Shadows over Innistrad Remastered
Emerge {6}{B} (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, target opponent loses 3 life and you gain 3 life.
Emerge {6}{G}{G}{G} (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, creatures you control get +2/+2 and gain trample until end of turn. Trample, haste
Emerge {5}{B}{B} (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, target opponent reveals their hand. You choose from it a nonland card with mana value 3 or less and a card with mana value 4 or greater. That player discards those cards.
Flash (You may cast this spell any time you could cast an instant.) Emerge {7}{U} (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) This creature has hexproof as long as it entered this turn.
Flash Emerge {5}{U}{U} (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, tap up to four target permanents.
This spell costs {1} less to cast for each card type among cards in your graveyard. When you cast this spell, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn. Flying, trample, protection from instants
You may cast this card from exile. When this creature becomes the target of a spell or ability an opponent controls, exile this creature.
Emerge {7}{G} (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, you may destroy target artifact or enchantment.
Emerge {5}{U} (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, draw a card. Flying
Nontoken creatures you control get +1/+1 and have vigilance.
As an additional cost to cast this spell, sacrifice a permanent. Exile target artifact, creature, or enchantment.
Flying When this creature enters, if you control another Spirit, you gain 3 life.
Escalate {2} (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target player gains 4 life. • Untap up to two target creatures. • Target opponent sacrifices an attacking creature of their choice.
Escalate {1}{W} (Pay this cost for each mode chosen beyond the first.) Choose one or both — • Creatures you control get +2/+0 until end of turn. • Creatures you control get +0/+2 until end of turn.
Enchant creature Enchanted creature can't attack, block, or transform. Sacrifice another permanent: Attach this Aura to target creature. Activate only as a sorcery and only once each turn.
When you cast this spell, you may return target Angel or Human creature card from your graveyard to the battlefield. Flying, vigilance (Melds with Gisela, the Broken Blade.)
Flying, first strike, vigilance, lifelink Your opponents can't cast spells with mana value 3 or less.
Flying Whenever you cast a creature spell with mana value 3 or less, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target creature with power 4 or greater. • Destroy target enchantment. • Put a +1/+1 counter on each creature target player controls.
When this creature enters, look at the top four cards of your library. You may reveal a Human card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
{1}{W}, Exile this card from your graveyard: Create a 1/1 white Spirit creature token with flying. Activate only as a sorcery.
Flying
Exile target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way.
Exile all creatures. Delirium — Create a 4/4 white Angel creature token with flying if there are four or more card types among cards in your graveyard.
Flash When this creature enters, other creatures you control get +0/+1 until end of turn.
Enchant creature you control When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield. Enchanted creature gets +2/+2.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Whenever this creature attacks, tap target creature defending player controls.
Flying, first strike, lifelink At the beginning of your end step, if you both own and control Gisela and a creature named Bruna, the Fading Light, exile them, then meld them into Brisela, Voice of Nightmares.
Enchant creature Enchanted creature gets +1/+0 and has flying. {3}{W}: Return this card from your graveyard to the battlefield attached to target creature. Activate only as a sorcery.
When this creature enters, target creature gets +1/+1 until end of turn.
Enchant creature Enchanted creature gets +1/+1 for each creature you control. As long as enchanted creature is a Human, it has first strike.
Destroy target creature with power 4 or greater. Investigate.(Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
When this creature enters, you may return target Aura or Equipment card from your graveyard to your hand.
Enchant creature Enchanted creature gets +2/+2 and has "{1}, Sacrifice a permanent: This creature gains flying until end of turn."
Lifelink {2}{W}, Exile this card from your graveyard: Create two 1/1 white Spirit creature tokens with flying. Activate only as a sorcery.
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
Destroy target attacking or blocking creature with power 3 or less.
Flying Delirium — Sacrifice another creature: This creature gets +2/+1 until end of turn. Activate only if there are four or more card types among cards in your graveyard.
Flying Sacrifice this creature: Creatures you control gain indestructible until end of turn.
You may cast Aura and Equipment spells as though they had flash. Whenever an Equipment you control enters, you may attach it to target creature you control.
{1}, {T}: Tap target non-Human creature.
Flying {1}{U}: Return target Spirit you control to its owner's hand.
Whenever this creature attacks, it gets +0/+2 until end of turn.
Target creature gets +2/+2 until end of turn. If you control an Equipment, create a 1/1 white Human Soldier creature token.
Flying When this creature enters, tap all creatures your opponents control.
First strike Creatures and nonbasic lands your opponents control enter tapped.
First strike When this creature enters, you may search your library for a legendary card, reveal it, put it into your hand, then shuffle.
When this creature enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Flying When this creature enters, tap target creature an opponent controls. Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, tap target creature that player controls.
Flying {2}{U}, Discard two cards: Return this card from your graveyard to the battlefield tapped.
