Murders at Karlov Manor Promos

PMKM · 180 cards · Released

Assemble the Players
Enchantment

You may look at the top card of your library any time.

Once each turn, you may cast a creature spell with power 2 or less from the top of your library.

"All will soon be made clear, but I can give you this: our killer is here with us, in this very room."

—Alquist Proft

Assemble the Players
Enchantment

You may look at the top card of your library any time.

Once each turn, you may cast a creature spell with power 2 or less from the top of your library.

"All will soon be made clear, but I can give you this: our killer is here with us, in this very room."

—Alquist Proft

Aurelia's Vindicator
Creature — Angel

Flying, lifelink, ward

Disguise

When this creature is turned face up, exile up to X other target creatures from the battlefield and/or creature cards from graveyards.

When this creature leaves the battlefield, return the exiled cards to their owners' hands.

4/2
Aurelia's Vindicator
Creature — Angel

Flying, lifelink, ward

Disguise

When this creature is turned face up, exile up to X other target creatures from the battlefield and/or creature cards from graveyards.

When this creature leaves the battlefield, return the exiled cards to their owners' hands.

4/2
Case of the Uneaten Feast
Enchantment — Case

Whenever a creature you control enters, you gain 1 life.

To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.)

Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.

Case of the Uneaten Feast
Enchantment — Case

Whenever a creature you control enters, you gain 1 life.

To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.)

Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.

Delney, Streetwise Lookout
Legendary Creature — Human Scout

Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater.

If a triggered ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.

"It's not a matter of what I know. It's a matter of making it worth my while to tell you."

2/2
Delney, Streetwise Lookout
Legendary Creature — Human Scout

Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater.

If a triggered ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.

"It's not a matter of what I know. It's a matter of making it worth my while to tell you."

2/2
Doorkeeper Thrull
Creature — Thrull

Flash

Flying

Artifacts and creatures entering don't cause abilities to trigger.

Parties at Karlov Manor are strictly invitation only.

1/2
Doorkeeper Thrull
Creature — Thrull

Flash

Flying

Artifacts and creatures entering don't cause abilities to trigger.

Parties at Karlov Manor are strictly invitation only.

1/2
No Witnesses
Sorcery

Each player who controls the most creatures investigates. Then destroy all creatures. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")

When cunning fails, there's always violence.

No Witnesses
Sorcery

Each player who controls the most creatures investigates. Then destroy all creatures. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")

When cunning fails, there's always violence.

Tenth District Hero
Creature — Human

, Collect evidence 2: This creature becomes a Human Detective with base power and toughness 4/4 and gains vigilance.

, Collect evidence 4: If this creature is a Detective, it becomes a legendary creature named Mileva, the Stalwart, it has base power and toughness 5/5, and it gains "Other creatures you control have indestructible."

2/3
Tenth District Hero
Creature — Human

, Collect evidence 2: This creature becomes a Human Detective with base power and toughness 4/4 and gains vigilance.

, Collect evidence 4: If this creature is a Detective, it becomes a legendary creature named Mileva, the Stalwart, it has base power and toughness 5/5, and it gains "Other creatures you control have indestructible."

2/3
Unyielding Gatekeeper
Creature — Elephant Cleric

Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)

When this creature is turned face up, exile another target nonland permanent. If you controlled it, return it to the battlefield tapped. Otherwise, its controller creates a 2/2 white and blue Detective creature token.

3/2
Unyielding Gatekeeper
Creature — Elephant Cleric

Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)

When this creature is turned face up, exile another target nonland permanent. If you controlled it, return it to the battlefield tapped. Otherwise, its controller creates a 2/2 white and blue Detective creature token.

3/2
Wojek Investigator
Creature — Angel Detective

Flying, vigilance

At the beginning of your upkeep, investigate once for each opponent who has more cards in hand than you. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")

"Well, this clearly didn't come from anyone I know..."

2/4
Wojek Investigator
Creature — Angel Detective

Flying, vigilance

At the beginning of your upkeep, investigate once for each opponent who has more cards in hand than you. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")

"Well, this clearly didn't come from anyone I know..."

2/4
Case of the Ransacked Lab
Enchantment — Case

Instant and sorcery spells you cast cost less to cast.

To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.)

Solved — Whenever you cast an instant or sorcery spell, draw a card.

Case of the Ransacked Lab
Enchantment — Case

Instant and sorcery spells you cast cost less to cast.

