Innistrad: Crimson Vow Promos

PVOW · 121 cards · Released

Cemetery Gatekeeper
Creature — Vampire

First strike

When this creature enters, exile a card from a graveyard.

Whenever a player plays a land or casts a spell, if it shares a card type with the exiled card, this creature deals 2 damage to that player.

2/1
Chandra, Dressed to Kill
Legendary Planeswalker — Chandra

[+1]: Add . Chandra deals 1 damage to up to one target player or planeswalker.

[+1]: Exile the top card of your library. If it's red, you may cast it this turn.

[−7]: Exile the top five cards of your library. You may cast red spells from among them this turn. You get an emblem with "Whenever you cast a red spell, this emblem deals X damage to any target, where X is the amount of mana spent to cast that spell."

Loyalty: 3
Chandra, Dressed to Kill
Legendary Planeswalker — Chandra

[+1]: Add . Chandra deals 1 damage to up to one target player or planeswalker.

[+1]: Exile the top card of your library. If it's red, you may cast it this turn.

[−7]: Exile the top five cards of your library. You may cast red spells from among them this turn. You get an emblem with "Whenever you cast a red spell, this emblem deals X damage to any target, where X is the amount of mana spent to cast that spell."

Loyalty: 3
Change of Fortune
Sorcery

Discard your hand, then draw a card for each card you've discarded this turn.

"We cannot escape change, but with faith and fortitude, we can mold it to our liking."

—Marel, Dawnhart witch

Creepy Puppeteer
Creature — Human Rogue

Haste

Whenever this creature attacks, if you attacked with exactly one other creature this combat, you may have that creature's base power and toughness become 4/3 until end of turn.

4/3
Curse of Hospitality
Enchantment — Aura Curse

Enchant player

Creatures attacking enchanted player have trample.

Whenever a creature deals combat damage to enchanted player, that player exiles the top card of their library. Until end of turn, that creature's controller may play that card and they may spend mana as though it were mana of any color to cast that spell.

Dominating Vampire
Creature — Vampire

When this creature enters, gain control of target creature with mana value less than or equal to the number of Vampires you control until end of turn. Untap that creature. It gains haste until end of turn.

"You can join me or feed me. Choose fast."

3/3
Dominating Vampire
Creature — Vampire

When this creature enters, gain control of target creature with mana value less than or equal to the number of Vampires you control until end of turn. Untap that creature. It gains haste until end of turn.

"You can join me or feed me. Choose fast."

3/3
Ill-Tempered Loner
Creature — Human Werewolf

Whenever this creature is dealt damage, it deals that much damage to any target.

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

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

3/3
Howlpack Avenger
Creature — Werewolf

Whenever a permanent you control is dealt damage, this creature deals that much damage to any target.

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

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

4/4
Kessig Wolfrider
Creature — Human Knight

Menace

, , Exile three cards from your graveyard: Create a 3/2 red Wolf creature token.

"It's a perfect partnership. My village is safe from wolf attacks, and she gets to eat any vampires we catch."

1/2
Manaform Hellkite
Creature — Dragon

Flying

Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step.

4/4
Manaform Hellkite
Creature — Dragon

Flying

Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step.

4/4
Olivia's Attendants
Creature — Vampire

Menace

Whenever this creature deals damage, create that many Blood tokens. (They're artifacts with ", , Discard a card, Sacrifice this token: Draw a card.")

: This creature deals 1 damage to any target.

6/6
Stensia Uprising
Enchantment

At the beginning of your end step, create a 1/1 red Human creature token. Then if you control exactly thirteen permanents, you may sacrifice this enchantment. When you do, it deals 7 damage to any target.

"Vampires have done nothing but take from us. Tonight, we reclaim what's ours!"

