Innistrad

ISD · 264 cards · Released

Unbreathing Horde
Creature — Zombie

This creature enters with a +1/+1 counter on it for each other Zombie you control and each Zombie card in your graveyard.

If this creature would be dealt damage, prevent that damage and remove a +1/+1 counter from it.

0/0
Unburial Rites
Sorcery

Return target creature card from your graveyard to the battlefield.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

All crave the Blessed Sleep. Few receive it.

Vampire Interloper
Creature — Vampire Scout

Flying

This creature can't block.

He listens to every heartbeat, deciding which one of hundreds he will stop.

2/1
Victim of Night
Instant

Destroy target non-Vampire, non-Werewolf, non-Zombie creature.

"Do not touch a drop. Not yet. I want to watch this so-called slayer's last crisis of faith."

—Olivia Voldaren

Village Cannibals
Creature — Human

Whenever another Human creature dies, put a +1/+1 counter on this creature.

Some have endured the horrors of Innistrad by becoming the worst monsters of all.

2/2
Walking Corpse
Creature — Zombie

"Is it hopeless? When wave upon wave of our dead return as mindless flesh-eaters to claw upon Thraben's walls? We're too busy cutting them down to indulge ourselves in such philosophical foppery."

—Mikaeus, the Lunarch

2/2
Ancient Grudge
Instant

Destroy target artifact.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

If there's anything a werewolf hates, it's a collar—especially Avacyn's Collar, the symbol of her church.

Ashmouth Hound
Creature — Elemental Dog

Whenever this creature blocks or becomes blocked by a creature, this creature deals 1 damage to that creature.

Its fiery paws make it easy to track, which is very useful when you want to go in exactly the opposite direction.

2/1
Balefire Dragon
Creature — Dragon

Flying

Whenever this creature deals combat damage to a player, it deals that much damage to each creature that player controls.

If it comes for you, die boldly or die swiftly—for die you will.

6/6
Blasphemous Act
Sorcery

This spell costs less to cast for each creature on the battlefield.

Blasphemous Act deals 13 damage to each creature.

"Holy places are no longer sanctuary from death, and death is no longer sanctuary from anything."

—Thalia, Knight-Cathar

Bloodcrazed Neonate
Creature — Vampire

This creature attacks each combat if able.

Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.

While elder vampires select their meals with care, the newly sired frenzy at the first whiff.

2/1
Brimstone Volley
Instant

Brimstone Volley deals 3 damage to any target.

Morbid — Brimstone Volley deals 5 damage instead if a creature died this turn.

Burning Vengeance
Enchantment

Whenever you cast a spell from your graveyard, this enchantment deals 2 damage to any target.

Mist is the geists' sorrow. Wind is their pain. Fire is their vengeance.

Charmbreaker Devils
Creature — Devil

At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand.

Whenever you cast an instant or sorcery spell, this creature gets +4/+0 until end of turn.

4/4
Crossway Vampire
Creature — Vampire

When this creature enters, target creature can't block this turn.

"Do not flatter Fate. It did not guide you into my clutches tonight. That was all my doing."

3/2
Curse of Stalked Prey
Enchantment — Aura Curse

Enchant player

Whenever a creature deals combat damage to enchanted player, put a +1/+1 counter on that creature.

"Innocent thorns can fill the air with your bloodscent. Don't stray from the path."

—Elmut, crossway watcher

Curse of the Nightly Hunt
Enchantment — Aura Curse

Enchant player

Creatures enchanted player controls attack each combat if able.

When the moon rises and the bloodlust takes hold, nothing matters but the kill.

Curse of the Pierced Heart
Enchantment — Aura Curse

Enchant player

At the beginning of enchanted player's upkeep, this Aura deals 1 damage to that player or a planeswalker that player controls.

"May your veins weep, and may every vampire take notice."

—Stensian curse

Desperate Ravings
Instant

Draw two cards, then discard a card at random.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Her mind was quite gone, yet she spoke nothing but truth.

Devil's Play
Sorcery

Devil's Play deals X damage to any target.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

A devil's hands are never idle.

Falkenrath Marauders
Creature — Vampire Warrior

Flying

Haste (This creature can attack and as soon as it comes under your control.)

Whenever this creature deals combat damage to a player, put two +1/+1 counters on it.

