Innistrad: Midnight Hunt

Image Card Info Mana cost
Adeline, Resplendent Cathar

Adeline, Resplendent Cathar

Legendary Creature — Human Knight

Vigilance Adeline, Resplendent Cathar's power is equal to the number of creatures you control. Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.

*/4

1 W W
Ambitious Farmhand // Seasoned Cathar

Ambitious Farmhand // Seasoned Cathar

Creature — Human Peasant

When Ambitious Farmhand enters the battlefield, you may search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. Coven — : Transform Ambitious Farmhand. Activate only if you control three or more creatures with different powers.

1/1

1 W
Ambitious Farmhand // Seasoned Cathar

Ambitious Farmhand // Seasoned Cathar

Creature — Human Knight

Lifelink

"The cathars have taught me many things, but I will never forget the hard, honest work that first callused my hands."

3/3

Beloved Beggar // Generous Soul

Beloved Beggar // Generous Soul

Creature — Human Peasant

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

Charity is rare on Innistrad, but kindness is always repaid.

0/4

1 W
Beloved Beggar // Generous Soul

Beloved Beggar // Generous Soul

Creature — Spirit

Flying, vigilance If Generous Soul would be put into a graveyard from anywhere, exile it instead.

As long as evil threatens his town, the Blessed Sleep can wait.

4/4

Bereaved Survivor // Dauntless Avenger

Bereaved Survivor // Dauntless Avenger

Creature — Human Peasant

When another creature you control dies, transform Bereaved Survivor.

"With Avacyn gone, I no longer knew who to pray to. Alone, I wept for a sister who would never return."

2/1

2 W
Bereaved Survivor // Dauntless Avenger

Bereaved Survivor // Dauntless Avenger

Creature — Human Soldier

Whenever Dauntless Avenger attacks, return target creature card with mana value 2 or less from your graveyard to the battlefield tapped and attacking.

"It was Sigarda who lifted me from despair and gave me the strength to fight on."

3/2

Blessed Defiance

Blessed Defiance

Instant

Target creature you control gets +2/+0 and gains lifelink until end of turn. When that creature dies this turn, create a 1/1 white Spirit creature token with flying.

"If I'm going, I'm taking you with me!"

W
Borrowed Time

Borrowed Time

Enchantment

When Borrowed Time enters the battlefield, exile target nonland permanent an opponent controls until Borrowed Time leaves the battlefield.

Teferi stepped calmly into the fray. Suddenly the sun paused in the sky and the werewolves' snarls froze on their faces.

2 W
Brutal Cathar // Moonrage Brute

Brutal Cathar // Moonrage Brute

Creature — Human Soldier Werewolf

When this creature enters the battlefield or transforms into Brutal Cathar, exile target creature an opponent controls until this creature leaves the battlefield. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

2/2

2 W
Brutal Cathar // Moonrage Brute

Brutal Cathar // Moonrage Brute

Creature — Werewolf

First strike Ward—Pay 3 life. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

3/3

Candlegrove Witch

Candlegrove Witch

Creature — Human Warlock

Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Candlegrove Witch gains flying until end of turn.

"Like a thousand candles fighting back the darkness, we are strongest when we stand together."

2/2

1 W
Candletrap

Candletrap

Enchantment — Aura

Enchant creature Enchanted creature has defender. Prevent all combat damage that would be dealt by enchanted creature. Coven — , Sacrifice Candletrap: Exile enchanted creature. Activate only if you control three or more creatures with different powers.

W
Cathar Commando

Cathar Commando

Creature — Human Soldier

Flash , Sacrifice Cathar Commando: Destroy target artifact or enchantment.

"Honorable tactics are for honorable foes. These werewolves are preying on innocent travelers. I'll stab them in the back while they sleep if I have to."

3/1

1 W
Cathar's Call

Cathar's Call

Enchantment — Aura

Enchant creature Enchanted creature has vigilance and "At the beginning of your end step, create a 1/1 white Human creature token."

Some cathars succumbed to despair at Avacyn's unmaking. The rest redoubled their efforts to carry out her work.

2 W
Celestus Sanctifier

Celestus Sanctifier

Creature — Human Cleric

If it's neither day nor night, it becomes day as Celestus Sanctifier enters the battlefield. Whenever day becomes night or night becomes day, look at the top two cards of your library. Put one of them into your graveyard.

