, set in a demonically possessed house full of ghosts, monsters, and terrified survivors fighting for their lives.
Inspired by the horror movies of the 1970s through to the present day, Duskmourn is a much more modern world than Magic’s other horror setting, Innistrad. Walkmans, sneakers, and outrageously large shoulder pads pop up alongside riffs on everything from Friday The 13th to Saw, so don’t miss a single card as they’re revealed.

White
From cold porcelain to the glimmering light of the spirit world squeezing through the cracks of Duskmourn, white has some really interesting cards in this set.
Name And Description

Acrobatic Cheerleader
One generic, one white creature - Human Survivor - 2/2 - Common
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.

Cult Healer
Two generic, one white creature - Human Doctor - 3/3 - Common
Eerie -Whenever an enchantment you control enters and whenever you fully unlock a Room, Cult Healer gains lifelink until end of turn.

Dazzling Theater
Three generic, one white enchantment - Room - Rare
(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.)

Creature spells you cast have convoke.(Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for one generic or one mana of that creature’s color.)
Prop Room
Two generic, one white enchantment - Room - Rare
Untap each creature you control during each other player’s untap step.

Dollmaker’s Shop
One generic, one white enchantment - Room - Mythic Rare
Whenever one or more non-Toy creatures you control attack a player, create a 1/1 white Toy artifact creature token.

Porcelain Gallery
Four generic, two white enchantment - Room - Mythic Rare
Creatures you control have base power and toughness equal to the number of creatures you control.

Emerge from the Cocoon
Four generic, one white sorcery - Common

Return target creature card from your graveyard to the battlefield. You gain 3 life.
Enduring Innocence
One generic, two white enchantment creature - Sheep Glimmer - 2/1 - Rare
Lifelink
Whenever one or more other creature 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.)

Ethereal Armor
One generic, one white, one black legendary creature - Human Warlock - 3/3 - Rare
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.
Exorcise
One generic, one white sorcery - Uncommon
Exile target artifact, enchantment, or creature with power 4 or greater.
Fear of Abduction
Four generic, two white enchantment creature - Nightmare - 5/5 - Uncommon
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 enters the battlefield, exile target creature an opponent controls.
When Fear of Abduction leaves the battlefield, put each card exiled with it into its owner’s hand.
Fear of Immobility
Four generic, one white enchantment creature - Nightmare - 4/4 - Common
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.)
Fear of Surveillance
One generic, one white enchantment creature - Nightmare - 2/2 - Common
Vigilance
Whenever Fear of Surveillance attacks, surveil 1.(Look at the top card of your library. You may put it into your graveyard.)
Friendly Ghost
Three generic, one white creature - Spirit - 2/4 - Common
When Friendly Ghost enters, target creature gets +2/+4 until end of turn.
Ghostly Dancers
Three generic, two white creature - Spirit - 2/5 - Rare
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.
Glimmer Seeker
Two generic, one white creature - Human Survivor - 3/3 - Uncommon
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.
Grand Entryway
One generic, one white enchantment - Room - Common
When you unlock this door, create a 1/1 white Glimmer enchantment creature token.
Elegant Rotunda
Two generic, one white enchantment - Room - Common
When you unlock this door, put a +1/+1 counter on each of up to two target creatures.
Hardened Escort
Two generic, one white creature - Human Soldier - 2/4 - Common
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.)
Jump Scare
One white instant - Common
Until end of turn, target creature gets +2/+2, gains flying, and becomes a Horror enchantment creature in addition to its other types.
Leyline Of Hope
Two generic, two white enchantment - Rare
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.
Lionheart Glimmer
Three generic, two white enchantment creature - Cat Glimmer - 2/5 - Uncommon
Ward two generic(Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays two generic.)
Whenever you attack, creatures you control get +1/+1 until end of turn.
Living Phone
Two generic, one white artifact creature - Toy - 2/1 - Common
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.
Optimistic Scavenger
One white creature - Human Scout - 1/1 - Uncommon
Eerie— Whenever an enchantment you control enters and whenever you fully unlock a Room, put a +1/+1 counter on target creature.
Orphans of the Wheat
One generic, one white creature - Human - 2/1 - Uncommon
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.
Overlord of the Mistmoors
Five generic, two white enchantment creature - Avatar Horror - 6/6 - Mythic Rare
Impending 4 - Two generic, two white(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.
Patched Plaything
Two generic, one white artifact creature - Toy - 4/3 - Uncommon
Double strike
Patched Plaything enters with two -1/-1 counters on it if you cast it from your hand.
Possessed Goat
One white creature - Goat - 1/1 - Common
Three generic, Discard a card: Put three +1/+1 counters on Possessed Goat and it becomes a black Demon in addition to its other colors and types. Activate only once.
Reluctant Role Model
One generic, one white creature - Human Survivor - 2/2 - Rare
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.
Savior of the Small
Three generic, one white creature - Kor Survivor - 3/4 - Uncommon
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.
Seized From Slumber
Four generic, one white instant - Common
This spell costs three generic less to cast if it targets a tapped creature.
One white enchantment - Aura - Uncommon
Flash
Enchant creature you control
As long as Shardmage’s Rescue entered this turn, enchanted creature has hexproof.
One generic, one white enchantment - Aura - Uncommon
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.
Shepherding Spirits
Four generic, two white creature - Spirit - 4/5 - Common
Plainscycling two generic (Two generic,Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Splitskin Doll
One generic, one white artifact creature - Toy - 2/1 - Common
When Splitskin Doll enters, draw a card. Then discard a card unless you control another creature with power 2 or less.
One generic, two white sorcery - Rare
Choose one -
Surgical Suite
One generic, one white enchantment - Room - Uncommon
When you unlock this door, return target creature card with mana value 3 or less from your graveyard to the battlefield.
Hospital Room
Three generic, one white enchantment - Room - Uncommon
Whenever you attack, put a +1/+1 counter on target attacking creature.
The Wandering Rescuer
Three generic, two white legendary creature - Human Samurai Noble - 3/4 - Mythic Rare
Convoke(Your creature can help cast this spell. Each creature you tap while casting this spell pays for one generic or one mana of that creature’s color.)
Other tapped creatures you control have hexproof.
Toby, Beastie Befriender
Two generic, one white legendary creature - Human Wizard - 1/1 - Rare
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.
Trapped in the Screen
Two generic, one white enchantment - Common
Ward two generic(Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays two generic.)
When Trapped in the Screen enters, exile target artifact, creature, or enchantment an opponent controls until Trapped in the Screen leaves the battlefield.