No slinking in the dark for them, no luring whispers. They claim their prey in the speed and glory of the hunt.

2/2
Feral Ridgewolf
Creature — Wolf

Trample

: This creature gets +2/+0 until end of turn.

"The wolves no longer hunt just to feed. They kill for sport, or for some madness behind their eyes."

—Elmut, crossway watcher

1/2
Furor of the Bitten
Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 and attacks each combat if able.

Those who only believe themselves infected with lycanthropy can be as dangerous as those who really are.

Geistflame
Instant

Geistflame deals 1 damage to any target.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Innistrad pyromancers find their best raw materials in the fury of the dead.

Hanweir Watchkeep
Creature — Human Warrior Werewolf

Defender

At the beginning of each upkeep, if no spells were cast last turn, transform this creature.

He scans for wolves, knowing there's one he can never anticipate.

1/5
Bane of Hanweir
Creature — Werewolf

This creature attacks each combat if able.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.

Technically he never left his post. He looks after the wolf wherever it goes.

5/5
Harvest Pyre
Instant

As an additional cost to cast this spell, exile X cards from your graveyard.

Harvest Pyre deals X damage to target creature.

Corpses destroyed by fire form the most destructive geists.

Heretic's Punishment
Enchantment

: Choose any target, then mill three cards. This enchantment deals damage to that permanent or player equal to the greatest mana value among the milled cards.

Infernal Plunge
Sorcery

As an additional cost to cast this spell, sacrifice a creature.

Add .

"Oh mighty Griselbrand, Scourge of the Heedless World, gladly I consume myself for thee!"

Instigator Gang
Creature — Human Werewolf

Attacking creatures you control get +1/+0.

At the beginning of each upkeep, if no spells were cast last turn, transform this creature.

2/3
Wildblood Pack
Creature — Werewolf

Trample

Attacking creatures you control get +3/+0.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.

5/5
Into the Maw of Hell
Sorcery

Destroy target land. Into the Maw of Hell deals 13 damage to target creature.

Few entrances lead to where demons and devils lurk. Unfortunately, they occasionally open new ones.

Kessig Wolf
Creature — Wolf

: This creature gains first strike until end of turn.

"Don't be afraid when you hear the wolves howl. Be afraid when you don't hear them at all."

—Saint Trogen, the Slayer

3/1
Kruin Outlaw
Creature — Human Rogue Werewolf

First strike

At the beginning of each upkeep, if no spells were cast last turn, transform this creature.

"Hold tight. I've got a surprise for them."

2/2
Terror of Kruin Pass
Creature — Werewolf

Double strike

Werewolves you control have menace. (A creature with menace can't be blocked except by two or more creatures.)

At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.

3/3
Night Revelers
Creature — Vampire

This creature has haste as long as an opponent controls a Human.

Vampires think of themselves as the indisputable nobility of Innistrad, able to do as they please. There are few who can prove them wrong.

4/4
Nightbird's Clutches
Sorcery

Up to two target creatures can't block this turn.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Shiny polished silver can ward off many creatures, but it attracts others.

Past in Flames
Sorcery

Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Pitchburn Devils
Creature — Devil

When this creature dies, it deals 3 damage to any target.

The ingenuity of goblins, the depravity of demons, and the smarts of sheep.

3/3
Rage Thrower
Creature — Human Shaman

Whenever another creature dies, this creature deals 2 damage to target player or planeswalker.

"Some lament these haunted times, but I'm a geistflame-tank-half-full kind of person."

4/2
Rakish Heir
Creature — Vampire

Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it.

"If you're not having fun, what's the point of living forever?"

2/2
Reckless Waif
Creature — Human Rogue Werewolf

At the beginning of each upkeep, if no spells were cast last turn, transform this creature.

"Yes, I'm alone. No, I'm not worried."

1/1
Merciless Predator
Creature — Werewolf

At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.

Before she just wanted to snatch your purse; now she'll take the whole arm.

3/2
Riot Devils
Creature — Devil

Devils are demons' unearthly desires made flesh. Let loose on the world, they satisfy their mad craving for destruction in a whirlwind of chaos.

2/3
Rolling Temblor
Sorcery

Rolling Temblor deals 2 damage to each creature without flying.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

When demons open a path to your front door, it's time to move.