3/2

2 W
Chaplain of Alms // Chapel Shieldgeist

Chaplain of Alms // Chapel Shieldgeist

Creature — Human Cleric

First strike Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

1/1

W
Chaplain of Alms // Chapel Shieldgeist

Chaplain of Alms // Chapel Shieldgeist

Creature — Spirit Cleric

Flying, first strike Each creature you control has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) If Chapel Shieldgeist would be put into a graveyard from anywhere, exile it instead.

2/1

Clarion Cathars

Clarion Cathars

Creature — Human Knight

When Clarion Cathars enters the battlefield, create a 1/1 white Human creature token.

The sound of the trumpet is both warning and comfort: it tells of approaching danger but also reminds the village folk that someone is there to stand against it.

3/3

3 W
Curse of Silence

Curse of Silence

Enchantment — Aura Curse

Enchant player As Curse of Silence enters the battlefield, choose a card name. Spells with the chosen name enchanted player casts cost more to cast. Whenever enchanted player casts a spell with the chosen name, you may sacrifice Curse of Silence. If you do, draw a card.

W
Duelcraft Trainer

Duelcraft Trainer

Creature — Human Soldier

First strike Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, target creature you control gains double strike until end of turn.

"It's all in the follow-through."

3/3

3 W
Enduring Angel // Angelic Enforcer

Enduring Angel // Angelic Enforcer

Creature — Angel

Flying, double strike You have hexproof. If your life total would be reduced to 0 or less, instead transform Enduring Angel and your life total becomes 3. Then if Enduring Angel didn't transform this way, you lose the game.

3/3

2 W W W
Enduring Angel // Angelic Enforcer

Enduring Angel // Angelic Enforcer

Creature — Angel

Flying You have hexproof. Angelic Enforcer's power and toughness are each equal to your life total. Whenever Angelic Enforcer attacks, double your life total.

*/*

Fateful Absence

Fateful Absence

Instant

Destroy target creature or planeswalker. Its controller investigates. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")

Sensing a plot, Sorin raced to his grandfather's resting-crypt. But someone else had gotten there first.

1 W
Flare of Faith

Flare of Faith

Instant

Target creature gets +2/+2 until end of turn. If it's a Human, instead it gets +3/+3 and gains indestructible until end of turn.

"I fell to my knees. I called out to Sigarda. And then I saw my tormentors blaze with blessed sunlight."

1 W
Gavony Dawnguard

Gavony Dawnguard

Creature — Human Soldier

Ward If it's neither day nor night, it becomes day as Gavony Dawnguard enters the battlefield. Whenever day becomes night or night becomes day, look at the top four cards of your library. You may reveal a creature card with mana value 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in any order.

3/3

1 W W
Gavony Silversmith

Gavony Silversmith

Creature — Human Soldier

When Gavony Silversmith enters the battlefield, put a +1/+1 counter on each of up to two target creatures.

More than heat and the strength of his arm, it was his faith that gave the blade its unyielding edge.

2/3

3 W
Gavony Trapper

Gavony Trapper

Creature — Human Soldier

, : Tap target creature.

The elite cathars of the Parish-Blades train in all manner of techniques designed to delay and frustrate the beasts that hunt the crossways.

0/2

W
Hedgewitch's Mask

Hedgewitch's Mask

Artifact — Equipment

Equipped creature gets +1/+1. Equipped creature can't be blocked by creatures with power 4 or greater. Equip (: Attach to target creature you control. Equip only as a sorcery.)

In Kessig, even celebration wears a fearsome face.

W
Homestead Courage

Homestead Courage

Sorcery

Put a +1/+1 counter on target creature you control. It gains vigilance until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

"C'mon, fiend. I'll carve you up like a Harvesttide ham."

W
Intrepid Adversary

Intrepid Adversary

Creature — Human Scout

Lifelink When Intrepid Adversary enters the battlefield, you may pay any number of times. When you pay this cost one or more times, put that many valor counters on Intrepid Adversary. Creatures you control get +1/+1 for each valor counter on Intrepid Adversary.

3/1

1 W
Loyal Gryff

Loyal Gryff

Creature — Hippogriff

Flash Flying When Loyal Gryff enters the battlefield, you may return another creature you control to its owner's hand.

Silverstreak had lost her rider, but not her instinct to help humankind.

2/2

2 W
Lunarch Veteran // Luminous Phantom

Lunarch Veteran // Luminous Phantom

Creature — Human Cleric

Whenever another creature enters the battlefield under your control, you gain 1 life. Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

"Even in our darkest times, Avacyn's light still guides us."