Unidentified Hovership
One generic, two white artifact - Vehicle - 2/2 - Rare
When Unindetified 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
Unsettling Twins
Three generic, one white creature - Human - 2/2 - Common
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.)
Unwanted Remake
Destroy target creature. Its controller manifests 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. If it’s a creature card, it can be turned up at any time for its mana cost.)
Veteran Survivor
One white creature - Human Survivor - 2/1 - Uncommon
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.)
Blue
To survive in Duskmourn, you need technology and knowledge. The House Institute study Duskmourn for exits and advantages, but while ghost catchers and monster trackers can help you avoid threats,they can also be turned against you to destroy your mind with terror.
Abhorrent Oculus
Two generic, one blue creature - Eye - 5/5 - Mythic Rare
As an additional cost to cast this spell, exile six cards from your graveyard.
Bottomless Pool
One blue enchantment - Room - Uncommon
When you unlock this door, return up to one target creature to its owner’s hand.
Locker Room
Four generic, one blue enchantment - Room - Uncommon
Whenever one or more creatures you control deal combat damage to a player, draw a card.
Central Elevator
Three generic, one blue enchantment - Room - Rare
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.
Promising Stairs
Two generic, one blue enchantment - Room - Rare
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.
Clammy Prowler
Three generic, one blue enchantment creature - Horror - 2/5 - Common
Whenever Clammy Prowler attacks, another target attacking creature can’t be blocked this turn.
Creeping Peeper
One generic, one blue creature - Eye - 2/1 - Common
Tap: Add one blue mana. Spend this mana only to cast an enchantment spell, unlock a door, or turn a permanent face up.
Cursed Windbreaker
Two generic, one blue artifact - Equipment - Uncommon
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.)
Don’t Make A Sound
One generic, one blue instant - Common
Counter target spell unless its controller pays 2. If they do, surveil 2.(Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Draggermaw Megalodon
Four generic, two blue creature - Shark - 5/7 - Common
Islandcycling two generic (two generic, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Four generic, two blue enchantment - Aura - Uncommon
Enchant creature
Enchanted creature gets -3/-0 and loses all abilities.
Enduring Curiosity
Two generic, two blue enchantment creature - Cat Glimmer - 4/3 - Rare
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.)
One blue sorcery - Common
Draw a card.
Entity Tracker
Two generic, one blue creature - Human Scout - 2/3 - Rare
Eerie- Whenever an enchantment you control enters the battlefield and whenever you fully open a Room, draw a card.
Erratic Apparition
Two generic, one blue creature - Spirit - 1/3 - Common
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.
Fear of Failed Tests
Four generic, one blue enchantment creature - Nightmare - 2/7 - Uncommon
Whenever Fear of Failed Tests deals combat damage to a player, draw that many cards.
Fear of Falling
Three generic, two blue enchantment creature - Nightmare - 4/4 - Uncommon
Whenever Fear of Falling attacks, target creature defending player controls gets -2/-0 and loses flying until your next turn.
Fear of Impostors
One generic, two blue enchantment creature - Nightmare -3/2 - Uncommon
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.)
Fear of Isolation
One generic, one blue enchantment creature - Nightmare - 2/3 - Uncommon
As an additional cost to cast this spell, return a permanent you control to its owner’s hand.
Floodpits Drowner
One generic, one blue creature - Merfolk - 2/1 - Common
When Floodpits Drowner enters, tap target creature an opponent controls and put a stun counter on it.
One generic, one blue, Tap: Shuffle Floodpits Drowner and target creature with a stun counter on it into their owners' libraries.
Two blue instant - Uncommon
Counter target creature or enchantment spell.
Return one or two target creatures and/or enchantments you own to your hand.
Ghostly Keybearer
Three generic, one blue creature - Spirit - 3/3 - Uncommon
Whenever Ghostly Keybearer deals combat damage to a player, unlock a locked door of up to one target Room you control.
Glimmerburst
Three generic, one blue instant - Common
Draw two cards. Create a 1/1 white Glimmer enchantment creature token.
Leyline of Transformation
Two generic, two blue enchantment - Rare
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.
Marina Vendrell’s Grimoire
Five generic, one blue legendary artifact - Rare
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.
Mirror Room
Two generic, one blue enchantment - Room - Mythic Rare
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.
Fractured Realm
Five generic, two blue enchantment - Room - Mythic Rare
If a triggered ability of a permanent you control triggers, that ability triggers an additional time.
Meat Locker
Two generic, one blue enchantment - Room - Common
When you unlock this door, tap up to one target creature and put two stun counters on it.(If a permanent with a stun counter would become untapped, remove one from it instead.)
Drowned Diner
Three generic, two blue enchantment - Room - Common
When you unlock this door, draw three cards, then discard a card.
Overlord of the Floodpits
Three generic, two blue enchantment creature - Avatar Horror - 5/3 - Mythic Rare
Impending 4 - one generic, two blue(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 Floodpits enters or attacks, draw two cards, then discard a card.
Paranormal Analyst
One generic, one blue creature - Human Detective - 1/3 - Uncommon
Whenever you manifest dread, put a card you put into your graveyard this way into your hand.
Piranha Fly
One generic, one blue creature - Fish Insect - 2/1 - Common
Scrabbling Skullcrab
One blue creature - Crab Skeleton - 0/3 - Uncommon
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.)
Silent Hallcreeper
One generic, one blue enchantment creature - Horror - 1/1 - Rare
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.
Silent Hallcreeper becomes a copy of another target creature you control.
Stalked Researcher
One generic, one blue creature - Human Wizard - 3/3 - Common
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.
One generic, one blue enchantment - Aura - Uncommon
When Stay Hidden, Stay Silent enters, tap enchanted creature.
Enchanted creature doesn’t untap during its controller’s untap step.
Four generic, two blue: Shuffle enchanted creature into its owner’s library, then manifest dread. Activate only as a sorcery.
The Mindskinner
Three blue legendary enchantment creature - Nightmare - 10/1 - Rare
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.
The Tale of Tamiyo
Two generic, one blue legendary enchantment - Saga - Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
1/2/3. Mill two cards. If two cards that share a card type were milled this way, draw a card and repeat this process.
- 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.
Tunnel Surveyor
Two generic, one blue creature - Human Detective - 2/2 - Common
When Tunnel Surveyor enters, create a 1/1 white Glimmer enchantment creature token.
One generic, two blue instant - Common
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.)
One blue enchantment - Aura - Common
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 up.
Underwater Tunnel
One blue enchantment - Room - Common
When you unlock this door, 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.)
Slimy Aquarium
Three generic, one blue enchantment - Room - Common
When you unlock this door, manifest dream, then put a +1/+1 counter on that creature.