Return target nonland permanent to its owner's hand. Then that player discards a card if you control a Zombie.
Counter target spell. Investigate three times. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Counter target spell unless its controller pays {4}.
Counter target creature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Return target creature to its owner's hand. Draw a card.
When this creature enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
When this creature enters, create a 2/2 black Zombie creature token. {2}{B}: Target Zombie gains deathtouch until end of turn.
Reveal the top X plus one cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
Flying Whenever you investigate for the first time each turn, investigate an additional time.
Exile target creature you control, then return that card to the battlefield under its owner's control. If it's a Spirit, put a +1/+1 counter on it.
When this creature dies, draw a card.
When this enchantment enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you sacrifice a Clue, target player mills three cards.
Skulk (This creature can't be blocked by creatures with greater power.) When this creature enters, target creature an opponent controls doesn't untap during its controller's next untap step.
Skulk (This creature can't be blocked by creatures with greater power.) At the beginning of your upkeep, you may discard all the cards in your hand. If you do, draw that many cards.
Defender At the beginning of your upkeep, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Flying This creature gets -1/-1 for each card in your hand. {3}{U}, Discard three cards: Return this card from your graveyard to the battlefield tapped.
Enchant creature, land, or planeswalker Enchanted permanent is a colorless land with "{T}: Add {C}" and loses all other card types and abilities.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) {U}: This creature gets +1/-1 until end of turn.
Counter target sorcery spell. Delirium — If there are four or more card types among cards in your graveyard, search the graveyard, hand, and library of that spell's controller for any number of cards with the same name as that spell, exile those cards, then that player shuffles.
[+1]: Scry 1, then draw a card. [−2]: Return target creature to its owner's hand. [−8]: You get an emblem with "Whenever an opponent casts their first spell each turn, counter that spell."
Target creature gets -4/-0 until end of turn. Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
When this creature enters, mill four cards.
When this creature enters, each opponent mills three cards. Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, that player mills three cards.
Flying Whenever another Spirit you control enters, this creature gets +1/+1 until end of turn. Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays {X}, where X is this creature's power.
Whenever an opponent casts their first spell each turn, that player exiles the top card of their library. If it's a nonland card, you may cast it without paying its mana cost.
Flash Flying Whenever this creature or another Spirit you control enters, tap target creature an opponent controls.
Whenever one or more creatures you control deal combat damage to a player, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") {1}{G}, Exile a creature card from your graveyard: Investigate. You gain 2 life.
Reveal the top five cards of your library. Put up to two instant and/or sorcery cards from among them into your hand and the rest into your graveyard.
Draw three cards, untap up to two lands, then discard a card.
Flash Flying When this creature enters, target Spirit gains hexproof until end of turn. You may cast Spirit spells as though they had flash.
Create a tapped 2/2 black Zombie creature token for each instant and sorcery card in your graveyard.
Flash Enchant creature Enchanted creature gets -X/-0, where X is the number of cards in your graveyard.
Flash Flying
Exile all other spells and counter all abilities.
Draw a card, then draw cards equal to the number of cards named Take Inventory in your graveyard.
Flying This creature can block only creatures with flying.
Skulk (This creature can't be blocked by creatures with greater power.) Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card. Whenever you discard a creature card, you may pay {2}. If you do, create a 3/2 colorless Eldrazi Horror creature token.
Target opponent loses 3 life and you gain 3 life. Madness {B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
All creatures get -2/-2 until end of turn. Madness {2}{B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Escalate {2} (Pay this cost for each mode chosen beyond the first.) Choose one or both — • Target creature gets +1/+1 until end of turn. • Target creature gets -1/-1 until end of turn.
{1}, Discard a card: Create a 1/1 black Vampire Knight creature token with lifelink. Activate only once each turn.
Destroy target creature. Its controller loses 2 life and you gain 2 life.
Escalate—Discard a card. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target opponent reveals their hand. You choose an instant or sorcery card from it. That player discards that card. • Target creature gets -2/-2 until end of turn. • Target opponent loses 2 life and you gain 2 life.
Flying When this creature enters or dies, mill two cards. (Put the top two cards of your library into your graveyard.)
Target player creates X 2/2 black Zombie creature tokens, then up to one target creature gets -1/-1 until end of turn for each Zombie that player controls.
Enchant creature Enchanted creature gets -2/-2.
This creature enters with a +1/+1 counter on it for each Zombie card in your graveyard. Whenever you cast a Zombie spell, create a tapped 2/2 black Zombie creature token.
Delirium — This spell costs {2} less to cast if there are four or more card types among cards in your graveyard. Flying
Return up to two target creature cards from your graveyard to the battlefield. Each of those creatures is a black Zombie in addition to its other colors and types. Put Ever After on the bottom of its owner's library.
Whenever another creature you control dies, put a +1/+1 counter on this creature.