1/1

W
Lunarch Veteran // Luminous Phantom

Lunarch Veteran // Luminous Phantom

Creature — Spirit Cleric

Flying Whenever another creature you control leaves the battlefield, you gain 1 life. If Luminous Phantom would be put into a graveyard from anywhere, exile it instead.

1/1

Mourning Patrol // Morning Apparition

Mourning Patrol // Morning Apparition

Creature — Human Soldier

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

"It's creepy out here, isn't it, boy? I always feel like someone's watching us."

2/3

2 W
Mourning Patrol // Morning Apparition

Mourning Patrol // Morning Apparition

Creature — Spirit Soldier

Flying, vigilance If Morning Apparition would be put into a graveyard from anywhere, exile it instead.

"You could see the spirits all along, couldn't you? Well, now I can too."

2/1

Odric's Outrider

Odric's Outrider

Creature — Human Knight

Whenever Odric's Outrider or another creature you control dies, put a +1/+1 counter on target creature you control.

Terms like "safe route" and "cleared district" are a source of dark humor to the cathars who patrol the ruins of Thraben.

2/4

3 W
Ritual Guardian

Ritual Guardian

Creature — Human Soldier

Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Ritual Guardian gains lifelink until end of turn.

"By ancient magics, by angels' grace, we will survive this night."

3/2

2 W
Ritual of Hope

Ritual of Hope

Instant

Creatures you control get +1/+1 until end of turn. Coven — If you control three or more creatures with different powers, creatures you control get +2/+1 until end of turn instead.

"Tonight, we can be anything."

1 W
Search Party Captain

Search Party Captain

Creature — Human Soldier

This spell costs less to cast for each creature you attacked with this turn. When Search Party Captain enters the battlefield, draw a card.

"Werewolves leave messy trails. Easy to follow. Hard to forget."

2/2

3 W
Sigarda's Splendor

Sigarda's Splendor

Enchantment

As Sigarda's Splendor enters the battlefield, note your life total. At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for Sigarda's Splendor. Then note your life total. Whenever you cast a white spell, you gain 1 life.

2 W W
Sigardian Savior

Sigardian Savior

Creature — Angel

Flying When Sigardian Savior enters the battlefield, if you cast it, return up to two target creature cards with mana value 2 or less from your graveyard to the battlefield.

"Begone, moon-cursed! These folk are no prey of yours."

3/3

3 W W
Soul-Guide Gryff

Soul-Guide Gryff

Creature — Hippogriff Spirit

Flying When Soul-Guide Gryff enters the battlefield, exile up to one target card from a graveyard.

It conducts the souls of the righteous to their blessed rest and the spirits of the evil to justice.

3/4

4 W
Sungold Barrage

Sungold Barrage

Instant

Destroy target creature with toughness 4 or greater.

Heida allowed herself a moment of satisfaction as she watched the beast fall, then turned to seek another foe. It would be a long, long night.

2 W
Sungold Sentinel

Sungold Sentinel

Creature — Human Soldier

Whenever Sungold Sentinel enters the battlefield or attacks, exile up to one target card from a graveyard. Coven — : Choose a color. Sungold Sentinel gains hexproof from that color until end of turn and can't be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers.

3/2

1 W
Sunset Revelry

Sunset Revelry

Sorcery

If an opponent has more life than you, you gain 4 life. If an opponent controls more creatures than you, create two 1/1 white Human creature tokens. If an opponent has more cards in hand than you, draw a card.

1 W
Thraben Exorcism

Thraben Exorcism

Instant

Exile target Spirit, creature with disturb, or enchantment.

Chandra, Teferi, and Arlinn sought clues to the Moonsilver Key's whereabouts while Kaya dispatched the spirits obstructing their path.

1 W
Unruly Mob

Unruly Mob

Creature — Human

Whenever another creature you control dies, put a +1/+1 counter on Unruly Mob.

"We survived the Travails! Killer angels! Horrors from beyond the moon! Now some big werewolves think they can scare us? Let 'em try."

1/1

1 W
Vanquish the Horde

Vanquish the Horde

Sorcery

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

Odric took no joy in violence but neither did he mourn for the twisted things he dispatched. All that mattered were the lives he had saved.