Unnerving Grasp
Two generic, one blue sorcery - Uncommon
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.)
Unwilling Vessel
Two generic, one blue creature - Human Wizard - 3/2 - Uncommon
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.
Vanish from Sight
Target nonland permanent’s owner puts it on top or bottom of their library. Surveil 1.(Look at the top card of your library. You may put it into your graveyard.)
Black
As you’d expect from a house posessed by an all-powerful demon, Duskmourn is full of black-aligned zombies, demons, and the horrific Razorkin. Survivors who’ve given up fighting and subjected themselves to the torture of the demon Valgavoth, they are some of the worst things the house has to offer.
Appendage Amalgam
Two generic, one black enchantment creature - Horror - 3/2 - Common
Whenever Appendage Amalgam attacks, surveil 1.(Look at the top card of your library. You may put it into your graveyard.)
Balemurk Leech
One generic, one black creature - Leech - 2/2 - Common
Eerie -Whenever an enchantment you control enters and whenever you fully unlock a Room, each opponent loses 1 life.
Cackling Slasher
Three generic, one black creature - Human Assassin - 3/3 - Common
Deathtouch
Cackling Slasher enters with a +1/+1 counter on it if a creature died this turn.
Come Back Wrong
Two generic, one black sorcery - Rare
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.
Commune With Evil
Two generic, one black sorcery - Uncommon
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.
Two generic, one black enchantment - Aura - Common
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.
Cynical Loner
One generic, one black creature - Human Survivor - 3/1 - Uncommon
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.
Dashing Bloodsucker
Three generic, one black creature - Vampire Warrior - 2/5 - Uncommon
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.
Defiled Crypt
Three generic, one black enchantment - Room - Uncommon
Whenever one or more cards leave your graveyard, create a 2/2 black Horror enchantment creature token. This ability triggers only once each turn.
Cadaver Lab
One black enchantment - Room - Uncommon
When you unlock this door, return target creature card from your graveyard to you hand.
Demonic Counsel
One generic, one black sorcery - Rare
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.
Derelict Attic
Two generic, one black enchantment - Room - Common
When you unlock this door, you draw two cards and you lose 2 life.
Widow’s Walk
Three generic, one black enchantment - Room - Common
Whenever a creature you control attacks alone, it gets +1/+0 and gains feathtouch until end of turn.
Six black creature - Demon - 6/6 - Rare
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.
Enduring Tenacity
Two generic, two black enchantment creature - Snake Glimmer - 4/3 - Rare
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.)
Fanatic of the Harrowing
Three generic, one black creature - Human Cleric - 2/2 - Common
When Fanatic of the Harrowing enters, each player discards a card. If you discarded a card this way, draw a card.
Fear of Lost Teeth
One black enchantment creature - Nightmare - Common - 1/1
When Fear of Lost Teeth dies, it deals 1 damage to any target and you gain 1 life.
Fear of the Dark
Four generic, one black enchantment creature - Nightmare - 5/5 - Common
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.)
Final Vengeance
One black sorcery - Common
As an additional cost to cast this spell, sacrifice a creature or enchantment.
Funeral Room
Two generic, one black enchantment - Room - Mythic Rare
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
Awakening Hall
Six generic, two black enchantment - Room - Mythic Rare
When you unlock this door, return all creature cards from your graveyard to the battlefield.
Give In To Violence
One generic, one black instant - Common
Target creature gets +2/+2 and gains lifelink until end of turn.
Three generic, two black enchantment - Aura - Rare
Enchant player
Enchanted player can’t gain life.
Whenever enchanted player is dealt damage, they lose half their life, rounded up.
Innocuous Rat
One generic, one black creature - Rat - 1/1 - Common
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.)
Killer’s Mask
Two generic, one black artifact - Equipment - Uncommon
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.)
Let’s Play A Game
Three generic, one black sorcery - Uncommon
Delirium -Choose one. If there are four or more card types among cards in your graveyard, choose one or more instead.
Each opponent loses 3 life and you gain 3 life.
Leyline of the Void
Two generic, two black enchantment - Rare
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.
Live or Die
Three generic, two black instant - Uncommon
Two X generic, four black legendary enchantment - Mythic Rare
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 control dies, they may pay 3 life. If they don’t, return that card under your control with a finality counter on it.
Miasma Demon
Four generic, two black creature - Demon - 5/4 - Uncommon
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.
One generic, two black instant - Common
One generic, one black enchantment - Uncommon
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.
Osseous Sticktwister
One generic, one black artifact creature - Scarecrow - 2/2 - Uncommon
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.
Overlord of the Balemurk
Three generic, two black enchantment creature - Avatar Horror - 5/5 - Mythic Rare
Impending 5 - One generic, one black(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.)
Popular Egoist
Two generic, one black creature - Human Rogue - 3/2 - Uncommon
One generic, one black, Sacrifice another creature or enchantment: Popular Egoist 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.
Resurrected Cultist
Two generic, one black creature - Human Cleric - 4/1 - Common
Delirium -Two generic, two black mana: 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.)
Spectral Snatcher
Four generic, two black creature - Spirit - 6/5 - Common
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 two generic(two generic, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
One generic, one black enchantment - Aura - Uncommon
When Sporogenic Infection enters, target player sacrifices a creature other than enchanted creature.
Unholy Annex
Two generic, one black enchantment - Room - Rare
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.
Ritual Chamber
Three generic, two black enchantment - Room - Rare
When you unlock this door, create a 6/6 black Demon creature token with flying.
Unstoppable Slasher
Two generic, one black creature - Zombie Assassin - 2/3 - Rare
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.
Valgavoth’s Faithful
One black creature - Human Cleric - 1/1 - Uncommon
Three generic, one black, Sacrifice Valgavoth’s Faithful: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Valgavoth, Terror Eater
Six generic, three black legendary creature - Elder Demon - 9/9 - Mythic Rare
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.
Vile Mutilator
Five generic, two black creature - Demon - 6/5 - Uncommon
As an additional cost to sacrifice this spell, sacrifice a creature or enchantment.
Flying, trample
When Vile Mutilator enters, each opponent sacrifices a nontoken enchantment, then sacrifices a nontoken creature.
Winter’s Intervention
Winter’s Intervention deals 2 damage to target creature. You gain 2 life.
Two generic, one black instant - Uncommon
Destroy target creature or enchantment. You lost 2 life.
Red
Red is the colour of impulsive emotion. This might be the drive to survive, fighting off the horrors of Duskmourn with chainsaws and other gruesome technology. Alternatively, it could be the sheer terror that Valgavoth feeds on, or his many furnaces spewing a hellish heat into the corridors of the House.