Volatile Arsonist
Creature — Human Werewolf

Menace, haste

Whenever this creature attacks, it deals 1 damage to each of up to one target creature, up to one target player, and/or up to one target planeswalker.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

4/4
Dire-Strain Anarchist
Creature — Werewolf

Menace, haste

Whenever this creature attacks, it deals 2 damage to each of up to one target creature, up to one target player, and/or up to one target planeswalker.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

5/5
Ascendant Packleader
Creature — Wolf

This creature enters with a +1/+1 counter on it if you control a permanent with mana value 4 or greater.

Whenever you cast a spell with mana value 4 or greater, put a +1/+1 counter on this creature.

2/1
Ascendant Packleader
Creature — Wolf

This creature enters with a +1/+1 counter on it if you control a permanent with mana value 4 or greater.

Whenever you cast a spell with mana value 4 or greater, put a +1/+1 counter on this creature.

2/1
Avabruck Caretaker
Creature — Human Werewolf

Hexproof

At the beginning of combat on your turn, put two +1/+1 counters on another target creature you control.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

4/4
Hollowhenge Huntmaster
Creature — Werewolf

Hexproof

Other permanents you control have hexproof.

At the beginning of combat on your turn, put two +1/+1 counters on each creature you control.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

6/6
Cemetery Prowler
Creature — Wolf

Vigilance

Whenever this creature enters or attacks, exile a card from a graveyard.

Spells you cast cost less to cast for each card type they share with cards exiled with this creature.

3/4
Cemetery Prowler
Creature — Wolf

Vigilance

Whenever this creature enters or attacks, exile a card from a graveyard.

Spells you cast cost less to cast for each card type they share with cards exiled with this creature.

3/4
Cultivator Colossus
Creature — Plant Beast

Trample

Cultivator Colossus's power and toughness are each equal to the number of lands you control.

When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.

*/*
Cultivator Colossus
Creature — Plant Beast

Trample

Cultivator Colossus's power and toughness are each equal to the number of lands you control.

When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.

*/*
Dig Up
Sorcery

Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)

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

Things buried on Innistrad rarely seem to stay that way.

Dig Up
Sorcery

Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)

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

Things buried on Innistrad rarely seem to stay that way.

Glorious Sunrise
Enchantment

At the beginning of combat on your turn, choose one —

• Creatures you control get +1/+1 and gain trample until end of turn.

• Target land gains ": Add " until end of turn.

• Draw a card if you control a creature with power 3 or greater.

• You gain 3 life.

Glorious Sunrise
Enchantment

At the beginning of combat on your turn, choose one —

• Creatures you control get +1/+1 and gain trample until end of turn.

• Target land gains ": Add " until end of turn.

• Draw a card if you control a creature with power 3 or greater.

• You gain 3 life.

Hamlet Vanguard
Creature — Human Warrior

Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)

This creature enters with two +1/+1 counters on it for each other nontoken Human you control.

1/1
Hiveheart Shaman
Creature — Human Shaman

Whenever this creature attacks, you may search your library for a basic land card that doesn't share a land type with a land you control, put that card onto the battlefield, then shuffle.

: Create a 1/1 green Insect creature token. Put X +1/+1 counters on it, where X is the number of basic land types among lands you control. Activate only as a sorcery.

3/5
Howling Moon
Enchantment

At the beginning of combat on your turn, target Wolf or Werewolf you control gets +2/+2 until end of turn.

Whenever an opponent casts their second spell each turn, create a 2/2 green Wolf creature token.

Howlpack Piper
Creature — Human Werewolf

This spell can't be countered.

, : You may put a creature card from your hand onto the battlefield. If it's a Wolf or Werewolf, untap this creature. Activate only as a sorcery.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

2/2
Wildsong Howler
Creature — Werewolf

Whenever this creature enters or transforms into Wildsong Howler, look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

4/4
Splendid Reclamation
Sorcery

Return all land cards from your graveyard to the battlefield tapped.

"These seeds waited faithfully for the sun to rise again. Now, their patience is rewarded."

—Wrenn

Ulvenwald Oddity
Creature — Beast

Trample, haste

: Transform this creature.