6 W W
Baithook Angler // Hook-Haunt Drifter

Baithook Angler // Hook-Haunt Drifter

Creature — Human Peasant

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

Geor was determined to stay out until he got a bite from something big.

2/1

1 U
Baithook Angler // Hook-Haunt Drifter

Baithook Angler // Hook-Haunt Drifter

Creature — Spirit

Flying If Hook-Haunt Drifter would be put into a graveyard from anywhere, exile it instead.

Even in death, he casts his lines, forever fishing for reasons long forgotten.

1/2

Component Collector

Component Collector

Creature — Homunculus

If it's neither day nor night, it becomes day as Component Collector enters the battlefield. Whenever day becomes night or night becomes day, you may tap or untap target nonland permanent.

"Keep master busy with new bits or else maybe she wonders if I'm made of bits too."

1/4

2 U
Consider

Consider

Instant

Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Draw a card.

Ivold gasped in surprise. Either a very strange insect had crawled onto one of the lenses or he was seeing geists at last!

U
Covetous Castaway // Ghostly Castigator

Covetous Castaway // Ghostly Castigator

Creature — Human

When Covetous Castaway dies, mill three cards. (Put the top three cards of your library into your graveyard.) Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

1/3

1 U
Covetous Castaway // Ghostly Castigator

Covetous Castaway // Ghostly Castigator

Creature — Spirit

Flying When Ghostly Castigator enters the battlefield, you may shuffle up to three target cards from your graveyard into your library. If Ghostly Castigator would be put into a graveyard from anywhere, exile it instead.

3/4

Curse of Surveillance

Curse of Surveillance

Enchantment — Aura Curse

Enchant player At the beginning of enchanted player's upkeep, any number of target players other than that player each draw cards equal to the number of Curses attached to that player.

For every eye gouged out, two blinked open.

4 U
Delver of Secrets // Insectile Aberration

Delver of Secrets // Insectile Aberration

Creature — Human Wizard

At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If an instant or sorcery card is revealed this way, transform Delver of Secrets.

"If my hypothesis is correct . . ."

1/1

U
Delver of Secrets // Insectile Aberration

Delver of Secrets // Insectile Aberration

Creature — Human Insect

Flying

"Aha! Yes! Now I hear it, the beautiful poetry of the lights in the sky. I must reach the moon and ask what it all means!"

3/2

Devious Cover-Up

Devious Cover-Up

Instant

Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may shuffle up to four target cards from your graveyard into your library.

Widow Weber's new scarecrow seemed to attract more crows than it scared off.

2 U U
Dissipate

Dissipate

Instant

Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.

"Morning light, morning light, Chase away the fears of night." —Gavony children's rhyme

1 U U
Drownyard Amalgam

Drownyard Amalgam

Creature — Zombie Horror

When Drownyard Amalgam enters the battlefield, target player mills three cards. (They put the top three cards of their library into their graveyard.) : Drownyard Amalgam can't be blocked this turn.

When human corpses are in short supply, stitchers get creative.

3/6

4 U
Fading Hope

Fading Hope

Instant

Return target creature to its owner's hand. If its mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

"At least I won't become one of . . . those things."

U
Falcon Abomination

Falcon Abomination

Creature — Zombie Bird

Flying When Falcon Abomination enters the battlefield, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)

The foulest of fowl.

2/2

2 U
A-Falcon Abomination

A-Falcon Abomination

Creature — Zombie Bird

Flash Flying When Falcon Abomination enters the battlefield, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)

The foulest of fowl.

2/2

2 U
Firmament Sage

Firmament Sage

Creature — Human Wizard

If it's neither day nor night, it becomes day as Firmament Sage enters the battlefield. Whenever day becomes night or night becomes day, draw a card.

The cause remained unclear, but the fact was undeniable: nights were lengthening faster than in any autumn past.

2/3

3 U
Flip the Switch

Flip the Switch

Instant

Counter target spell unless its controller pays . Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)

"Works every time! Well, every time they don't explode, anyway." —Barton, stitcher

2 U
Galedrifter // Waildrifter

Galedrifter // Waildrifter

Creature — Hippogriff

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

"If you're lost in a storm, follow a gryff. They always know which way calmer waters lie." —Geor, Havengul fisher

3/2

3 U
Galedrifter // Waildrifter

Galedrifter // Waildrifter

Creature — Hippogriff Spirit

Flying If Waildrifter would be put into a graveyard from anywhere, exile it instead.