Bedhead Beastie
Four generic, two red creature - Beast - 5/6 - Common
Menace(This creature can’t be blocked except by two or more creatures.)
Mountainscycling two generic (two generic,Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
Betrayer’s Bargain
One generic, one red instant - Uncommon
As an additional cost to cast this spell, sacrifice a creature or enchantment or pay two generic.
Betrayer’s Bargain deals 5 damage to target creature. If that creature would die this turn, exile it instead.
Boilerbilges Ripper
Four generic, one red creature - Human Assassin - 4/4 - Common
When Boilerbilges Ripper enters, you may sacrifice another creature or enchantment. When you do, Boilerbilges Ripper deals 2 damage to any target.
Chainsaw
One generic, one red artifact - Equipment - Rare
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.
Charred Foyer
Three generic, one red enchantment - Room - Mythic Rare
At the beginning of your upkeep, exile the top card of your library. You may play it this turn.
Warped Space
Four generic, two red enchantment - Room - Mythic Rare
Once each turn, you may pay zero mana rather than pay the mana cost for a spell you cast from exile.
Clockwork Percussionist
One red artifact creature - Monkey Toy - 1/1 - Common
Haste
When Clockwork Percussionist dies, exile the top card of your library. You may play it until the end of your next turn.
Cursed Recording
Two generic, two red artifact - Rare
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.
Tap: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Diversion Specialist
Three generic, one red creature - Human Warrior - 4/3 - Uncommon
Menace(This creature can’t be blocked except by two or more creatures.)
One generic, Sacrifice another creature or enchantment: Exile the top card of your library. You may play it this turn.
Enduring Courage
Two generic, two red enchantment creature - Dog Glimmer - 3/3 - Rare
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.)
Fear of Being Hunted
One generic, two red enchantment creature - Nightmare - 4/2 - Uncommon
Fear of Being Hunted must be blocked if able.
Fear of Burning Alive
Four generic, two white, red enchantment creature - Nightmare - 4/4 - Uncommon
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.
Fear Of Missing Out
One generic, one red enchantment creature - Nightmare - 2/3 - Rare
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.
Glassworks
Two generic, one red enchantment - Room - Common
(You may cast other 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, the Room deals 4 damage to target creature an opponent controls.
Shattered Yard
Four generic, one red enchantment - Room - Common
At the beginning of your end step, this Room deals 1 damage to each opponent.
Grab the Prize
One generic, one red sorcery - Common
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.
Hand That Feeds
One generic, one red creature - Mutant - 2/2 - Common
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.)
Four generic, one red instant - Common
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.
Infernal Phantom
Three generic, one red creature - Spirit - 2/3 - Uncommon
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.
Irreverent Gremlin
One generic, one red creature - Gremlin - 2/2 - Uncommon
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.
Leyline of Resonance
Two generic, two red enchantment - Rare
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.
Most Valuable Slayer
Three generic, one red creature - Human Warrior - 2/4 - Common
Whenever you attack, target attacking creature gets +1/+0 and gains first strike until end of turn.
Norin, Swift Survivalist
One red legendary creature - Human Coward - 2/1 - Uncommon
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.
Overlord of the Boilerbilges
Four generic, two red enchantment creature - Avatar Horror - Mythic Rare
Impending4—Two generic, two red(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.
Painter’s Studio
Two generic, one red enchantment - Room - Uncommon
When you unlock this door, exile the top two cards of your library. You may play them until end of your next turn.
Defaced Gallery
One generic, one red enchantment - Room - Uncommon
Whenever you attack, attacking creatures you control get +1/+0 until end of turn.
Piggy Bank
One generic, one red artifact creature - Bear Toy - 3/2 - Uncommon
When Piggy Bank dies, create a Treasure token.(It’s an artifact with “Tap, Sacrifice this artifact: Add one mana of any color.”)
One generic, two red sorcery - Uncommon
Pyroclasm deals 2 damage to each creature.
Ragged Playmate
One generic, one red artifact creature - Toy - 2/2 - Common
One generic, tap: Target creature with power 2 or less can’t be blocked this turn.
Rampaging Soulrager
Two generic, one red creature - Spirit - 1/4 - Common
Rampaging SoulRager gets +3/+0 as long as there are two or more unlocked doors among Rooms you control.
Razorkin Hordecaller
Four generic, one red creature - Human Clown Berserker - 4/4 - Uncommon
Two red creature - Human Assassin - 2/2 - Rare
Razorkin Needlehead has first strike during your turn.
Whenever an opponent draws a card, Razorkin Needlehead deals 1 damage to them.
Ripchain Razorkin
Three generic, one red creature - Human Berserker - 5/3 - Common
Scorching Dragonfire
One generic, one red instant - Common
Scorching Dragonfire deals 3 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
Screaming Nemesis
Two generic, one red creature - Spirit - 3/3 - Mythic Rare
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.
Ticket Booth
Tunnel of Hate
Four generic, two red enchantment - Room - Common
Whenever you attack, target attacking creature gains double strike until end of turn.
The Rollercrusher Ride
X generic, two generic, one red legendary enchantment - Mythic Rare
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.
Trial of Agony
One red sorcery - Uncommon
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.
Turn Inside Out
One red instant - Common
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.)
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.
Vengeful Possession
Two generic, one red sorcery - Uncommon
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.
Vicious Clown
Two generic, one red creature - Human Clown - Common
Whenever another creature you control with power 2 or less enters, Vicious Clown gets +2/+0 until end of turn.
Violent Urge
One red instant - Uncommon
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.
Waltz of Rage
Three generic, two red sorcery - Rare
Target creature you control deals damage equal to its power to each other creature. Until end of turn, whenever a creature you control died, exile the top card of your library. You may play it until your next turn.
Green
When Valgavoth expanded the walls of The House to encompass the whole of the plane, the outside became the inside. Forests of decaying trees and hordes of insects can be found within the House, ready to throw off any survivor who thought they had finally escaped.
Altanak, the Thrice-Called
Five generic, two green legendary creature - Insect Beast - 9/9 - Uncommon
Trample
Whenever Altanak, the Thrice-Called becomes the target of a spell or ability an opponent controls, draw a card.
One generic, one green, Discard Altanak, the Thrice-Called: Return target land card from your graveyard to the battlefield tapped.
Anthropede
Three generic, one green creature - Insect - 3/4 - Common
Reach
When Anthropede enters, you may discard a card or pay two generic. When you do, destroy target Room.
Balustrade Wurm
Three generic, two green creature - Wurm - 5/5 - Rare
This spell can’t be countered.
Trample, haste
Delirium -two generic, two green: 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.
