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.
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.
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.
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.
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.)
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.
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.
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.)
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.)
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.
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.
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.
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.
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.
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.
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.)
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.)
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.
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.
: 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.
: 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.
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.
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.
: 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.
: 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.
: 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 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 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.
: 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.
: 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.
: 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.
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.