Exile target creature you control, then return that card to the battlefield under its owner's control. If it's a Spirit, put a +1/+1 counter on it.
A spirit is both fettered and free—bound in some ways to its previous existence, yet able to transcend much of the corporeal.
When this enchantment enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, target player mills three cards.
Skulk (This creature can't be blocked by creatures with greater power.)
At the beginning of your upkeep, you may discard all the cards in your hand. If you do, draw that many cards.
"My earliest work escapes me."
—Stitcher Geralf
Skulk (This creature can't be blocked by creatures with greater power.)
"In terms of intelligence, homunculi are somewhere between humans and skaabs—clever enough to follow more complex orders, but dim enough to not question them."
—Stitcher Geralf
Flying
This creature gets -1/-1 for each card in your hand.
, Discard three cards: Return this card from your graveyard to the battlefield tapped.
Enchant creature
Enchanted creature gets +1/+1 and has flying.
Discard a card: Return enchanted creature to its owner's hand.
Put target permanent on top of its owner's library.
Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
"Sometimes it's best for the lost to stay lost."
—Herzag, mayor of Havengul
Counter target sorcery spell.
Delirium — If there are four or more card types among cards in your graveyard, search the graveyard, hand, and library of that spell's controller for any number of cards with the same name as that spell, exile those cards, then that player shuffles.
[+1]: Scry 1, then draw a card.
[−2]: Return target creature to its owner's hand.
[−8]: You get an emblem with "Whenever an opponent casts their first spell each turn, counter that spell."
Target creature gets -4/-0 until end of turn.
Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
"Just a collage of images: cryptoliths, the sea, a tangle of shipwrecks."
Return target creature to its owner's hand.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
"There's nothing to worry about."
When this creature enters, if you control another Zombie, you may draw a card. If you do, discard a card.
For stitchers and necro-alchemists, it's important that work can continue at all hours.
When this creature enters, each opponent mills three cards.
Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, that player mills three cards.
Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Flying
When this creature enters, target creature gains flying until end of turn.
, Exile this card from your graveyard: Creatures you control gain flying until end of turn.
Flying
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
It fuels its lanterns by leaching the warmth from its surroundings.
Whenever one or more creatures you control deal combat damage to a player, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
, Exile a creature card from your graveyard: Investigate. You gain 2 life.
Reveal the top five cards of your library. Put up to two instant and/or sorcery cards from among them into your hand and the rest into your graveyard.
"The clues have begun to reveal a truth I hesitate to accept."
Draw three cards, untap up to two lands, then discard a card.
"'I'm certain that the fate of Markov Manor is connected to these cryptoliths . . .' This Tamiyo was on to something."
Tap target creature. It doesn't untap during its controller's next untap step.
Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Flash
Flying
When this creature enters, target Spirit gains hexproof until end of turn.
You may cast Spirit spells as though they had flash.
: Target player draws a card, then discards a card.
Progress comes at a price.
Create a tapped 2/2 black Zombie creature token for each instant and sorcery card in your graveyard.
"Dear brother, it's sweet that you have chosen to share your toys with Ludevic, but I too have found some new playmates."
—Ghoulcaller Gisa
"Your recent work is an inspiration. I have the utmost respect for your approach, and your craft is impeccable. At your convenience, I would be honored to collaborate on a project."
—Ludevic, letter to Geralf
This creature can't attack unless you've cast a noncreature spell this turn.
Nephalia is home to many hard-shelled creatures of unusual size, the largest of which are either avoided or worshipped.
Flying
It's not just a feeling—you are being watched.
Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Sleep doesn't always mean rest.
Target opponent mills thirteen cards.
: Put this card from your graveyard onto the battlefield transformed. Activate only as a sorcery.
Skulk (This creature can't be blocked by creatures with greater power.)
When this creature deals combat damage to a player, return it to its owner's hand.
"It seemed so real!"
This creature enters tapped.
When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Flying
, Discard two cards: Return this card from your graveyard to the battlefield tapped.
"Amazing, isn't it, how scraps can come together to create such a wonder?"
—Stitcher Geralf
Flash
Flying
Thunder isn't all that follows lightning.
Defender
This creature enters with four ice counters on it.
Whenever you cast an instant or sorcery spell, remove an ice counter from this creature. Then if it has no ice counters on it, transform it.
When this creature transforms into Awoken Horror, return all non-Horror creatures to their owners' hands.
"It serves as evidence of the ancient power of the deep, a reminder that the sea is the only thing worthy of reverence."
—Runo Stromkirk
Whenever you cast an instant or sorcery spell, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
"Every answer seems to lead to a more terrifying question."