Bashful Beastie
Four generic, one green creature - Beast - 5/4 - Common
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.)
Two generic, one green instant - Uncommon
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.)
Cathartic Parting
One generic, one green sorcery - Uncommon
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.
Cautious Survivor
Three generic, one green creature - Elf Survivor - 4/4 - Common
Survival -At the beginning of your second main phase, if Cautious Survivor is tapped, you gain 2 life.
Coordinated Clobbering
One green sorcery - Uncommon
Tap one or two target untapped creatures you control. They each deal damage equal to their power to target creature an opponent controls.
Cryptid Inspector
Two generic, one green creature - Elf Warrior - 2/3 - Common
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 a Cryptid Inspector.
Defiant Survivor
Two generic, one green creature - Human Survivor - 3/2 - Uncommon
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.)
Enduring Vitality
One generic, two green enchantment creature - Elk Glimmer - 3/3 - Rare
Creatures you control have “tap: 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.)
Fear of Exposure
Two generic, one green enchantment creature - Nightmare - 5/4 - Uncommon
As an additional cost to cast this spell, tap two untapped creatures and/or lands you control.
Flesh Burrower
One generic, one green creature - Insect - 2/2 - Common
Whenever Flesh Burrower attacks, another target creature you control gains deathtouch until end of turn.
Two generic, one green enchantment - Aura - Common
Enchanted creature gets +2/+2 and has trample.
Grasping Longneck
Two generic, one green enchantment creature - Horror - 4/2 - Common
Greenhouse
Two generic, one green enchantment - Room - Uncommon
(You may cast either half. The 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 “Tap: Add one mana of any color.”
Rickety Gazebo
Three generic, one green enchantment - Room - Uncommon
When you unlock this door, mill four cards, then return up to two permanent cards from among them to your hand.
Hauntwoods Shrieker
One generic, two green creature - Beast Mutant - 3/3 - Mythic Rare
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 at any time for its mana cost if it’s a creature card.)
One generic, one green: Reveal target face-down permanent. If it’s a creature card, you may turn it face up.
Hedge Shredder
Two generic, two green artifact - Vehicle - 5/5 - Rare
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.)
One generic, one green instant - Common
Target creature gains deathtouch and indestructible until end of turn.
House Cartographer
One generic, one green creature - Human Scout Survivor - 2/2 - Uncommon
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 of the bottom of your library in a random order.
One green creature - Fungus - 1/2 - Uncommon
Destroy target enchantment.
Draw a card. Then you may put a land card from your hand onto the battlefield tapped.
Kona, Rescue Beastie
Three generic, one green legendary creature - Beast Survivor - 4/3
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.
Leyline of Mutation
Two generic, two green enchantment - Rare
If Leyline of Mutation is in your opening hand, you may begin the game with it on the battlefield.
You may pay white, blue, black, red, green rather than pay the mana cost for spells that you cast.
Manifest Dread
One generic, one green sorcery - Common
Moldering Gym
Two generic, one green enchantment - Room - Common
When you unlock this door, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Weight Room
Five generic, one green enchantment - Room - Common
When you unlock this door, manifest dread, then put three +1/+1 counters on that creature.
Monstrous Emergence
As an additional cost to cast this spell, choose a creature you control or reveal a creature card from your hand.
Monstrous Emergence deals damage equal to the power of the creature you chose or the card you revealed to target creature.
Omnivorous Flytrap
Two generic, one green creature - Plant - 2/4 - Rare
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.
Overgrown Zealot
One generic, one green creature - El Druid - 0/4 - Uncommon
Tap: Add one mana of any color.
Tap: Add two mana of any one color. Spend this mana only to turn permanents face up.
Overlord of the Hauntwoods
Three generic, two green enchantment creature - Avatar Horror - 6/5 - Mythic Rare
Impending 4 - One generic, two green(If you cast this spell for its impending cost, it enters with four time counters on it and isn’t a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
When Overlord of the Hauntwoods enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
Patchwork Beastie
One green artifact creature - Beast - 3/3 - Uncommon
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.)
Rootwise Survivor
Three generic, two green creature - Human Survivor - 3/4 - Uncommon
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.
Say Its Name
One generic, one green sorcery creature - Common
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.
Slavering Branchsnapper
Four generic, two green creature - Lizard - 7/6 - Common
Forestcycling: two generic(Two generic, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)
Spineseeker Centipede
Two generic, one green creature - Insect - 2/1 - Common
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.
Three generic, one green enchantment - Uncommon
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.
Twitching Doll
One generic, one green artifact creature - Spider Toy - 2/2 - Rare
Tap: Add one mana of any color. Put a nest counter on Twitching Doll.
Tap, Sacrifice Twitching Doll: Create a 2/2 green Spider creature token with reach for each counter on Twitching Doll. Activate only as a sorcery.
Tyvar, the Pummeler
One generic, two green legendary creature - Elf Warrior - 3/3 - Mythic Rare
Tap another untapped creature you control: Tyvar, the Pummeler gains indestructible until end of turn. Tap it.
Three generic, two green: Creatures you contol get +X/+X until end of turn, where X is the greatest power among creatures you control.
Under the Skin
Two generic, one green sorcery - Uncommon
You may return a permanent card from your graveyard to your hand.
Valgavoth’s Onslaught
Two X generic, one green sorcery - Rare
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.)
Walk-In Closet
Two generic, one green enchantment - Room - Mythic Rare
Forgotten Cellar
Three generic, two green enchantment - Room - Mythic Rare
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.
Wary Watchdog
One generic, one green creature - Dog - 3/1 - Common
When Wary Watchdog enters or dies, surveil 1.(Look at the top card of your library. You may put it into your graveyard.)
Wickerfolk Thresher
Three generic, one green artifact creature - Scarecrow - 5/4 - Uncommon
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.
Multicolor
Many of the heroes of Duskmourn’s story are multicoloured. The black/green Tyvar, on his first outing since his desparking after the March of the Machine, is joined by his friend, the white/blue Niko Aris and the blue/green Zimone Wola of Strixhaven. Don’t expect only the heroes to be multicolour, though.
Gremlin Tamer
One white, one blue creature - Human Scout - 2/2 - Uncommon
Eerie— Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 1/1 red Gremlin creature token.
Inquisitive Glimmer
One white, one blue enchantment creature - Fox Glimmer - 2/3 - Uncommon
Unlock costs you pay cost one generic less.
Niko, Light of Hope
Two generic, one white, one blue legendary creature - Human Wizard - 3/4 - Mythic Rare
When Niko, Light of Hope enters, create two Shard tokens.(They’re enchantments with “2, Sacrifice this enchantment: Scry 1, then draw a card.")