{3}{B}, Exile this card from your graveyard: Create a 2/2 black Zombie creature token. Activate only as a sorcery.
Create two 2/2 black Zombie creature tokens. Madness {2}{B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Zombies you control have menace. (They can't be blocked except by two or more creatures.) {3}{B}, Exile a creature card from your graveyard: Create a 2/2 black Zombie creature token.
At the beginning of combat on your turn, if you both own and control this creature and a creature named Midnight Scavengers, exile them, then meld them into Chittering Host.
Haste Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, other creatures you control get +1/+0 and gain menace until end of turn.
Target creature gets +3/+1 and gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
When this creature enters, create a 1/1 white Spirit creature token with flying. {1}{B}, Discard two cards: Return this card from your graveyard to the battlefield tapped.
Lifelink {2}, Sacrifice a creature: Put a +1/+1 counter on each Vampire you control.
[+1]: Up to one target creature gets -2/-1 until your next turn. [−2]: Mill two cards, then you may return a creature card from your graveyard to your hand. [−7]: You get an emblem with "At the beginning of your end step, create X 2/2 black Zombie creature tokens, where X is two plus the number of Zombies you control."
This creature gets +1/+1 for each creature card in your graveyard.
Return up to two target creature cards from your graveyard to your hand, then discard a card.
As an additional cost to cast this spell, sacrifice a creature or land. Draw two cards.
When this creature enters, you may return target creature card with mana value 3 or less from your graveyard to your hand. (Melds with Graf Rats.)
Flying, trample When this creature enters, mill four cards. Delirium — At the beginning of your upkeep, you lose 4 life unless there are four or more card types among cards in your graveyard.
Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature attacks or blocks, sacrifice another creature or land.
This creature enters with five +1/+1 counters on it. Whenever a player casts a spell, remove a +1/+1 counter from this creature. If you do, create a 2/2 black Zombie creature token.
Flying This creature can't block. {R}: Target Vampire gains haste until end of turn.
Discard a card: This creature gains flying until end of turn.
Target opponent reveals their hand. You choose a nonland card from it and exile that card. Delirium — If there are four or more card types among cards in your graveyard, search that player's graveyard, hand, and library for any number of cards with the same name as the exiled card, exile those cards, then that player shuffles.
Menace (This creature can't be blocked except by two or more creatures.) When this creature dies, you may pay {B}. If you do, return it to its owner's hand. When this creature dies, you may pay {X}. If you do, return another target Zombie creature card with mana value X from your graveyard to the battlefield.
Put target creature card from a graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
As an additional cost to cast this spell, discard a card and sacrifice a creature. Two target creatures each get -13/-13 until end of turn.
{2}{B}: Return this card from your graveyard to your hand.
Discard a card: Vampires you control get +1/+1 until end of turn. Activate only once each turn.
Delirium — This creature gets +1/+1 and has menace as long as there are four or more card types among cards in your graveyard. (A creature with menace can't be blocked except by two or more creatures.)
Defender {T}: Exchange target opponent's life total with this creature's toughness.
At the beginning of your upkeep, choose one — • Each player with exactly 13 life loses the game, then each player gains 1 life. • Each player with exactly 13 life loses the game, then each player loses 1 life.
Madness {2}{B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Alchemist's Greeting deals 4 damage to target creature. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Whenever this creature blocks or becomes blocked by a creature, this creature deals 3 damage to that creature and 3 damage to that creature's controller.
Madness {X}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) Avacyn's Judgment deals 2 damage divided as you choose among any number of targets. If this spell's madness cost was paid, it deals X damage divided as you choose among those permanents and/or players instead.
This spell costs {1} less to cast for each instant and sorcery card in your graveyard. Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, discard your hand, then draw three cards.
At the beginning of combat on your turn, target creature you control gains double strike until end of turn.
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Escalate {3} (Pay this cost for each mode chosen beyond the first.) Choose one or both — • Target creature gets +3/+0 until end of turn. • Target creature gains first strike until end of turn.
Burn from Within deals X damage to any target. If a creature is dealt damage this way, it loses indestructible until end of turn. If that creature would die this turn, exile it instead.
Escalate {1} (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target player discards all the cards in their hand, then draws that many cards. • Collective Defiance deals 4 damage to target creature. • Collective Defiance deals 3 damage to target opponent or planeswalker.
Menace (This creature can't be blocked except by two or more creatures.)
Create four 1/1 red Devil creature tokens. They have "When this token dies, it deals 1 damage to any target."
Haste {1}{R}: This creature gets +2/+0 until end of turn.
Each Vampire creature card you own that isn't on the battlefield has madness. The madness cost is equal to its mana cost. (If you discard a card with madness, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Fiery Temper deals 3 damage to any target. Madness {R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Flying Whenever a source an opponent controls deals damage to you or a permanent you control, you may have this creature deal 1 damage to that source's controller.
