Lands you control have ": Add one mana of any color."
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
When you unlock this door, mill four cards, then return up to two permanent cards from among them to your hand.
(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 this creature 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.)
: Reveal target face-down permanent. If it's a creature card, you may turn it face up.
Whenever this Vehicle 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.)
Target creature gains deathtouch and indestructible until end of turn.
"We set it on fire. It lived. We cut off its head. It lived. We fell to it, one by one. It lives."
—Sunrise, survivor sentry
Survival — At the beginning of your second main phase, if this creature is tapped, reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.
, Sacrifice this creature: Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Draw a card. Then you may put a land card from your hand onto the battlefield tapped.
Wherever it grows, wood rots, walls turn gray, and flesh becomes fertilizer.
Survival — At the beginning of your second main phase, if Kona is tapped, you may put a permanent card from your hand onto the battlefield.
She's got a heart of gold, a nose for danger, and jaws that can pulverize a cellarspawn with a single snap.
If this card is in your opening hand, you may begin the game with it on the battlefield.
You may pay rather than pay the mana cost for spells you cast.
Life thrives in the Hauntwoods, but it follows its own laws, unbound from the natural order.
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.)
"That's why I never travel without a flamethrower."
—Rip, spawn hunter
When you unlock this door, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
When you unlock this door, manifest dread, then put three +1/+1 counters on that creature.
(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.)
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.
Delirium — Whenever this creature 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.
: Add one mana of any color.
: Add two mana of any one color. Spend this mana only to turn permanents face up.
Even as the roots twisted painfully into his flesh, he sang out in joy, for he could feel himself becoming one with the woods.
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.)
Whenever this permanent enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
Delirium — This creature 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.)
It doesn't know it isn't real.
Haste
Survival — At the beginning of your second main phase, if this creature 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.
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.
Trample
Forestcycling (, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)
"Hey, look! It made us a nice big path through the hedge maze!"
—Zimone
When this creature enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Delirium — This creature gets +1/+2 and has vigilance as long as there are four or more card types among cards in your graveyard.
When this enchantment 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.
: Add one mana of any color. Put a nest counter on this creature.
, Sacrifice this creature: Create a 2/2 green Spider creature token with reach for each counter on this creature. Activate only as a sorcery.
Tap another untapped creature you control: Tyvar gains indestructible until end of turn. Tap it.
: Creatures you control get +X/+X until end of turn, where X is the greatest power among creatures you control.
"They just keep coming and coming—perfect for my morning workout!"
Manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
You may return a permanent card from your graveyard to your hand.
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.)
Tyvar and the Wanderer were done running.
You may play lands from your graveyard.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
When you unlock this door, you may cast spells from your graveyard this turn, and if a card would be put into your graveyard from anywhere this turn, exile it instead.
(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 this creature enters or dies, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Valgavoth harbors a special loathing for dogs, whose mere presence provides a powerful antidote to the fear he craves.
Delirium — Whenever this creature 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.
Whenever Arabella 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.
Every night, Cori threw the unsettling doll away. Every morning, it was back on the shelf, its eyes following her every move.
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +1/+1.
Whenever equipped creature attacks, tap up to one target creature.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
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.
Reach
When this creature 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.)
, , Sacrifice this creature: 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.
When this enchantment enters, you may sacrifice another enchantment or creature. If you do, draw two cards.
When you sacrifice this 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.)
Delirium — This spell costs less to cast as long as there are four or more card types among cards in your graveyard.
Destroy target nonland permanent.
"Valgavoth commands us to feed the trees. Let our blood be their mulch, our flesh their soil."
—Victor, Valgavoth's seneschal
Flying, lifelink
This creature can't block.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return this card from your graveyard to your hand.
There are some nightmares so terrible, you're never truly rid of them.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 1/1 red Gremlin creature token.
"Do they cause trouble? Sure. But if you're nice to them, the trouble happens to other folks."
Flash
When this enchantment enters, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Whenever you turn a permanent face up, put a +1/+1 counter on it.
Enchantment spells you cast cost less to cast.
Unlock costs you pay cost less.
Glimmers are physical manifestations of survivors' hope and courage. Their presence is one of the few things that can protect from Valgavoth's malevolent influence.
Vigilance
, Sacrifice a Room: This creature deals 2 damage to each opponent. Draw a card.
The souls of those who perished outside the House persist as fractured echoes, driven to share their misery with the living.
Haste
, : 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.
Ninjutsu (, 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.
When Marina Vendrell enters, reveal the top seven cards of your library. Put all enchantment cards from among them into your hand and the rest on the bottom of your library in a random order.
: Lock or unlock a door of target Room you control. Activate only as a sorcery.
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.)
"They might look funny, but when all those teeth sink into your flesh, you won't be laughing."
—Winter
Menace
Whenever Nashi 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.
When Niko enters, create two Shard tokens. (They're enchantments with ", Sacrifice this token: Scry 1, then draw a card.")
, : Exile target nonlegendary creature you control. Shards you control become copies of it until the next end step. Return it to the battlefield under its owner's control at the beginning of the next end step.
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.
"Huh, the detector won't stop beeping. Must be on the fritz again."
Discard your hand. Then draw X cards, where X is the number of card types among cards in your graveyard.
Those who glimpse the House's true nature firsthand are cursed to never again look away.
When you unlock this door, destroy all creatures with power 3 or greater.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Other permanents you control have hexproof.
(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.)
Survival — At the beginning of your second main phase, if Rip 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.
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 (You may cast this card from your graveyard for its flashback cost. Then exile it.)
When you unlock this door, this Room deals damage equal to the number of cards in your hand to target creature an opponent controls.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
You have no maximum hand size.
At the beginning of your end step, draw a card.
(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.)
Menace
, Sacrifice another creature or enchantment: Put a +1/+1 counter on this creature.
At the beginning of your end step, if you sacrificed one or more permanents this turn, this creature deals that much damage to any target.
Survival — At the beginning of your second main phase, if this creature is tapped, put a +1/+1 counter on target creature.
All his tales are cautionary.
Deathtouch
Whenever this creature enters or attacks, each opponent loses 2 life. You gain 2 life and draw a card.
"At least the razorkin are happy when they kill you. The walkers don't even notice."
—Angus, survivor scout
Flying
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
At the beginning of your first main phase, add . Spend this mana only to cast Room spells and unlock doors.
(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 an X/X blue Spirit creature token with flying, where X is the number of unlocked doors among Rooms you control.
(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 The Swarmweaver enters, create two 1/1 black and green Insect creature tokens with flying.
Delirium — As long as there are four or more card types among cards in your graveyard, Insects and Spiders you control get +1/+1 and have deathtouch.
Trample, haste
You may cast this card from your graveyard if a non-Zombie creature died this turn. If you do, this creature enters with a +1/+1 counter on it.
Farley had always been the fastest on the track team. But no one was cheering anymore.
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.
Haste
Delirium — This creature gets +1/+1 and has trample as long as there are four or more card types among cards in your graveyard.
"Isn't fire supposed to kill those things?"
—Tyvar
Ward
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.