Flying
Whenever this creature deals combat damage to a player, unlock a locked door of up to one target Room you control.
Once charged with watching over every room in the original Vendrell house, it doggedly surveys the endless, ever-expanding labyrinth.
Draw two cards. Create a 1/1 white Glimmer enchantment creature token.
At first Sasha felt silly fending off the cellarspawn hordes with the essence of her childhood pet hamster. But it sure beat dying alone in the dark.
If this card is in your opening hand, you may begin the game with it on the battlefield.
As this enchantment 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.
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.
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.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
When you unlock this door, draw three cards, then discard a card.
(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.)
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.
It slices away the most precious memories first, then the mundane, until all that remains is blank, formless fear.
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.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
If a triggered ability of a permanent you control triggers, that ability triggers an additional time.
(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.)
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Flying
Whenever this permanent enters or attacks, draw two cards, then discard a card.
Whenever you manifest dread, put a card you put into your graveyard this way into your hand.
"If I've done this right, it should immobilize all spirits in the area. If I've done this wrong... you know what, let's just hope I did it right."
Flying
This creature enters tapped.
They thirst for blood like mosquitoes do. They just have a less dainty way of accessing it.
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.)
With sandy beaches in short supply, Duskmourn's crabs have adapted to burrow into everything from carpet to flesh.
This creature can't be blocked.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Defender
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature can attack this turn as though it didn't have defender.
"Just a shadow. It's only a shadow. Please let it be a shadow."
Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
: Shuffle enchanted creature into its owner's library, then manifest dread. Activate only as a sorcery.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Mill two cards. If two cards that share a card type were milled this way, draw a card and repeat this process.
IV — Exile any number of target instant, sorcery, and/or Tamiyo planeswalker cards from your graveyard. Copy them. You may cast any number of the copies.
When this creature enters, create a 1/1 white Glimmer enchantment creature token.
Though he needed to know what lay beyond the intersection, Harp couldn't suppress a shiver of disquiet as his glimmer disappeared into the darkness ahead.
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.)
Enchant creature
Enchanted creature loses all abilities and is a Toy artifact creature with base power and toughness 0/2 in addition to its other types.
As long as enchanted creature is face down, it can't be turned face up.
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.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
When you unlock this door, manifest dread, then put a +1/+1 counter on that creature.
(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.)
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.)
Vigilance
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, put a possession counter on this creature.
When this creature dies, create an X/X blue Spirit creature token with flying, where X is the number of counters on this creature.
Target nonland permanent's owner puts it on their choice of the top or bottom of their library. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
The Wanderer flung out her hand, but too late—Kaito had vanished into the House's maw.
Flash
Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
It moves with the speed of a spider but none of its skittering grace, scuttling to the sound of mucus-covered fingers.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, each opponent loses 1 life.
Adapted to feed on dead flesh, it's not averse to making its own when no corpses are available.
Deathtouch
This creature enters with a +1/+1 counter on it if a creature died this turn.
Every death was funnier than the last, until his howling laughter drowned out his victims' screams.
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.
"See?! That's why you always burn the bodies."
—Rip, spawn hunter
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.
Elsa swelled with euphoria and power as she stepped over her friends' corpses. She should have bargained with a demon a lot sooner.
Enchant creature
When this Aura 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.
Ears ringing and head throbbing, all Tarvin could do was wait to see what would finish the job.
This creature can't be blocked by Glimmers.
Survival — At the beginning of your second main phase, if this creature is tapped, you may search your library for a card, put it into your graveyard, then shuffle.
"Thanks, but no thanks. I'm done with hope."
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gets +2/+0 and gains lifelink until end of turn.
"There are worse things here than vampires."
Whenever one or more cards leave your graveyard, create a 2/2 black Horror enchantment creature token. This ability triggers only once each turn.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
When you unlock this door, return target creature card from your graveyard to your hand.
(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.)
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.
Valgavoth whispered into Marina's ear until he was all she could hear.
When you unlock this door, you draw two cards and you lose 2 life.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Whenever a creature you control attacks alone, it gets +1/+0 and gains deathtouch until end of turn.
(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.)
Flying
When this creature 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.
"All stars grow dark. All worlds come to an end."
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.)
When this creature enters, each player discards a card. If you discarded a card this way, draw a card.
"Valgavoth wants our pain, our terror! We cannot join him unless we suffer!"
When this creature dies, it deals 1 damage to any target and you gain 1 life.
As it drew closer, Sam felt her own teeth wriggle in their sockets, as if they wanted to leap out and join the thing.
Whenever this creature 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.)
The first thing it kills is the light.
As an additional cost to cast this spell, sacrifice a creature or enchantment.
Exile target creature.
The cries of survivor and cellarspawn mingled in a single, terrible roar as they plunged into the fathomless depths.
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
When you unlock this door, return all creature cards from your graveyard to the battlefield.
(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.)
Target creature gets +2/+2 and gains lifelink until end of turn.
"Come. Strip yourself of flesh and fear. Hunt for me. Entertain me."
—The Lord of Pain
Enchant player
Enchanted player can't gain life.
Whenever enchanted player is dealt damage, they lose half their life, rounded up.
Vicky was so tired. The pain began to fade. "You were so brave," said her grandmother's voice from somewhere far away. "But it's time to rest now."
When this creature 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.)
When this Equipment enters, manifest dread, then attach this Equipment to that creature. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Equipped creature has menace.
Equip
Delirium — Choose one. If there are four or more card types among cards in your graveyard, choose one or more instead.
• Creatures your opponents control get -1/-1 until end of turn.
• Each opponent discards two cards.
• Each opponent loses 3 life and you gain 3 life.
If this card 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.
Cracks in the facade of the House lead not to escape but to oblivion.
Choose one —
• Return target creature card from your graveyard to the battlefield.
• Destroy target creature.
"I grant them the illusion of hope so that their despair grows ever sweeter."
—Valgavoth
When Meathook Massacre II enters, each player sacrifices X creatures of their choice.
Whenever a creature you control dies, you may pay 3 life. If you do, return that card under your control with a finality counter on it.
Whenever a creature an opponent controls dies, they may pay 3 life. If they don't, return that card under your control with a finality counter on it.
Flying
When this creature 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.
"Hush, little ants. I can rid you of your troubles with a breath. All I ask in return is a drop of blood... and a promise."
Destroy target creature.
Razorkin have only one hobby.
Flash
When this enchantment 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.
Lifelink
Delirium — At the beginning of your end step, if there are four or more card types among cards in your graveyard, each opponent may sacrifice a nonland permanent of their choice or discard a card. Then this creature deals damage equal to its power to each opponent who didn't sacrifice a permanent or discard a card this way.
Impending 5— (If you cast this spell for its impending cost, it enters with five time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
, Sacrifice another creature or enchantment: This creature 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.
"I know you'd want me to live, bestie!"
Delirium — : Return this card 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.)
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 (, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
Enchant creature
When this Aura enters, target player sacrifices a creature of their choice other than enchanted creature.
When enchanted creature is dealt damage, destroy it.
At the beginning of your end step, draw a card. If you control a Demon, each opponent loses 2 life and you gain 2 life. Otherwise, you lose 2 life.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
When you unlock this door, create a 6/6 black Demon creature token with flying.
(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.)
Deathtouch
Whenever this creature deals combat damage to a player, they lose half their life, rounded up.
When this creature 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.
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.