Trample At the beginning of combat on your turn, you may discard a card. If you do, this creature gets +3/+0 until end of turn.
Galvanic Bombardment deals X damage to target creature, where X is 2 plus the number of cards named Galvanic Bombardment in your graveyard.
Flying, haste If a source would deal damage to you, it deals double that damage to you instead. If a source would deal damage to this creature, it deals double that damage to this creature instead.
Whenever this creature attacks, create two 1/1 red Human creature tokens that are tapped and attacking. (Melds with Hanweir Battlements.)
Trample, haste Whenever Hanweir attacks, create two 3/2 colorless Eldrazi Horror creature tokens that are tapped and attacking.
This creature can't block unless you control another Wolf or Werewolf.
Incendiary Flow deals 3 damage to any target. If a creature dealt damage this way would die this turn, exile it instead.
This creature attacks each combat if able. Madness {3}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Menace (This creature can't be blocked except by two or more creatures.) Discard a card, Sacrifice this creature: Draw a card.
As an additional cost to cast this spell, discard a card or pay {5}. Lightning Axe deals 5 damage to target creature.
Haste {T}, Discard a card: Draw a card.
Creatures without flying can't block this turn.
Make Mischief deals 1 damage to any target. Create a 1/1 red Devil creature token. It has "When this token dies, it deals 1 damage to any target."
Flying Whenever a player casts an instant or sorcery spell that targets only this creature, that player copies that spell for each other creature they control that the spell could target. Each copy targets a different one of those creatures.
As an additional cost to cast this spell, discard X cards. Nahiri's Wrath deals damage equal to the total mana value of the discarded cards to each of up to X target creatures and/or planeswalkers.
Trample Whenever you cast an instant or sorcery spell, put a +1/+1 counter on this creature.
Discard a card: This creature gets +2/-2 until end of turn.
Target creature gets +2/+1 and gains trample until end of turn.
First strike Delirium — This creature has double strike as long as there are four or more card types among cards in your graveyard.
Return up to one target instant card and up to one target sorcery card from your graveyard to your hand, then discard a card. Exile Shreds of Sanity.
Menace At the beginning of your upkeep, reveal the top card of your library. Any opponent may have you put that card into your graveyard. If a player does, this creature deals damage to that player equal to that card's mana value. Otherwise, put that card into your hand.
Attacking creatures you control have first strike. Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it. Madness {2}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Trample Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Defender {T}: This creature deals 1 damage to each opponent. Whenever you cast an instant or sorcery spell, untap this creature.
As an additional cost to cast this spell, discard a card. Draw two cards.
Trample {3}{G}: Target attacking Wolf or Werewolf gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Target creature gets +1/+1 and gains double strike until end of turn.
Untap target creature. It gets +2/+2 and gains reach until end of turn.
Whenever you sacrifice another permanent, put a +1/+1 counter on this creature.
Whenever this creature deals damage to one or more creatures, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") At the beginning of each end step, if you sacrificed three or more Clues this turn, you may put a creature card from your hand onto the battlefield.
When this creature dies, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.
Investigate, then target creature gets +1/+1 until end of turn for each Clue you control. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
At the beginning of your upkeep, you may mill two cards. (You may put the top two cards of your library into your graveyard.) Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
Creatures you control have "{T}: Add one mana of any color."
{T}: Add {B} or {G}. Delirium — This creature has deathtouch as long as there are four or more card types among cards in your graveyard.
As an additional cost to cast this spell, sacrifice a creature. Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.
Deathtouch Delirium — This creature gets +2/+2 as long as there are four or more card types among cards in your graveyard.
Whenever you sacrifice a Clue, you gain 3 life.
Mill three cards, then you may return a creature or land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.)
{1}{G}: Return target basic land card from your graveyard to your hand.
Whenever this creature attacks or blocks, other Humans you control get +1/+1 until end of turn.
Flash Each creature you control that's a Wolf or a Werewolf gets +1/+1 and has trample.
Trample When this creature enters, another target Human you control gets +2/+2 until end of turn.
Reach Delirium — When Ishkanah enters, if there are four or more card types among cards in your graveyard, create three 1/2 green Spider creature tokens with reach. {6}{B}: Target opponent loses 1 life for each Spider you control.
Choose target creature you don't control. Each creature you control that's a Wolf or a Werewolf deals damage equal to its power to that creature.
Reach Discard a card: This creature gets +1/+1 until end of turn.
When this creature enters, put a +1/+1 counter on target creature. Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, put a +1/+1 counter on target creature.
Flash When this creature enters, you may discard a land card. If you do, create a 2/2 green Wolf creature token.
Whenever this creature deals combat damage to a creature, that creature becomes a copy of this creature.
Target creature you control deals damage equal to its power to target creature you don't control.
Return any number of cards with different mana values from your graveyard to your hand. Put Seasons Past on the bottom of its owner's library.