—Jace Beleren
Skulk (This creature can't be blocked by creatures with greater power.)
When this creature deals combat damage to a player, transform it.
A slow knock at midnight is best left unanswered.
This creature can't be blocked.
Knocking was simply a formality.
, Sacrifice this enchantment: Target player mills three cards. Draw a card.
"Write everything down. Trust me."
—Vallon, Thraben inspector
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Gain control of target creature if its toughness is 2 or less. If this spell's madness cost was paid, instead gain control of that creature if its toughness is X or less.
Spells your opponents cast that target this creature cost less to cast.
When this creature dies, return it to the battlefield transformed under your control attached to target opponent.
Enchant player
Spells you cast that target enchanted player cost less to cast.
At the beginning of enchanted player's upkeep, that player loses 1 life and you gain 1 life.
Target opponent loses 3 life and you gain 3 life.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
At the beginning of each player's upkeep, if that player has no cards in hand, you draw a card and you lose 1 life.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
"The ravings of the mad are laced with eldritch knowledge."
Creatures you control have skulk. (They can't be blocked by creatures with greater power.)
: Creatures you control get +1/+1 until end of turn.
It does no good to bar the gate when the enemy is already inside.
Discard your hand. Search your library for three cards, put them into your hand, then shuffle.
There is power in the abyss, in blackness more profound than the darkest dreams.
All creatures get -2/-2 until end of turn.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
On Innistrad, it is seldom wrong to stay indoors.
, Discard a card: Create a 1/1 black Vampire Knight creature token with lifelink. Activate only once each turn.
At Sorin's appeal, Olivia Voldaren summoned the full might of her bloodline to gather at Lurenbraum Fortress.
At the beginning of your upkeep, each player discards a card. Each opponent who discarded a card that shares a card type with the card you discarded loses 3 life. (Players reveal the discarded cards simultaneously.)
Flying
When this creature enters or dies, mill two cards. (Put the top two cards of your library into your graveyard.)
Enchant creature
Enchanted creature gets -2/-2.
"Dungeons and cages offer far too little sport."
—Relio Voldaren
This creature enters with a +1/+1 counter on it for each Zombie card in your graveyard.
Whenever you cast a Zombie spell, create a tapped 2/2 black Zombie creature token.
, Discard a card: Transform this creature.
Older vampires are usually more cautious than the newly-sired, calling upon ancient magic for which neonates lack patience.
Hexproof, indestructible
This creature can't block and can't be blocked.
Whenever this creature attacks and isn't blocked, you may pay . If you do, transform it.
Return up to two target creature cards from your graveyard to the battlefield. Each of those creatures is a black Zombie in addition to its other colors and types. Put Ever After on the bottom of its owner's library.
Skulk (This creature can't be blocked by creatures with greater power.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Spiteful geists rise from the muck of the Farbogs, eager to lure travelers to their doom.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Create three tapped 2/2 black Zombie creature tokens and you gain 3 life. If this spell's madness cost was paid, instead create X of those tokens and you gain X life.
, Exile this card from your graveyard: Create a 2/2 black Zombie creature token. Activate only as a sorcery.
"Once in the box, we're all the same."
, Discard two cards: Return this card from your graveyard to the battlefield tapped.
It once served a cathar roadwatcher, patrolling the crossways between villages. Its hooves still carry it along the same path.
Create two 2/2 black Zombie creature tokens.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
"Soft dirt makes for light work."
Target creature gets +3/+1 and gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
Discard a card: Transform this creature. Activate only once each turn.
Among vampires, there has long been the belief that the urge to feed must be balanced by the poise of nobility.
Flying
The Falkenrath have relinquished all pretense at nobility, losing themselves completely to their all-consuming thirst.
Delirium — This creature has menace as long as there are four or more card types among cards in your graveyard. (A creature with menace can't be blocked except by two or more creatures.)
As you hear it baying in the distance, you'll feel its breath on your neck.
Lifelink
, Sacrifice a creature: Put a +1/+1 counter on each Vampire you control.
"If you're not surrounded by decadence, my question to you is—why not?"
Delirium — : Transform this creature. Activate only if there are four or more card types among cards in your graveyard.
"I'm not afraid out here, for I know that a higher power protects me."
When this creature transforms into Demon-Possessed Witch, you may destroy target creature.
"It looks like you could use some protection of your own."
Mill X cards. Target player loses 2 life for each creature card put into your graveyard this way.
"Days ago, you came to my door asking for help, Jace. Yet now here you are with accusations?"