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.)
Whenever this creature 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.
Pop goes the evil.
Flash
, , Sacrifice this artifact: It deals 3 damage to target creature.
Every time its teeth tasted blood, its hunger grew, until one day it was no longer a trap but a hunter.
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 gets +2/+1.
Equip
When this Equipment enters, manifest dread, then attach this Equipment to that creature.
Equipped creature gets +2/+2 and has deathtouch and lifelink.
Equip—Sacrifice a creature.
You may look at face-down creatures your opponents control any time.
, Sacrifice this artifact: Surveil 2, then draw a card. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
When this creature dies, each player draws a card.
Best friends are great to share secrets with—like where the matches are, or how to find a human heart.
: Exile target card from a graveyard.
, , Sacrifice this artifact: Put each creature card exiled with this artifact 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.
When this Equipment enters, create a 1/1 white Glimmer enchantment creature token.
Equipped creature gets +1/+1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Hope and reliable lighting are in short supply in the House. Glimmers provide both.
: Add or .
, Pay 1 life: Add , , or .
: Put seven +1/+1 counters on this artifact. It becomes a 0/0 Spirit creature in addition to its other types. Activate only once.
, , Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
, , Sacrifice this artifact: Lock or unlock a door of target Room you control. Activate only as a sorcery.
If you find them, they wanted to be found.
Flying
: Put target card from a graveyard on the bottom of its owner's library. Activate only as a sorcery.
"If you see a light moving toward you in the darkness, don't assume it's coming to help."
—Winter
Marvin has all activated abilities of creatures you control that don't have the same name as this creature.
In a moment of bloodthirsty whimsy, a razorkin once picked up a ventriloquist's puppet and used it to terrorize a survivor. Now it hunts on its own, with no one pulling its strings.
Equipped creature gets +2/+0.
Whenever equipped creature attacks, you may sacrifice a permanent other than that creature or this Equipment. If you do, draw a card.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
This land enters tapped unless a player has 13 or less life.
: Add or .
They say every inhabitant vanished in a single night, leaving their belongings untouched but curiously covered in moths.
: Add .
: Add . Activate only if you control a Swamp or a Mountain.
Here, the Balemurk spits and boils, the oppressive darkness pierced by scorching spears of fire.
This land enters tapped unless a player has 13 or less life.
: Add or .
They say if someone lies down to sleep beneath the trees, in the morning nothing will remain but a few scattered bones and a bed of blood-red lilies.
This land enters tapped unless a player has 13 or less life.
: Add or .
They say those who lose their way in the fields gradually wither and grow brittle, until at last they put down roots and anchor into the soil as a whispering stalk.
: Add .
: Add . Activate only if you control a Plains or an Island.
Here, the Mistmoors slump like a grieving parent, the once-thriving fields drowned by the relentless deluge.
: Add .
: Add . Activate only if you control an Island or a Swamp.
Here, the Floodpits languish like a corpse, the clear waters choked by the filthy hands of the bog.
: Add .
: Add . Activate only if you control a Forest or a Plains.
Here, the Hauntwoods churn like a viper's nest, as monstrous creatures prowl hungrily toward the ghostly light.
This land enters tapped unless a player has 13 or less life.
: Add or .
They say that if you stay in the cabin until the mists reach it, something will slither from the water and knock at the door.
This land enters tapped unless a player has 13 or less life.
: Add or .
They say dripping, hungry things writhe beyond the edge of the light, waiting to drag the unwary into the darkness.
This land enters tapped unless a player has 13 or less life.
: Add or .
They say every family who resided there met a grisly end, and once in a while you'll hear their screams echoing through the moldering halls.
This land enters tapped unless a player has 13 or less life.
: Add or .
They say its beckoning beacon leads not to safe harbor but into the arms of the drowned.
This land enters tapped unless a player has 13 or less life.
: Add or .
They say that those who enter the amusement park never come back, and their disembodied laughter joins the others on the wind.
This land enters tapped unless a player has 13 or less life.
: Add or .
They say the blades wait to bite through your skin until you've climbed too far to turn back, leaving you to cling with blood-slick hands until gravity takes you.
This land enters tapped unless a player has 13 or less life.
: Add or .
They say that with each new moon, the buried dead rise and dance from dusk to dawn, and witnesses to the revelry must join them for eternity.
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
The House's geography constantly warps and twists, fields melting into floorboards and walls opening into hungry maws.
: Add .
: Add . Activate only if you control a Mountain or a Forest.
Here, the Boilerbilges twitch like a trapped animal, peaks straining against the grasping roots and vines.
Hexproof
This land enters tapped. As it enters, choose a color.
: Add one mana of the chosen color.
It is the one chamber whose location never changes, the rotten, rancorous heart of Duskmourn itself.
(: Add .)
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When you unlock this door, create a 1/1 white Glimmer enchantment creature token.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
When you unlock this door, put a +1/+1 counter on each of up to two target creatures.
(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.)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, put a +1/+1 counter on target creature.
"A void rod? Perfect! Now I'll be able to get the glitch reader working again."
Survival — At the beginning of your second main phase, if this creature is tapped, put a flying, lifelink, or +1/+1 counter on it.
Whenever this creature or another creature you control dies, if it had counters on it, put those counters on up to one target creature.
Flash
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, draw a card.
"The readings are off the charts! Whatever it is, it's close."
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.
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
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.
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.
Haste
When this creature dies, exile the top card of your library. You may play it until the end of your next turn.
Dance to its beat, or it will dance on your grave.
Whenever you cast an instant or sorcery spell, put a time counter on this artifact. Then if there are seven or more time counters on it, remove those counters and it deals 20 damage to you.
: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Norin can't block.
Whenever a creature you control becomes blocked, you may exile it. You may play that card from exile this turn.
"I don't know what it was! Why would I stick around to find out?"
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.
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.
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."