"Obviously it's dangerous, but I've never seen anything like it. This could be an entirely new species! I say we follow it."

—Halana, Kessig ranger

4/4
Ulvenwald Behemoth
Creature — Beast Horror

Trample, haste

Other creatures you control get +1/+1 and have trample and haste.

"We've learned enough! I say we run."

—Alena, Kessig trapper

8/8
Anje, Maid of Dishonor
Legendary Creature — Vampire

Whenever Anje and/or one or more other Vampires you control enter, create a Blood token. This ability triggers only once each turn. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")

, Sacrifice another creature or a Blood token: Each opponent loses 2 life and you gain 2 life.

4/5
Dorothea, Vengeful Victim
Legendary Creature — Spirit

Flying

When Dorothea attacks or blocks, sacrifice it at end of combat.

Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

"Every day a Voldaren draws breath is a day I cannot rest."

4/4
Dorothea's Retribution
Enchantment — Aura

Enchant creature

Enchanted creature has "Whenever this creature attacks, create a 4/4 white Spirit creature token with flying that's tapped and attacking. Sacrifice that token at end of combat."

If Dorothea's Retribution would be put into a graveyard from anywhere, exile it instead.

Edgar, Charmed Groom
Legendary Creature — Vampire Noble

Other Vampires you control get +1/+1.

When Edgar dies, return it to the battlefield transformed under its owner's control.

"Our kind has taken my gift for granted. It is time to correct that folly."

4/4
Edgar Markov's Coffin
Legendary Artifact

At the beginning of your upkeep, create a 1/1 white and black Vampire creature token with lifelink and put a bloodline counter on Edgar Markov's Coffin. Then if there are three or more bloodline counters on it, remove those counters and transform it.

Eruth, Tormented Prophet
Legendary Creature — Human Wizard

If you would draw a card, exile the top two cards of your library instead. You may play those cards this turn.

She is cursed with visions of monsters and suffering . . . and all her visions come true.

2/4
Grolnok, the Omnivore
Legendary Creature — Frog

Whenever a Frog you control attacks, mill three cards.

Whenever a permanent card is put into your graveyard from your library, exile it with a croak counter on it.

You may play lands and cast spells from among cards you own in exile with croak counters on them.

3/3
Halana and Alena, Partners
Legendary Creature — Human Ranger

First strike (This creature deals combat damage before creatures without first strike.)

Reach (This creature can block creatures with flying.)

At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.

2/3
Kaya, Geist Hunter
Legendary Planeswalker — Kaya

[+1]: Creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on up to one target creature token you control.

[−2]: Until end of turn, if one or more tokens would be created under your control, twice that many of those tokens are created instead.

[−6]: Exile all cards from all graveyards, then create a 1/1 white Spirit creature token with flying for each card exiled this way.

Loyalty: 3
Odric, Blood-Cursed
Legendary Creature — Vampire Soldier

When Odric enters, create X Blood tokens, where X is the number of abilities from among flying, first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance found among creatures you control. (Count each ability only once.)

3/3
Old Rutstein
Legendary Creature — Human Peasant

When Old Rutstein enters and at the beginning of your upkeep, mill a card. If a land card is milled this way, create a Treasure token. If a creature card is milled this way, create a 1/1 green Insect creature token. If a noncreature, nonland card is milled this way, create a Blood token.

1/4
Olivia, Crimson Bride
Legendary Creature — Vampire Noble

Flying, haste

Whenever Olivia attacks, return target creature card from your graveyard to the battlefield tapped and attacking. It gains "When you don't control a legendary Vampire, exile this creature."

Her grand wedding had one goal: to unite the vampire bloodlines under her rule.

3/4
Olivia, Crimson Bride
Legendary Creature — Vampire Noble

Flying, haste

Whenever Olivia attacks, return target creature card from your graveyard to the battlefield tapped and attacking. It gains "When you don't control a legendary Vampire, exile this creature."

Her grand wedding had one goal: to unite the vampire bloodlines under her rule.