"Wait! That's no gryff—at least not anymore." —Geor, Havengul fisher

2/2

Geistwave

Geistwave

Instant

Return target nonland permanent to its owner's hand. If you controlled that permanent, draw a card.

Necro-alchemists gained popular support during the Travails, when geist-fueled weapons helped defend towns against mad cultists and Eldrazi monstrosities.

1 U
Grafted Identity

Grafted Identity

Enchantment — Aura

As an additional cost to cast this spell, sacrifice a creature. Enchant creature You control enchanted creature. Enchanted creature gets +1/+1.

Autonomy is only skin deep.

2 U U
Grafted Identity

Grafted Identity

Enchantment — Aura

As an additional cost to cast this spell, sacrifice a creature. Enchant creature You control enchanted creature. Enchanted creature gets +1/+1.

Autonomy is only skin deep.

2 U U
Larder Zombie

Larder Zombie

Creature — Zombie

Defender Tap three untapped creatures you control: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)

The cathars arrived at the abandoned lab to find many of the unfinished projects gnawing on one another.

1/3

U
Lier, Disciple of the Drowned

Lier, Disciple of the Drowned

Legendary Creature — Human Wizard

Spells can't be countered. Each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost.

Beneath the waves, lost gods stir in their slumber.

3/4

3 U U
A-Lier, Disciple of the Drowned

A-Lier, Disciple of the Drowned

Legendary Creature — Human Wizard

Spells can't be countered. As long as it's your turn, each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost.

Beneath the waves, lost gods stir in their slumber.

3/4

3 U U
Locked in the Cemetery

Locked in the Cemetery

Enchantment — Aura

Enchant creature When Locked in the Cemetery enters the battlefield, if there are five or more cards in your graveyard, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.

"Help! I'm not a zombie! Let me out!"

1 U
Malevolent Hermit // Benevolent Geist

Malevolent Hermit // Benevolent Geist

Creature — Human Wizard

, Sacrifice Malevolent Hermit: Counter target noncreature spell unless its controller pays . Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

2/1

1 U
Malevolent Hermit // Benevolent Geist

Malevolent Hermit // Benevolent Geist

Creature — Spirit Wizard

Flying Noncreature spells you control can't be countered. If Benevolent Geist would be put into a graveyard from anywhere, exile it instead.

All his old grudges suddenly seemed laughably petty. So he laughed.

2/2

Memory Deluge

Memory Deluge

Instant

Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

2 U U
Mysterious Tome // Chilling Chronicle

Mysterious Tome // Chilling Chronicle

Artifact

, : Draw a card. Transform Mysterious Tome.

The villagers pored through the old storybook, hoping that one of the tales within might hold some clue to saving the fading sun.

2 U
Mysterious Tome // Chilling Chronicle

Mysterious Tome // Chilling Chronicle

Artifact

, : Tap target nonland permanent. Transform Chilling Chronicle.

But every story ended the same way: the countryside was captured in the icy grip of winter and darkened by eternal night.

Nebelgast Intruder

Nebelgast Intruder

Creature — Spirit

Flash Flying When Nebelgast Intruder enters the battlefield, up to one target creature an opponent controls gets -2/-0 until end of turn.

2/1

2 U
Ominous Roost

Ominous Roost

Enchantment

When Ominous Roost enters the battlefield or whenever you cast a spell from your graveyard, create a 1/1 blue Bird creature token with flying and "This creature can block only creatures with flying."

"One raven is a bad omen. Two are a curse. I don't know what this is, but it can't be good." —Verna, priest of Sigarda

2 U
Organ Hoarder

Organ Hoarder

Creature — Zombie

When Organ Hoarder enters the battlefield, look at the top three cards of your library, then put one of them into your hand and the rest into your graveyard.

The stitcher died years ago, but her dutiful assistant still keeps the laboratory well stocked.

3/2

3 U
Otherworldly Gaze

Otherworldly Gaze

Instant

Surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

U
Overwhelmed Archivist // Archive Haunt

Overwhelmed Archivist // Archive Haunt

Creature — Human Wizard

When Overwhelmed Archivist enters the battlefield, draw a card, then discard a card. Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

"Bah! As if I had time to preserve everything."

3/2

2 U
Overwhelmed Archivist // Archive Haunt

Overwhelmed Archivist // Archive Haunt

Creature — Spirit Wizard

Flying Whenever Archive Haunt attacks, draw a card, then discard a card. If Archive Haunt would be put into a graveyard from anywhere, exile it instead.