For each token you control, create a token that's a copy of that permanent.
Flash When this creature enters, each other creature you control that's a Wolf or a Werewolf gets +0/+3 until end of turn.
Return all land cards from your graveyard to the battlefield tapped.
Flash (You may cast this spell any time you could cast an instant.) Reach (This creature can block creatures with flying.)
Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.
Search your library for a basic land 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 a creature or land card, reveal it, put it into your hand, then shuffle.
Reach Ulvenwald Hydra's power and toughness are each equal to the number of lands you control. When this creature enters, you may search your library for a land card, put it onto the battlefield tapped, then shuffle.
Whenever a nontoken creature you control dies, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you sacrifice a Clue, create a 1/1 white Human Soldier creature token.
{1}{G}, Sacrifice this enchantment: Reveal the top four cards of your library. You may put an artifact, creature, enchantment, land, or planeswalker card from among them into your hand. Put the rest into your graveyard.
{3}{W}: Target Human gains double strike until end of turn.
Enchant land When this Aura enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Enchanted land has "{T}: Add two mana of any one color."
Enchant creature When this Aura enters, create a 2/2 green Wolf creature token. Enchanted creature gets +2/+2.
This spell can't be countered. You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.
Exile target nonland permanent. You lose 3 life.
Whenever this creature enters or attacks, if you have no cards in hand, this creature deals 2 damage to any target. Madness {1}{B}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
At the beginning of each player's end step, that player draws a card. If the player is your opponent and has four or more cards in hand, this enchantment deals 2 damage to that player.
When Gisa and Geralf enters, mill four cards. Once during each of your turns, you may cast a Zombie creature spell from your graveyard.
Trample Whenever this creature deals combat damage to a player, surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Delirium — This creature gets +2/+2 as long as there are four or more card types among cards in your graveyard.
Flash Lifelink When this creature enters, other Humans you control get +1/+1 and gain lifelink until end of turn.
Flying Whenever you cast an instant or sorcery spell, this creature gets +3/+0 until end of turn.
Haste Delirium — When this creature enters, if there are four or more card types among cards in your graveyard, creatures with power 2 or less can't block this turn.
[+2]: You may discard a card. If you do, draw a card. [−2]: Exile target enchantment, tapped artifact, or tapped creature. [−8]: Search your library for an artifact or creature card, put it onto the battlefield, then shuffle. It gains haste. Return it to your hand at the beginning of the next end step.
Flying Whenever another creature you control enters, you may discard a card. If you do, put a +1/+1 counter on that creature, it gains haste until end of turn, and it becomes a Vampire in addition to its other types.
Whenever a creature enters, if it entered from your graveyard or you cast it from your graveyard, return this card from your graveyard to the battlefield tapped at the beginning of the next end step.
Destroy target blocking creature. Creatures that were blocked by that creature this combat gain trample until end of turn.
Flying You and Humans you control have hexproof. {2}, Exile a card from your graveyard: Create a 1/1 white Human Soldier creature token.
[+1]: Reveal the top card of your library and put that card into your hand. Each opponent loses life equal to its mana value. [−X]: Sorin deals X damage to target creature or planeswalker and you gain X life. [−9]: Create a number of 1/1 black Vampire Knight creature tokens with lifelink equal to the highest life total among all players.
Flash Flying When this creature enters, exile target spell with mana value 4 or less. When this creature leaves the battlefield, the exiled card's owner may cast that card without paying its mana cost.
[+1]: Choose up to two target creatures. Until your next turn, whenever either of those creatures deals combat damage, you draw a card. [−2]: Tap up to two target nonland permanents. They don't untap during their controller's next untap step. [−7]: Draw three cards. You get an emblem with "You may cast spells from your hand without paying their mana costs."
{1}, {T}: Put a charge counter on this artifact, then you may cast an instant or sorcery spell with mana value equal to the number of charge counters on this artifact from your hand without paying its mana cost. {3}, {T}, Remove X charge counters from this artifact: Scry X.