Scourge of Geier Reach
Creature — Elemental

This creature gets +1/+1 for each creature your opponents control.

Stensian villagers mourned the loss of human life. Thraben vampire slayers mourned the loss of living wood.

3/3
Skirsdag Cultist
Creature — Human Shaman

, , Sacrifice a creature: This creature deals 2 damage to any target.

"Within blood is life. Within life is fire. Within fire is the path to our masters' glory!"

2/2
Stromkirk Noble
Creature — Vampire Noble

This creature can't be blocked by Humans.

Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.

"A responsible king walks among his subjects."

1/1
Tormented Pariah
Creature — Human Warrior Werewolf

At the beginning of each upkeep, if no spells were cast last turn, transform this creature.

"Hey lads, the moon's rising. All the better to watch him beg for mercy."

3/2
Rampaging Werewolf
Creature — Werewolf

At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.

"Just look at him, groveling on all fours! What a pathetic—uh-oh."

6/4
Traitorous Blood
Sorcery

Gain control of target creature until end of turn. Untap it. It gains trample and haste until end of turn.

"I can make you dance to my tune like a puppet, your very blood eager to obey."

—Olivia Voldaren

Vampiric Fury
Instant

Vampire creatures you control get +2/+0 and gain first strike until end of turn. (They deal combat damage before creatures without first strike.)

Many peasants secretly admire vampires' glamour and elegance—until they witness a moment of pure bloodlust.

Village Ironsmith
Creature — Human Werewolf

First strike

At the beginning of each upkeep, if no spells were cast last turn, transform this creature.

Each night, he abandons the trappings of civilization.

1/1
Ironfang
Creature — Werewolf

First strike

At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.

Each morning, he repairs the front door.

3/1
Ambush Viper
Creature — Snake

Flash

Deathtouch

"Living creatures seldom impress me. But I like this one."

—Uta Falkenrath

2/1
Avacyn's Pilgrim
Creature — Human Monk

: Add .

"Avacyn's protection is everywhere. From the holy church to the sacred glade, all that we see is under her blessed watch."

1/1
Boneyard Wurm
Creature — Wurm

Boneyard Wurm's power and toughness are each equal to the number of creature cards in your graveyard.

The only thing it likes more than discovering a pit of bones is adding to it.

*/*
Bramblecrush
Sorcery

Destroy target noncreature permanent.

"Civilization is fertilizer."

—Garruk Wildspeaker

Caravan Vigil
Sorcery

Search your library for a basic land card, reveal it, put it into your hand, then shuffle.

Morbid — You may put that card onto the battlefield instead of putting it into your hand if a creature died this turn.

Creeping Renaissance
Sorcery

Choose a permanent type. Return all cards of the chosen type from your graveyard to your hand.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Darkthicket Wolf
Creature — Wolf

: This creature gets +2/+2 until end of turn. Activate only once each turn.

Werewolf slayers don't know for certain how werewolves are created. So they kill all the wolves, just to be safe.

2/2
Daybreak Ranger
Creature — Human Archer Ranger Werewolf

: This creature deals 2 damage to target creature with flying.

At the beginning of each upkeep, if no spells were cast last turn, transform this creature.

2/2
Nightfall Predator
Creature — Werewolf

, : This creature fights target creature. (Each deals damage equal to its power to the other.)

At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.

4/4
Elder of Laurels
Creature — Human Advisor

: Target creature gets +X/+X until end of turn, where X is the number of creatures you control.

Hopes and prayers can carry the same force as swords and torches.

2/3
Essence of the Wild
Creature — Avatar

Creatures you control enter as a copy of this creature.

Wander too far into the wild and it may take you for its own.

6/6
Festerhide Boar
Creature — Boar

Trample

Morbid — This creature enters with two +1/+1 counters on it if a creature died this turn.

"Bury your dead deep. The boars are hungriest while the corpse is still warm."

—Paulin, trapper of Somberwald

3/3
Full Moon's Rise
Enchantment

Werewolf creatures you control get +1/+0 and have trample.

Sacrifice this enchantment: Regenerate all Werewolf creatures you control.

Some lycanthropes wish they could abandon their weak human shapes and revel in the power of the wolf.