Cleaning up his life's work was his afterlife's work.

2/1

Patrician Geist

Patrician Geist

Creature — Spirit Knight

Flying Other Spirits you control get +1/+1. Spells you cast from your graveyard cost less to cast.

He rides in agitated circles, snapping orders at servants who've long since found their peace.

2/2

2 U
A-Patrician Geist

A-Patrician Geist

Creature — Spirit Knight

Flying Other Spirits you control get +1/+1. Spells you cast from your graveyard cost less to cast. (If it doesn't require , it costs less to cast.)

2/2

2 U
Phantom Carriage

Phantom Carriage

Creature — Spirit

Flying When Phantom Carriage enters the battlefield, you may search your library for a card with flashback or disturb, put it into your graveyard, then shuffle.

Passage to the abyss is free, but the return trip will cost you.

4/4

4 U U
A-Phantom Carriage

A-Phantom Carriage

Creature — Spirit

Flying When Phantom Carriage enters the battlefield, you may search your library for a card with flashback or disturb, put it into your graveyard, then shuffle.

4/4

2 U U
Poppet Stitcher // Poppet Factory

Poppet Stitcher // Poppet Factory

Creature — Human Wizard

Whenever you cast an instant or sorcery spell, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.) At the beginning of your upkeep, if you control three or more creature tokens, you may transform Poppet Stitcher.

2/3

2 U
Poppet Stitcher // Poppet Factory

Poppet Stitcher // Poppet Factory

Artifact

Creature tokens you control lose all abilities and have base power and toughness 3/3. At the beginning of your upkeep, you may transform Poppet Factory.

It may have been a mistake to give them minds of their own.

Revenge of the Drowned

Revenge of the Drowned

Instant

Target creature's owner puts it on the top or bottom of their library. You create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)

A heavy net doesn't always mean a good catch.

3 U
Secrets of the Key

Secrets of the Key

Instant

Investigate. If this spell was cast from a graveyard, investigate twice instead. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Flashback

As Sigarda and Sorin battled, Arlinn and Teferi recovered the key from the Markov catacombs.

U
Shipwreck Sifters

Shipwreck Sifters

Creature — Spirit

When Shipwreck Sifters enters the battlefield, draw a card, then discard a card. Whenever you discard a Spirit card or a card with disturb, put a +1/+1 counter on Shipwreck Sifters.

A loyal crew sticks together, even after death.

1/2

1 U
A-Shipwreck Sifters

A-Shipwreck Sifters

Creature — Spirit

When Shipwreck Sifters enters the battlefield, draw a card, then discard a card. Whenever a Spirit card or a card with disturb is put into your graveyard from anywhere, put a +1/+1 counter on Shipwreck Sifters.

1/2

1 U
Skaab Wrangler

Skaab Wrangler

Creature — Human Wizard

Tap three untapped creatures you control: Tap target creature.

After Uda's hat boutique in Selhoff was destroyed by werewolves, she relocated outside of town and took up a new type of sewing.

2/1

1 U
Sludge Monster

Sludge Monster

Creature — Horror

Whenever Sludge Monster enters the battlefield or attacks, put a slime counter on up to one other target creature. Non-Horror creatures with slime counters on them lose all abilities and have base power and toughness 2/2.

Tracking it isn't the hard part.

5/5

3 U U
Spectral Adversary

Spectral Adversary

Creature — Spirit

Flash Flying When Spectral Adversary enters the battlefield, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Spectral Adversary, then up to that many other target artifacts, creatures, and/or enchantments phase out.

2/1

1 U
Startle

Startle

Instant

Target creature gets -2/-0 until end of turn. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.) Draw a card.

1 U
Stormrider Spirit

Stormrider Spirit

Creature — Spirit

Flash Flying

The weary travelers mistook the flickering lights for a candleguide pointing the way to Harvesttide. Their relief turned to terror as lightning lit the sky.

3/3

4 U
Suspicious Stowaway // Seafaring Werewolf

Suspicious Stowaway // Seafaring Werewolf

Creature — Human Rogue Werewolf

Suspicious Stowaway can't be blocked. Whenever Suspicious Stowaway deals combat damage to a player, draw a card, then discard a card. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

1/1

1 U
Suspicious Stowaway // Seafaring Werewolf

Suspicious Stowaway // Seafaring Werewolf

Creature — Werewolf

Seafaring Werewolf can't be blocked. Whenever Seafaring Werewolf deals combat damage to a player, draw a card. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

2/1

Triskaidekaphile

Triskaidekaphile

Creature — Human Wizard

You have no maximum hand size. At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game. : Draw a card.