| Card | Number | Rarity | Price |
|---|---|---|---|
Abundant Maw | 1 | Uncommon | N/A |
Decimator of the Provinces | 2 | Mythic | N/A |
Distended Mindbender | 3 | Rare | N/A |
Drownyard Behemoth | 4 | Uncommon | N/A |
Elder Deep-Fiend | 5 | Rare | N/A |
Emrakul, the Promised End | 6 | Mythic | N/A |
Eternal Scourge | 7 | Rare | N/A |
Mockery of Nature | 8 | Uncommon | N/A |
Wretched Gryff | 9 | Common | N/A |
Always Watching | 10 | Rare | N/A |
Angelic Purge | 11 | Common | N/A |
Apothecary Geist | 12 | Common | N/A |
Archangel Avacyn // Avacyn, the Purifier | 13 | Mythic | N/A |
Blessed Alliance | 14 | Uncommon | N/A |
Borrowed Grace | 15 | Common | N/A |
Bound by Moonsilver | 16 | Common | N/A |
Bruna, the Fading Light // Brisela, Voice of Nightmares | 17a | Rare | N/A |
Brisela, Voice of Nightmares | 17b | Mythic | N/A |
Bygone Bishop | 18 | Rare | N/A |
Collective Effort | 19 | Rare | N/A |
Courageous Outrider | 20 | Uncommon | N/A |
Dauntless Cathar | 21 | Common | N/A |
Dawn Gryff | 22 | Common | N/A |
Declaration in Stone | 23 | Rare | N/A |
Descend upon the Sinful | 24 | Mythic | N/A |
Devilthorn Fox | 25 | Common | N/A |
Drogskol Shieldmate | 26 | Common | N/A |
Faith Unbroken | 27 | Uncommon | N/A |
Faithbearer Paladin | 28 | Common | N/A |
Fiend Binder | 29 | Common | N/A |
Gisela, the Broken Blade // Brisela, Voice of Nightmares | 30 | Mythic | N/A |
Gryff's Boon | 31 | Uncommon | N/A |
Guardian of Pilgrims | 32 | Common | N/A |
Hope Against Hope | 33 | Uncommon | N/A |
Humble the Brute | 34 | Uncommon | N/A |
Ironclad Slayer | 35 | Uncommon | N/A |
Lone Rider // It That Rides as One | 36 | Uncommon | N/A |
Lunarch Mantle | 37 | Common | N/A |
Nearheath Chaplain | 38 | Uncommon | N/A |
Odric, Lunarch Marshal | 39 | Rare | N/A |
Puncturing Light | 40 | Common | N/A |
Reaper of Flight Moonsilver | 41 | Uncommon | N/A |
Selfless Spirit | 42 | Rare | N/A |
Sigarda's Aid | 43 | Rare | N/A |
Sigardian Priest | 44 | Common | N/A |
Spectral Shepherd | 45 | Uncommon | N/A |
Steadfast Cathar | 46 | Common | N/A |
Strength of Arms | 47 | Common | N/A |
Subjugator Angel | 48 | Uncommon | N/A |
Thalia, Heretic Cathar | 49 | Rare | N/A |
Thalia's Lancers | 50 | Rare | N/A |
Thraben Inspector | 51 | Common | N/A |
Topplegeist | 52 | Uncommon | N/A |
Town Gossipmonger // Incited Rabble | 53 | Uncommon | N/A |
Advanced Stitchwing | 54 | Uncommon | N/A |
Compelling Deterrence | 55 | Uncommon | N/A |
Confirm Suspicions | 56 | Rare | N/A |
Convolute | 57 | Common | N/A |
Curious Homunculus // Voracious Reader | 58 | Uncommon | N/A |
Daring Sleuth // Bearer of Overwhelming Truths | 59 | Uncommon | N/A |
Deny Existence | 60 | Common | N/A |
Docent of Perfection // Final Iteration | 61 | Rare | N/A |
Drag Under | 62 | Common | N/A |
Drownyard Explorers | 63 | Common | N/A |
Drunau Corpse Trawler | 64 | Uncommon | N/A |
Epiphany at the Drownyard | 65 | Rare | N/A |
Erdwal Illuminator | 66 | Uncommon | N/A |
Essence Flux | 67 | Common | N/A |
Exultant Cultist | 68 | Common | N/A |
Fleeting Memories | 69 | Uncommon | N/A |
Fogwalker | 70 | Common | N/A |
Forgotten Creation | 71 | Rare | N/A |
Geist of the Archives | 72 | Common | N/A |
Geralf's Masterpiece | 73 | Rare | N/A |
Imprisoned in the Moon | 74 | Common | N/A |
Ingenious Skaab | 75 | Common | N/A |
Invasive Surgery | 76 | Uncommon | N/A |
Jace, Unraveler of Secrets | 77 | Mythic | N/A |
Jace's Scrutiny | 78 | Common | N/A |
Laboratory Brute | 79 | Common | N/A |
Manic Scribe | 80 | Uncommon | N/A |
Mausoleum Wanderer | 81 | Rare | N/A |
Mind's Dilation | 82 | Mythic | N/A |