Two generic, Tap: 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.
Restricted Office
Two generic, two white enchantment - Room - Rare
When you unlock this door, destroy all creatures with power 3 or greater.
Lecture Hall
Five generic, two blue enchantment - Room - Rare
Other permanents you control have hexproof.
Fear of Infinity
One generic, one blue, one red enchantment creature - Nightmare - 2/2 - Uncommon
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.
Kaito, Bane Of Nightmares
Two generic, one blue, one black legendary Planeswalker - Kaito - 4 Starting Loyalty - Mythic Rare
Ninjutsu: One generic, one blue, one black(One generic, one blue, one black, 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.
Nashi, Searcher in the Dark
One blue, one black legendary creature - Rat Ninja Wizard - 2/2 - Rare
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.
Skullsnap Nuisance
One blue, one black creature - Insect Skeleton - 1/4 - Uncommon
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.)
Disturbing Mirth
One black, one red enchantment - Uncommon
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 at any time for its mana cost if it’s a creature card.)
Sawblade Skinripper
One generic, one black, one red creature - Human Assassin - 3/2 - Uncommon
Two generic, 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.
One black, one red creature - Zombie - Rare
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.
Beastie Beatdown
One red, one green sorcery - Uncommon
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.
Peer Past The Veil
Two generic, one red, one green instant - Rare
Discard your hand, then draw X cards, where X is the number of card types among cards in your graveyard.
Wildfire Wickerfolk
One red, one green artifact creature - Scarecrow - 3/2 -Uncommon
Delirium— Wildfire Wickerfolk gets +1/+1 and has trample as long as there are four or more card types among cards in your graveyard.
Baseball Bat
One green, one white artifact - Equipment - Uncommon
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 three generic(Three generic: Attach to target creature you control. Equip only as a sorcery.)
Rip, Spawn Hunter
Two generic, one green, one white legendary creature - Human Survivor - 4/4 - Rare
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.
Shrewd Storyteller
One generic, one green, one white creature - Human Survivor - 3/3 - Uncommon
Survival— At the beginning of your second main phase, if Shrewd Storyteller is tapped, put a +1/+1 counter on target creature
Rite Of The Moth
One generic, one white, two black sorcery - Uncommon
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 three generic, two white, one black(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Victor, Valgavoth’s Seneschal
Intruding Soulrager
One blue, one red creature - Spirit - 2/2 - Uncommon
Tap, Sacrifice a Room: Intruding Soulrager deals 2 damage to each opponent. Draw a card.
Roaring Furnace
One generic, one red enchantment - Room - Rare
When you unlock this door, this Room deals damage equal to the number of cards in your hand to target creaturer an opponent controls.
Steaming Sauna
Three generic, two blue enchantment - Room
Smoky Lounge
At the beginning of your first main phase, add two red. Spend this mana only to cast Room spells and unlock doors.
Misty Salon
Three generic, one blue enchantment - Room - Uncommon
When you unlock this door, create an X/X blue Spirit creature token with flying, where X is the number of unlocked doors among Rooms you control.
Broodspinner
One black, one green creature - Spider - 2/3 - Uncommon
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.)
Four generic, one black, one green, tap, 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.
Drag to the Roots
Two generic, one black, one green instant - Uncommon
Delirium- This spell costs two generic less to cast as long as there are four or more card types among cards in your graveyard.
Destroy target nonland permanent.
The Swarmweaver
Two generic, one black, one green legendary artifact creature - Scarecrow - 2/3 - Rare
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 Spider you control get +1/+1 and have deathtouch.
Arabella, Abandoned Doll
One red, one white legendary artifact creature - Toy - 1/3 - Uncommon
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.
Midnight Mayhem
Two generic, one red, one white sorcery - Uncommon
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.)
The Jolly Balloon Man
One generic, one red, one white legendary creature - Human Clown - 1/4 - Rare
One generic, Tap: 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.
One green, one blue enchantment - Uncommon
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.)
Oblivious Bookworm
One green, one blue creature - Human Wizard - 2/3 - Uncommon
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.
Zimone, All-Questioning
One generic, one green, one blue legendary creature - Human Wizard - 1/1 - Rare
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.)
Winter, Misanthropic Guide
One generic, one black, one red, one green legendary creature - Human Warlock - 3/4 - Rare
Ward: two generic mana
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.
Marina Vendrell
One white, one blue, one black, one red, one green legendary creature - Human Sorcerer - 3/5 - Rare
When Marina Venderell 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.
Tap: Lock or unlock a door of target Room you control. Activate only as a sorcery.
Colorless
Never forget that, no matter of rural a land card may look, every single location in this set is within the walls of the House.
Attack-in-the-Box
Three generic artifact creature - Toy - 2/4 - Uncommon
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.
One generic Artifact - Common
Three generic, Tap, Sacrifice Bear Trap: It deals 3 damage to target creature.
Conductive Machete
Four generic artifact - Equipment - Uncommon
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.)
Dissection Tools
Five generic artifact - Equipment - Rare
When Dissection Tools enters, manifest dread, then attach Dissection Tools to that creature.
Equipped creature gets +2/+2 and has deathtouch and lifelink.
Found Footage
One generic artifact - Clue - Common
You may look at face-down creatures your opponents control any time.
Two generic, 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 ay order.)
Friendly Teddy
Two generic artifact creature - Bear Toy - 2/2 - Common
One generic artifact - Rare
Tap: Exile target card from a graveyard.
Six generic, tap, 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.
Glimmerlight
Two generic artifact - Equipment - Common
When Glimmerlight enters, create a 1/1 white Glimmer enchantment creature token.
Equipped creature +1/+1.
Equip one generic(one generic: Attach to target creature you control. Equip only as a sorcery.)
Three generic artifact - Uncommon
Tap: Add one white or one black.
Tap, Pay 1 life: Add one green, one blue, or one red.
Seven generic: Put seven +1/+1 counters on Haunted Screen. It becomes a 0/0 Spirit creature in addition to its other types. Activate only once.
Keys to the House
One generic artifact - Uncommon
One generic, Tap, Sacrifice Keys to the House: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Three generic, Tap, Sacrifice Keys to the House: Lock or unlock a door of target Room you control. Activate only as a sorcery.
Six generic artifact creature - Construct - 4/4 - Common
Two generic: Put target card from a graveyard on the bottom of its owner’s library. Activate only as a sorcery.
Marvin, Murderous Mimic
Two generic legendary artifact creature - Toy - 2/2 - Rare
Marvin, Murderous Mimic has all activated abilities of creatures you control that don’t have the same name as this creature.