She's always willing to lend a hand. It just won't be her own.

1/3

1 U
Unblinking Observer

Unblinking Observer

Creature — Homunculus

: Add . Spend this mana only to pay a disturb cost or cast an instant or sorcery spell.

"Day 77: The homunculus within the crystal continues to mimic my every movement. I wonder what they are writing?" —Laboratory notes of Yzlkpk

2/1

1 U
Vivisection

Vivisection

Sorcery

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

Though their work is widely reviled, stitchers see themselves as being on the cutting edge of science.

3 U
Arrogant Outlaw

Arrogant Outlaw

Creature — Vampire Noble

When Arrogant Outlaw enters the battlefield, if an opponent lost life this turn, each opponent loses 2 life and you gain 2 life.

The debased remnants of the Falkenrath bloodline prowl the passes near their ruined castles.

3/2

2 B
Baneblade Scoundrel // Baneclaw Marauder

Baneblade Scoundrel // Baneclaw Marauder

Creature — Human Rogue Werewolf

Whenever Baneblade Scoundrel becomes blocked, each creature blocking it gets -1/-1 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

"I was a mere cutpurse until I learned the going rate for fresh corpses."

4/3

3 B
Baneblade Scoundrel // Baneclaw Marauder

Baneblade Scoundrel // Baneclaw Marauder

Creature — Werewolf

Whenever Baneclaw Marauder becomes blocked, each creature blocking it gets -1/-1 until end of turn. Whenever a creature blocking Baneclaw Marauder dies, that creature's controller loses 1 life. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

5/4

Bat Whisperer

Bat Whisperer

Creature — Vampire

When Bat Whisperer enters the battlefield, if an opponent lost life this turn, create a 1/1 black Bat creature token with flying.

"My little winged friends tell me which of these townsfolk are worth tasting for myself."

4/2

3 B
Bladebrand

Bladebrand

Instant

Target creature gains deathtouch until end of turn. Draw a card.

Skirsdag cultists believe that the right poison "purifies" a tainted soul before it makes its way to Ormendahl.

1 B
Blood Pact

Blood Pact

Instant

Target player draws two cards and loses 2 life.

Griselbrand's defeat did not mark the end of the Skirsdag cult. They simply turned their worship to the next demon to emerge from the shadows bearing offers of power.

2 B
Bloodline Culling

Bloodline Culling

Instant

Choose one — • Target creature gets -5/-5 until end of turn. • Creature tokens get -2/-2 until end of turn.

"Forget your human ancestors. You're part of my family now."

1 B B
Bloodtithe Collector

Bloodtithe Collector

Creature — Vampire Noble

Flying When Bloodtithe Collector enters the battlefield, if an opponent lost life this turn, each opponent discards a card.

For the more refined vampire, breaking a victim's will is far more satisfying than simply taking their blood.

3/4

4 B
Champion of the Perished

Champion of the Perished

Creature — Zombie

Whenever another Zombie enters the battlefield under your control, put a +1/+1 counter on Champion of the Perished.

He rose from the graf for every cobbler, tanner, and fool who'd been slaughtered in the parish—and they rose and shambled after him.

1/1

B
Covert Cutpurse // Covetous Geist

Covert Cutpurse // Covetous Geist

Creature — Human Rogue

When Covert Cutpurse enters the battlefield, destroy target creature you don't control that was dealt damage this turn. Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

2/1

2 B
Covert Cutpurse // Covetous Geist

Covert Cutpurse // Covetous Geist

Creature — Spirit Rogue

Flying, deathtouch If Covetous Geist would be put into a graveyard from anywhere, exile it instead.

"It has no need of wealth in the afterlife. It steals and kills purely for its own spiteful amusement." —Kaya

2/2

Crawl from the Cellar

Crawl from the Cellar

Sorcery

Return target creature card from your graveyard to your hand. Put a +1/+1 counter on up to one target Zombie you control. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

B
Curse of Leeches // Leeching Lurker

Curse of Leeches // Leeching Lurker

Enchantment — Aura Curse

Enchant player As this permanent transforms into Curse of Leeches, attach it to a player. At the beginning of enchanted player's upkeep, they lose 1 life and you gain 1 life. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

2 B
Curse of Leeches // Leeching Lurker

Curse of Leeches // Leeching Lurker

Creature — Leech Horror

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

First darkness falls. Then it burrows in.