Nebelgast Herald | 83 | Uncommon | N/A |
Ongoing Investigation | 84 | Uncommon | N/A |
Pieces of the Puzzle | 85 | Uncommon | N/A |
Pore Over the Pages | 86 | Uncommon | N/A |
Rattlechains | 87 | Rare | N/A |
Rise from the Tides | 88 | Uncommon | N/A |
Spontaneous Mutation | 89 | Common | N/A |
Startled Awake // Persistent Nightmare | 90 | Mythic | N/A |
Stormrider Spirit | 91 | Common | N/A |
Summary Dismissal | 92 | Rare | N/A |
Take Inventory | 93 | Common | N/A |
Tattered Haunter | 94 | Common | N/A |
Thing in the Ice // Awoken Horror | 95 | Rare | N/A |
Wharf Infiltrator | 96 | Rare | N/A |
Accursed Witch // Infectious Curse | 97 | Uncommon | N/A |
Alms of the Vein | 98 | Common | N/A |
Biting Rain | 99 | Uncommon | N/A |
Borrowed Malevolence | 100 | Common | N/A |
Call the Bloodline | 101 | Uncommon | N/A |
Certain Death | 102 | Common | N/A |
Collective Brutality | 103 | Rare | N/A |
Crow of Dark Tidings | 104 | Common | N/A |
Dark Salvation | 105 | Rare | N/A |
Dead Weight | 106 | Common | N/A |
Kindly Stranger // Demon-Possessed Witch | 107 | Uncommon | N/A |
Diregraf Colossus | 108 | Rare | N/A |
Dusk Feaster | 109 | Uncommon | N/A |
Ever After | 110 | Rare | N/A |
Gavony Unhallowed | 111 | Common | N/A |
Ghoulcaller's Accomplice | 112 | Common | N/A |
Gisa's Bidding | 113 | Common | N/A |
Graf Harvest | 114 | Uncommon | N/A |
Graf Rats // Chittering Host | 115a | Common | N/A |
Chittering Host | 115b | Common | N/A |
Grotesque Mutation | 116 | Common | N/A |
Haunted Dead | 117 | Uncommon | N/A |
Indulgent Aristocrat | 118 | Uncommon | N/A |
Liliana, the Last Hope | 119 | Mythic | N/A |
Liliana's Elite | 120 | Common | N/A |
Macabre Waltz | 121 | Common | N/A |
Merciless Resolve | 122 | Common | N/A |
Midnight Scavengers // Chittering Host | 123 | Uncommon | N/A |
Mindwrack Demon | 124 | Mythic | N/A |
Morkrut Necropod | 125 | Common | N/A |
Noosegraf Mob | 126 | Rare | N/A |
Olivia's Bloodsworn | 127 | Uncommon | N/A |
Olivia's Dragoon | 128 | Common | N/A |
Pick the Brain | 129 | Uncommon | N/A |
Relentless Dead | 130 | Mythic | N/A |
Rise from the Grave | 131 | Uncommon | N/A |
Ruthless Disposal | 132 | Uncommon | N/A |
Sanitarium Skeleton | 133 | Common | N/A |
Stromkirk Condemned | 134 | Rare | N/A |
Thraben Foulbloods | 135 | Common | N/A |
Tree of Perdition | 136 | Rare | N/A |
Triskaidekaphobia | 137 | Rare | N/A |
Voldaren Pariah // Abolisher of Bloodlines | 138 | Rare | N/A |
Weirded Vampire | 139 | Common | N/A |
Alchemist's Greeting | 140 | Common | N/A |
Assembled Alphas | 141 | Rare | N/A |
Avacyn's Judgment | 142 | Rare | N/A |
Bedlam Reveler | 143 | Rare | N/A |
Blood Mist | 144 | Uncommon | N/A |
Bloodmad Vampire | 145 | Common | N/A |
Borrowed Hostility | 146 | Common | N/A |
Burn from Within | 147 | Rare | N/A |
Collective Defiance | 148 | Rare | N/A |
Conduit of Storms // Conduit of Emrakul | 149 | Common | N/A |
Deranged Whelp | 150 | Common | N/A |
Devils' Playground | 151 | Rare | N/A |
Ember-Eye Wolf | 152 | Common | N/A |
Falkenrath Gorger | 153 | Rare | N/A |
Fiery Temper | 154 | Uncommon | N/A |
Flameblade Angel | 155 | Rare | N/A |
Furyblade Vampire | 156 | Uncommon | N/A |
Galvanic Bombardment | 157 | Common | N/A |
Gatstaf Arsonists // Gatstaf Ravagers | 158 | Common | N/A |
Geier Reach Bandit // Vildin-Pack Alpha | 159 | Uncommon | N/A |
Goldnight Castigator | 160 | Mythic | N/A |
Hanweir Garrison // Hanweir, the Writhing Township | 161a | Rare | N/A |
Hanweir, the Writhing Township | 161b | Rare | N/A |
Howlpack Wolf | 162 | Common | N/A |