3/4
Runo Stromkirk
Legendary Creature — Vampire Cleric

Flying

When Runo enters, put up to one target creature card from your graveyard on top of your library.

At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If a creature card with mana value 6 or greater is revealed this way, transform Runo.

1/4
Krothuss, Lord of the Deep
Legendary Creature — Kraken Horror

Flying

Whenever Krothuss attacks, create a tapped and attacking token that's a copy of another target attacking creature. If that creature is a Kraken, Leviathan, Octopus, or Serpent, create two of those tokens instead.

3/5
Torens, Fist of the Angels
Legendary Creature — Human Cleric

Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)

Whenever you cast a creature spell, create a 1/1 green and white Human Soldier creature token with training.

2/2
Dollhouse of Horrors
Artifact

, , Exile a creature card from your graveyard: Create a token that's a copy of the exiled card, except it's a 0/0 Construct artifact in addition to its other types and it has "This token gets +1/+1 for each Construct you control." It gains haste until end of turn. Activate only as a sorcery.

Dollhouse of Horrors
Artifact

, , Exile a creature card from your graveyard: Create a token that's a copy of the exiled card, except it's a 0/0 Construct artifact in addition to its other types and it has "This token gets +1/+1 for each Construct you control." It gains haste until end of turn. Activate only as a sorcery.

Investigator's Journal
Artifact — Book Clue

This artifact enters with a number of suspect counters on it equal to the greatest number of creatures a player controls.

, , Remove a suspect counter from this artifact: Draw a card.

, Sacrifice this artifact: Draw a card.

Investigator's Journal
Artifact — Book Clue

This artifact enters with a number of suspect counters on it equal to the greatest number of creatures a player controls.

, , Remove a suspect counter from this artifact: Draw a card.

, Sacrifice this artifact: Draw a card.

Deathcap Glade
Land

This land enters tapped unless you control two or more other lands.

: Add or .

Deadly mushrooms litter these woods, each waiting for an errant footstep to release its noxious spores.

Deathcap Glade
Land

This land enters tapped unless you control two or more other lands.

: Add or .

Deadly mushrooms litter these woods, each waiting for an errant footstep to release its noxious spores.

Dreamroot Cascade
Land

This land enters tapped unless you control two or more other lands.

: Add or .

Soothing whispers invite travelers to step closer, closer, closer . . . until they vanish soundlessly beneath the surface.

Dreamroot Cascade
Land

This land enters tapped unless you control two or more other lands.

: Add or .

Soothing whispers invite travelers to step closer, closer, closer . . . until they vanish soundlessly beneath the surface.

Shattered Sanctum
Land

This land enters tapped unless you control two or more other lands.

: Add or .

The Quietus Cult holds their grim ceremonies in the dark places where unburied dead litter the ground.

Shattered Sanctum
Land

This land enters tapped unless you control two or more other lands.

: Add or .

The Quietus Cult holds their grim ceremonies in the dark places where unburied dead litter the ground.

Stormcarved Coast
Land

This land enters tapped unless you control two or more other lands.

: Add or .

Frequent, violent storms shape the Nephalia coastline, sculpting cliffs and caves where monsters often lurk.

Stormcarved Coast
Land

This land enters tapped unless you control two or more other lands.

: Add or .

Frequent, violent storms shape the Nephalia coastline, sculpting cliffs and caves where monsters often lurk.

Sundown Pass
Land

This land enters tapped unless you control two or more other lands.

: Add or .

Riders chase the fading light recklessly through the mountains, desperate for one last glimpse of day.

Sundown Pass
Land

This land enters tapped unless you control two or more other lands.

: Add or .

Riders chase the fading light recklessly through the mountains, desperate for one last glimpse of day.

Voldaren Estate
Land

: Add .

, Pay 1 life: Add one mana of any color. Spend this mana only to cast a Vampire spell.

, : Create a Blood token. This ability costs less to activate for each Vampire you control. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")