Two generic artifact - Equipment - Uncommon
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 two generic(Two generic: Attach to target creature you control. Equip only as a sorcery.)
Abandoned Campground
Land - Uncommon
Abandoned Campground enters tapped unless a player has 13 or less life.
Tap: Add one white or one blue.
Land - Rare
Tap: Add one black.
Tap: Add one red. Activate only if you control a Swamp or a Mountain.
Bleeding Woods
Bleeding Woods enters tapped unless a player has 13 or less life.
Tap: Add one red or one green.
Etched Cornfield
Raucous Carnival enters tapped unless a player has 13 or less life.
Tap: Add one green or one white.
Tap: Add one generic.
Tap: Add one blue. Activate only if you control a Plains or an Island.
Lakeside Shack
Tap: Add one green or one blue.
Tap: Add one generic
Tap: Add one black. Activate only if you control an Island or a Swamp.
Tap: Add one green.
Tap: Add one white. Activate only if you control a Forest or a Plains.
Murky Sewer
Murky Sewer enters tapped unless a player has 13 or less life.
Tap: Add one blue or one black.
Neglected Manor
Neglected Manor enters tapped unless a player has 13 or less life.
Peculiar Lighthouse
Peculiar Lighthouse enters tapped unless a player has 13 or less life.
Tap: Add one blue or one red.
Razortrap Gorge
Land - Common
Razortrap Gorge enters tapped unless a player has 13 or less life.
Tap: Add one black or one red.
Raucous Carnival
Tap: Add one red or one white.
Strangled Cemetery
Strangled Cemetery enters tapped unless a player has 13 or less life.
Tap: add one black or one green.
Terramorphic Expanse
Tap, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Tap: Add one red.
Tap: Add one green. Activate only if you control a Mountain or a Forest.
Tap: Add one mana of the chosen color.
Special Guests
Of course, it wouldn’t be a Magic set without a new Special Guests list.
Hallowed Haunting
Two generic, two white enchantment - Mythic Rare
As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with “This creature’s power and toughness are each equal to the number of Spirits you control.”
One white creature - Human Cleric - 1/1- Mythic Rare
Expropriate
Seven generic, two blue sorcery - Mythic Rare
Council’s dilemma— Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile Expropriate.
Phantasmal Image
One generic, one blue creature - Illusion - 0/0 - Mythic Rare
You may have Phantasmal Image enter as a copy of any creature on the battlefield, except it’s an Illusion in addition to its other types and it has “When this creature becomes the target of a spell or ability, sacrifice it.”
Two generic, two black sorcery - Mythic Rare
Sacrifice
One black instant - Mythic Rare
As an additional cost to cast this spell, sacrifice a creature.
Add an amount of one generic equal to the sacrificed creature’s mana value.
Maddening Hex
One generic, two red enchantment - Aura Curse - Mythic Rare
Whenever enchanted player casts a noncreature spell, roll a d6. Maddening Hex deals damage to that player equal to the result. Then attach Maddening Hex to another one of your opponents chosen at random.
One red instant - Mythic Rare
Unholy Heat deals 2 damage to target creature or planeswalker.
Delirium— Unholy Heat deals 6 damage instead if there are four or more card types among cards in your graveyard.
Collected Company
Three generic, one green instant - Mythic Rare
Look at the top six cards of your library. Put up to two creature cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order.
Noxious Revival
One phyrexian instant - Mythic Rare
(Phyrexian mana can be paid with either one generic or 2 life.)
Put target card from a graveyard on top of its owner’s library.
Nightmare Bundle
Duskmourn introduced a new type of bundle, and with a whole new booster pack. The Nightmare booster found in a Nightmare bundle gives you two different promo cards, picked from a set of three black cards each. Three have art inspired by horror movie posters, and manage to look very Secret Lair in the process.
The other three feature art by Tim Jacobus, who you may better know as the illustrator for just about every Goosebumps book every written. You can’t have a modern horror-themed set without Goosebumps, and his work fits perfectly with the three cards up for grabs.
Six generic, two black creature - Archon - 6/6
Whenever Archon of Cruelty enters the battlefield or attacks, target opponent sacrifices a creature or planeswalker, discards a card, and loses 3 life. You draw a card and gain 3 life.
Crypt Ghast
Three generic, one black creature - Spirit - 2/2 - Mythic Rare
Extort
Whenever you tap a Swamp for mana, add an additional black mana.
Damn
Two black sorcery - Mythic Rare
Destroy target creature. A creature destroyed this way can’t be regenerated.
Exhume
One generic, one black sorcery - Mythic Rare
Each player puts a creature card from their graveyard onto the battlefield.
Goryo’s Vengeance
One generic, one black instant - Arcane
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: two generic, one black(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.)
Living Death
Three generic, two black sorcery
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.
Commander
With Foundations not having any Commander decks at all, and then Death Race rumoured to only have two, Duskmourn is the last time in quite a while that we’ll be getting four Commander precon decks for a Standard set.
To make up for that, and to let you play out the tyranny of Valgavoth, this set is bringing back Archenemy, much in the same way March of the Machine brought back Planechase last year.
Each deck includes ten Archenemy cards, letting you play as an all-powerful nightmare being against the combined efforts of the three other players at the table.
Miracle Worker
Aminatou may not have step foot in Duskmourn, but she was still instrumental to Nashi’s rescue by showing the strike team their fate if they didn’t give the House the respect it deserved. Here, she brings back the miracle mechanic, letting you play enchantments for a lot cheaper if they’re the first card you drew that turn.
Aminatou, Veil Piercer
One generic, one white, one blue, one black legendary creature - Human Wizard - 2/4 - Mythic Rare
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 four generic mana.(You may cast a card for its miracle cost when you draw it if it’s the first card you draw this turn.)
The Master Of Keys
X, one white, one blue, one black legendary enchantment creature - Horror - 3/3 - Mythic Rare
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.)
Redress Fate
Six generic, two white sorcery - Rare
Return all artifact and enchantment cards from your graveyard to the battlefield.
Miracle three generic, one white (You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)
Secret Arcade
Four generic, one white enchantment - Room - Rare
(You may cast either half. That door unlocks on the battlefield. At sorcery speed, 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.
Dusty Parlor
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.
Soaring Lightbringer
Four generic, one white enchantment creature - Bird Glimmer - 4/5 - Rare
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.
Fear Of Sleep Paralysis
Five generic, one blue enchantment creature - Nightmare - 6/6 - Rare
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.)
Metamorphosis Fanatic
Four generic, two black creature - Human Cleric - 4/4 - Rare
When Metamorphosis Fanatic enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it.