To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.)

Solved — Whenever you cast an instant or sorcery spell, draw a card.

Conspiracy Unraveler
Creature — Sphinx Detective

Flying

You may collect evidence 10 rather than pay the mana cost for spells you cast. (To collect evidence 10, exile cards with total mana value 10 or greater from your graveyard.)

"There can be many motives and opportunities, but there is always only one truth."

6/6
Conspiracy Unraveler
Creature — Sphinx Detective

Flying

You may collect evidence 10 rather than pay the mana cost for spells you cast. (To collect evidence 10, exile cards with total mana value 10 or greater from your graveyard.)

"There can be many motives and opportunities, but there is always only one truth."

6/6
Coveted Falcon
Artifact Creature — Bird

Flying

Whenever this creature attacks, gain control of target permanent you own but don't control.

Disguise

When this creature is turned face up, target opponent gains control of any number of target permanents you control. Draw a card for each one they gained control of this way.

1/4
Coveted Falcon
Artifact Creature — Bird

Flying

Whenever this creature attacks, gain control of target permanent you own but don't control.

Disguise

When this creature is turned face up, target opponent gains control of any number of target permanents you control. Draw a card for each one they gained control of this way.

1/4
Cryptic Coat
Artifact — Equipment

When this Equipment enters, cloak the top card of your library, then attach this Equipment to it. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.)

Equipped creature gets +1/+0 and can't be blocked.

: Return this Equipment to its owner's hand.

Cryptic Coat
Artifact — Equipment

When this Equipment enters, cloak the top card of your library, then attach this Equipment to it. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.)

Equipped creature gets +1/+0 and can't be blocked.

: Return this Equipment to its owner's hand.

Forensic Gadgeteer
Creature — Vedalken Artificer Detective

Whenever you cast an artifact spell, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")

Activated abilities of artifacts you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.

2/3
Forensic Gadgeteer
Creature — Vedalken Artificer Detective

Whenever you cast an artifact spell, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")

Activated abilities of artifacts you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.

2/3
Intrude on the Mind
Instant

Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. Create a 0/0 colorless Thopter artifact creature token with flying, then put a +1/+1 counter on it for each card put into your graveyard this way.

Intrude on the Mind
Instant

Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. Create a 0/0 colorless Thopter artifact creature token with flying, then put a +1/+1 counter on it for each card put into your graveyard this way.

Lost in the Maze
Enchantment

Flash

When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)

Tapped creatures you control have hexproof.

Lost in the Maze
Enchantment

Flash

When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)

Tapped creatures you control have hexproof.

Proft's Eidetic Memory
Legendary Enchantment

When Proft's Eidetic Memory enters, draw a card.

You have no maximum hand size.

At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.

Proft's Eidetic Memory
Legendary Enchantment

When Proft's Eidetic Memory enters, draw a card.

You have no maximum hand size.

At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.

Reenact the Crime
Instant

Exile target nonland card in a graveyard that was put there from anywhere this turn. Copy it. You may cast the copy without paying its mana cost.

At Proft's command, an ethereal model of the ransacked workshop sprang into being, every detail perfectly recreated. He'd missed something—he knew it—but what?

Reenact the Crime
Instant

Exile target nonland card in a graveyard that was put there from anywhere this turn. Copy it. You may cast the copy without paying its mana cost.

At Proft's command, an ethereal model of the ransacked workshop sprang into being, every detail perfectly recreated. He'd missed something—he knew it—but what?

Steamcore Scholar
Creature — Weird Detective

Flying, vigilance

When this creature enters, draw two cards. Then discard two cards unless you discard an instant or sorcery card or a creature card with flying.

"Hm. That's weird."

2/2
Steamcore Scholar
Creature — Weird Detective

Flying, vigilance

When this creature enters, draw two cards. Then discard two cards unless you discard an instant or sorcery card or a creature card with flying.

"Hm. That's weird."

2/2
Barbed Servitor
Artifact Creature — Construct

Indestructible

When this creature enters, suspect it. (It has menace and can't block.)

Whenever this creature deals combat damage to a player, you draw a card and you lose 1 life.

Whenever this creature is dealt damage, target opponent loses that much life.

1/1
Barbed Servitor
Artifact Creature — Construct

Indestructible

When this creature enters, suspect it. (It has menace and can't block.)

Whenever this creature deals combat damage to a player, you draw a card and you lose 1 life.