Incendiary Flow | 163 | Common | N/A |
Insatiable Gorgers | 164 | Common | N/A |
Insolent Neonate | 165 | Common | N/A |
Lightning Axe | 166 | Uncommon | N/A |
Mad Prophet | 167 | Uncommon | N/A |
Magmatic Chasm | 168 | Common | N/A |
Make Mischief | 169 | Common | N/A |
Mirrorwing Dragon | 170 | Mythic | N/A |
Nahiri's Wrath | 171 | Mythic | N/A |
Pyre Hound | 172 | Common | N/A |
Ravenous Bloodseeker | 173 | Common | N/A |
Rush of Adrenaline | 174 | Common | N/A |
Scourge Wolf | 175 | Uncommon | N/A |
Shreds of Sanity | 176 | Uncommon | N/A |
Sin Prodder | 177 | Rare | N/A |
Stensia Masquerade | 178 | Uncommon | N/A |
Stromkirk Occultist | 179 | Uncommon | N/A |
Thermo-Alchemist | 180 | Uncommon | N/A |
Tormenting Voice | 181 | Common | N/A |
Ulrich's Kindred | 182 | Uncommon | N/A |
Uncaged Fury | 183 | Uncommon | N/A |
Village Messenger // Moonrise Intruder | 184 | Uncommon | N/A |
Aim High | 185 | Common | N/A |
Bloodbriar | 186 | Common | N/A |
Briarbridge Patrol | 187 | Common | N/A |
Byway Courier | 188 | Common | N/A |
Clear Shot | 189 | Uncommon | N/A |
Confront the Unknown | 190 | Common | N/A |
Crawling Sensation | 191 | Uncommon | N/A |
Cryptolith Rite | 192 | Rare | N/A |
Deathcap Cultivator | 193 | Uncommon | N/A |
Duskwatch Recruiter // Krallenhorde Howler | 194 | Uncommon | N/A |
Eldritch Evolution | 195 | Rare | N/A |
Gnarlwood Dryad | 196 | Common | N/A |
Graf Mole | 197 | Uncommon | N/A |
Grapple with the Past | 198 | Common | N/A |
Groundskeeper | 199 | Uncommon | N/A |
Hamlet Captain | 200 | Uncommon | N/A |
Hinterland Logger // Timber Shredder | 201 | Common | N/A |
Howlpack Resurgence | 202 | Uncommon | N/A |
Intrepid Provisioner | 203 | Common | N/A |
Ishkanah, Grafwidow | 204 | Mythic | N/A |
Moonlight Hunt | 205 | Common | N/A |
Noose Constrictor | 206 | Uncommon | N/A |
Obsessive Skinner | 207 | Common | N/A |
Pack Guardian | 208 | Uncommon | N/A |
Permeating Mass | 209 | Rare | N/A |
Rabid Bite | 210 | Common | N/A |
Sage of Ancient Lore // Werewolf of Ancient Hunger | 211 | Rare | N/A |
Seasons Past | 212 | Mythic | N/A |
Second Harvest | 213 | Rare | N/A |
Shrill Howler // Howling Chorus | 214 | Uncommon | N/A |
Spirit of the Hunt | 215 | Rare | N/A |
Splendid Reclamation | 216 | Rare | N/A |
Swift Spinner | 217 | Common | N/A |
Thornhide Wolves | 218 | Common | N/A |
Tireless Tracker | 219 | Rare | N/A |
Traverse the Ulvenwald | 220 | Rare | N/A |
Ulvenwald Captive // Ulvenwald Abomination | 221 | Common | N/A |
Ulvenwald Hydra | 222 | Rare | N/A |
Ulvenwald Mysteries | 223 | Uncommon | N/A |
Vessel of Nascency | 224 | Uncommon | N/A |
Veteran Cathar | 225 | Uncommon | N/A |
Weirding Wood | 226 | Common | N/A |
Wolfkin Bond | 227 | Common | N/A |
Altered Ego | 228 | Rare | N/A |
Anguished Unmaking | 229 | Uncommon | N/A |
Arlinn Kord // Arlinn, Embraced by the Moon | 230 | Mythic | N/A |
Bloodhall Priest | 231 | Rare | N/A |
Fevered Visions | 232 | Rare | N/A |
Gisa and Geralf | 233 | Mythic | N/A |
Grim Flayer | 234 | Rare | N/A |
Heron's Grace Champion | 235 | Rare | N/A |
Mercurial Geists | 236 | Uncommon | N/A |
Mournwillow | 237 | Uncommon | N/A |
Nahiri, the Harbinger | 238 | Mythic | N/A |
Olivia, Mobilized for War | 239 | Mythic | N/A |
Prized Amalgam | 240 | Rare | N/A |
Ride Down | 241 | Uncommon | N/A |
Sigarda, Heron's Grace | 242 | Mythic | N/A |
Sorin, Grim Nemesis | 243 | Mythic | N/A |
Spell Queller | 244 | Rare | N/A |
Tamiyo, Field Researcher | 245 | Mythic | N/A |
Ulrich of the Krallenhorde // Ulrich, Uncontested Alpha | 246 | Rare | N/A |
Brain in a Jar | 247 | Uncommon | N/A |