Miracle one generic, one black(You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)
Ancient Cellarspawn
One generic, two black enchantment creature - Horror - 3/3 - Rare
Each spell you cast that’s a Demon, Horror, or Nightmare costs one generic 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.
Cramped Vents
Three generic, one black enchantment - Room - Rare
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.
Access Maze
Five generic, two black enchantment - Room - Rare
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.
Phenomenon Investigators
Two generic, one blue, one black creature - Human Detective - 3/4 - Rare
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.
A Premonition Of Your Demise
Scheme - Common
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.
Behold the Power of Destruction
When you set this scheme in motion, destroy all nonland permanents target opponent controls.
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.
(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.
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.
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 “Tap, Sacrifice this artifact: Add one mana of any color.")
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.
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.
Ongoing Scheme - Common
(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.
One with the Multiverse
Verge Rangers
Death Toll
The sneaky backstabber Winter leads the way in the Death Toll deck, using delirium to bring back creatures with finality counters.
Winter, Cynical Opportunist
Two generic, one black, one green legendary creature - Human Warlock - 2/5 - Mythic Rare
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.
Rendmaw, Creaking Nest
Three generic, one black, one green legendary artifact creature - Scarecrow - 5/5 - Mythic Rare
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.)
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.
Demonic Covenant
Four generic, two black kindred Enchantment - Demon - Rare
Whenever one or more Demons you control attack a player, you draw a card and lose 1 life.
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.
Into The Pit
Two generic, one black enchantment - Rare
You may look at the top card of your library at any time.
You may cast spells from the top of your library by sacrificing a nonland permanent in addition to paying their other costs.
Polluted Cistern
One generic, one black enchantment - Room - 7/7 - Rare
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.
Dim Oubliette
Four generic, one black enchantment - Room - 7/7 - Rare
When you unlock this door, mill three cards, then return a creature card from your graveyard to the battlefield.
Demolisher Spawn
Five generic, two green enchantment creature - Horror - 7/7 - Rare
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.
Two generic, one green kindred sorcery - Shapeshifter - Rare
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.)
Ursine Monstrosity
Two generic, one green creature - Bear Mutant - 3/3 - Rare
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.
Convert To Slime
Three generic, one black, one green sorcery - Rare
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.)
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.
Grapple with the Past
Wrenn and Seven
Jump Scare!
Zimone of Strixhaven brings a distinctly Quandrix take on manifest dread, thanks to a frightfully powerful landfall ability.
Zimone, Mystery Unraveler
Legendary creature - Human Wizard - 3/3 - Mythic Rare
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.)
Kianne, Corrupted Memory
Two generic, one green, one blue legendary creature - Illusion - 2/2 - Mythic Rare
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.
Glitch Interpreter
Two generic, one blue creature - Human Wizard - 2/3- Rare
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.
They Came From The Pipes
Four generic, one blue enchantment - Rare
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.)
Zimone’s Hypothesis
Three generic, two blue instant - Rare
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.)
Curator Beastie
Four generic, two green creature - Beast - 6/6 - Rare
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.)
Disorienting Choice
Three generic, one green sorcery - Rare
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.
Experimental Lab
Three generic, one green enchantment - Room - Rare
When you unlock this door, manifest dread, then put two +1/+1 counters and a trample counter on that creature.
Staff Room
Two generic, one green enchantment - Room - Rare
Whenever a creature you control deals combat damage to a player, turn that creature face up or put a +1/+1 counter on it.
Shriekwood Devourer
Five generic, two green creature - Treefolk - 7/5 - Rare
Whenever you attack with one or more creatures, untap up to X lands, where X is the greatest power among those creatures.
Four generic artifact creature - Toy - 1/1 - Rare
Indestructible
Whenever Giggling Skitterspike attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent.
Five generic: Monstrosity 5.(If this creature isn’t monstrous, put five +1/+1 counters on it and it becomes monstrous.)
Chaos Is My Plaything
When you set this scheme in motion, for each opponent, exile target permanent that player controls. Then each player reveals cards from the top of their library until they reveal a permanent card, puts it onto the battlefield, and puts the rest on the bottom of their library in a random order.
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.
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.
Ongoing scheme - Common
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.
Whenever you set a non-ongoing scheme in motion, you may abandon this scheme. If you do, set that scheme in motion again.
You Are Unworthy of Mercy
When you set this scheme in motion, each opponent sacrifices a nonland permanent. If you control six or more lands, each opponent sacrifices three nonland permanents instead.
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.
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.
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.
Endless Punishment
The demon lord of Duskmourn himself takes over the final Commander deck of the set, with the red/black group slug deck.
Valgavoth, Harrower of Souls
Two generic, one black, one red legendary creature - Elder Demon - 4/4 - Mythic Rare
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.
The Lord Of Pain
Three generic, one black, one red legendary creature - Human Assassin - 5/5 - Mythic Rare
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.
Persistent Constrictor
Four generic, one black creature - Zombie Snake - 5/3 - Rare
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.)
Sadistic Shell Game
Four generic, one black sorcery - Rare
Starting with the next opponent in turn order, each player chooses a creature you don’t control. Destroy the chosen creatures.
Suspended Sentence
Three generic, one black instant - Rare
Destroy target creature an opponent controls. That player loses 3 life. Exile Suspended Sentence with three time counters on it.
Suspend three – one generic, one black(Rather than cast this card from your hand, you may pay one generic, one black 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.)
Barbflare Gremlin
Three generic, one red creature - Gremlin - 3/2 - Rare
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.
Gleeful Arsonist
Two generic, one red creature - Human Wizard - 1/2 - Rare
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.)
Spiked Corridor
Three generic, one red enchantment - Room - Rare
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.”
Torture Pit
If a source you control would deal noncombat damage to any opponent, it deals that much damage plus 2 instead.
Star Athlete
One generic, two red creature - Human Warrior - 3/2 - Rare
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 three generic, one red(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.)
Séance Board
Two generic artifact - Rare
Morbid— At the beginning of each end step, if a creature died this turn, put a soul counter on Séance Board.
Tap: 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.
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.
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.
I Will Savor Your Agony
When you set this scheme in motion, choose three. You may choose the same mode more than once.
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.
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.
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.)
Running Is Useless
When you set this scheme in motion, choose any number of creatures with different mana values. Destroy those creatures.
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.
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.
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.
Witch’s Clinic
Magic: The Gathering
Created by Richard Garfield in 1993, Magic: The Gathering (MTG) has become one of the biggest tabletop collectible card games in the world. Taking on the role of a Planeswalker, players build decks of cards and do battle with other players. In excess of 100 additional sets have added new cards to the library, while the brand has expanded into video games, comics, and more.