Whenever this creature is dealt damage, target opponent loses that much life.

1/1
Case of the Stashed Skeleton
Enchantment — Case

When this Case enters, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.)

To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.)

Solved , Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.

Case of the Stashed Skeleton
Enchantment — Case

When this Case enters, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.)

To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.)

Solved , Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.

Deadly Cover-Up
Sorcery

As an additional cost to cast this spell, you may collect evidence 6.

Destroy all creatures. If evidence was collected, exile a card from an opponent's graveyard. Then search its owner's graveyard, hand, and library for any number of cards with that name and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.

Deadly Cover-Up
Sorcery

As an additional cost to cast this spell, you may collect evidence 6.

Destroy all creatures. If evidence was collected, exile a card from an opponent's graveyard. Then search its owner's graveyard, hand, and library for any number of cards with that name and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.

Homicide Investigator
Creature — Human Detective

Whenever one or more nontoken creatures you control die, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")

In her line of work, the dead are often better sources than the living.

2/2
Homicide Investigator
Creature — Human Detective

Whenever one or more nontoken creatures you control die, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")

In her line of work, the dead are often better sources than the living.

2/2
Hunted Bonebrute
Creature — Skeleton Beast

Menace

When this creature enters, target opponent creates two 1/1 white Dog creature tokens.

When this creature dies, each opponent loses 3 life.

Disguise

6/2
Hunted Bonebrute
Creature — Skeleton Beast

Menace

When this creature enters, target opponent creates two 1/1 white Dog creature tokens.

When this creature dies, each opponent loses 3 life.

Disguise

6/2
Illicit Masquerade
Enchantment

Flash

When this enchantment enters, put an impostor counter on each creature you control.

Whenever a creature you control with an impostor counter on it dies, exile it. Return up to one other target creature card from your graveyard to the battlefield.

Illicit Masquerade
Enchantment

Flash

When this enchantment enters, put an impostor counter on each creature you control.

Whenever a creature you control with an impostor counter on it dies, exile it. Return up to one other target creature card from your graveyard to the battlefield.

Massacre Girl, Known Killer
Legendary Creature — Human Assassin

Menace

Creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.)

Whenever a creature an opponent controls dies, if its toughness was less than 1, draw a card.

"'Did I do it?' You'll have to be more specific."

4/4
Massacre Girl, Known Killer
Legendary Creature — Human Assassin

Menace

Creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.)

Whenever a creature an opponent controls dies, if its toughness was less than 1, draw a card.

"'Did I do it?' You'll have to be more specific."

4/4
Outrageous Robbery
Instant

Target opponent exiles the top X cards of their library face down. You may look at and play those cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any type to cast it.

"When you can't erase your own trail, leave as many false ones as possible."

—Etrata

Outrageous Robbery
Instant

Target opponent exiles the top X cards of their library face down. You may look at and play those cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any type to cast it.

"When you can't erase your own trail, leave as many false ones as possible."

—Etrata

Vein Ripper
Creature — Vampire Assassin

Flying

Ward—Sacrifice a creature.

Whenever a creature dies, target opponent loses 2 life and you gain 2 life.

"I'm afraid your investigation has reached a dead end."

6/5
Vein Ripper
Creature — Vampire Assassin

Flying

Ward—Sacrifice a creature.

Whenever a creature dies, target opponent loses 2 life and you gain 2 life.

"I'm afraid your investigation has reached a dead end."

6/5
Anzrag's Rampage
Sorcery

Destroy all artifacts you don't control, then exile the top X cards of your library, where X is the number of artifacts that were put into graveyards from the battlefield this turn. You may put a creature card exiled this way onto the battlefield. It gains haste. Return it to your hand at the beginning of the next end step.

Anzrag's Rampage
Sorcery

Destroy all artifacts you don't control, then exile the top X cards of your library, where X is the number of artifacts that were put into graveyards from the battlefield this turn. You may put a creature card exiled this way onto the battlefield. It gains haste. Return it to your hand at the beginning of the next end step.

Case of the Crimson Pulse
Enchantment — Case

When this Case enters, discard a card, then draw two cards.

To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.)

Solved — At the beginning of your upkeep, discard your hand, then draw two cards.

Case of the Crimson Pulse
Enchantment — Case

When this Case enters, discard a card, then draw two cards.

To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.)

Solved — At the beginning of your upkeep, discard your hand, then draw two cards.