4/4

Defenestrate

Defenestrate

Instant

Destroy target creature without flying.

The chaplain would perhaps have found some small comfort had he known that the replacement window would be named in his honor.

2 B
Diregraf Horde

Diregraf Horde

Creature — Zombie

When Diregraf Horde enters the battlefield, create two 2/2 black Zombie creature tokens with decayed. When you do, exile up to two target cards from graveyards. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)

3/4

4 B
Dreadhound

Dreadhound

Creature — Demon Dog

When Dreadhound enters the battlefield, mill three cards. (Put the top three cards of your library into your graveyard.) Whenever a creature dies or a creature card is put into a graveyard from a library, each opponent loses 1 life.

It herds souls toward eternal torment.

6/6

4 B B
Duress

Duress

Sorcery

Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.

The Voldaren torture pits are so expansive that prisoners have a nasty tendency to be forgotten for years.

B
Eaten Alive

Eaten Alive

Sorcery

As an additional cost to cast this spell, sacrifice a creature or pay . Exile target creature or planeswalker.

"If you hear a groaning noise in the cellar, don't investigate. Don't split up. Just lock the door and barricade it." —Emili, guard captain

B
Ecstatic Awakener // Awoken Demon

Ecstatic Awakener // Awoken Demon

Creature — Human Wizard

, Sacrifice another creature: Draw a card, then transform Ecstatic Awakener. Activate only once each turn.

"Great Ormendahl, I kneel before you, a fragment of your will, a servant of your tyranny. I beg you, release the strength within me!"

1/1

B
Ecstatic Awakener // Awoken Demon

Ecstatic Awakener // Awoken Demon

Creature — Demon

Bones cracked, flesh split apart, and the screams of euphoric agony gave way to unholy laughter.

4/4

Foul Play

Foul Play

Sorcery

Destroy target creature with power 2 or less. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")

The evidence was overwhelming. Tovolar's howlpack was getting bolder, smarter, and stronger.

1 B
Ghoulish Procession

Ghoulish Procession

Enchantment

Whenever one or more nontoken creatures die, create a 2/2 black Zombie creature token with decayed. This ability triggers only once each turn. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)

It was a family reunion to die for.

1 B
Gisa, Glorious Resurrector

Gisa, Glorious Resurrector

Legendary Creature — Human Wizard

If a creature an opponent controls would die, exile it instead. At the beginning of your upkeep, put all creature cards exiled with Gisa, Glorious Resurrector onto the battlefield under your control. They gain decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)

4/4

2 B B
Graveyard Trespasser // Graveyard Glutton

Graveyard Trespasser // Graveyard Glutton

Creature — Human Werewolf

Ward—Discard a card. Whenever Graveyard Trespasser enters the battlefield or attacks, exile up to one target card from a graveyard. If a creature card was exiled this way, each opponent loses 1 life and you gain 1 life. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

3/3

2 B
Graveyard Trespasser // Graveyard Glutton

Graveyard Trespasser // Graveyard Glutton

Creature — Werewolf

Ward—Discard a card. Whenever Graveyard Glutton enters the battlefield or attacks, exile up to two target cards from graveyards. For each creature card exiled this way, each opponent loses 1 life and you gain 1 life. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

4/4

Heirloom Mirror // Inherited Fiend

Heirloom Mirror // Inherited Fiend

Artifact

, , Pay 1 life, Discard a card: Draw a card, mill a card, then put a ritual counter on Heirloom Mirror. Then if it has three or more ritual counters on it, remove them and transform it. Activate only as a sorcery.

"Speak my name thrice, and be rewarded."

1 B
Heirloom Mirror // Inherited Fiend

Heirloom Mirror // Inherited Fiend

Creature — Demon

Flying : Exile target creature card from a graveyard. Put a +1/+1 counter on Inherited Fiend.

"Well done, young fool, well done! Now for your reward."

4/4

Hobbling Zombie

Hobbling Zombie

Creature — Zombie

Deathtouch When Hobbling Zombie dies, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)

"I see someone tried to stop you, my pet. How delightful." —Ghoulcaller Gisa

2/2

2 B
A-Hobbling Zombie

A-Hobbling Zombie

Creature — Zombie

Deathtouch When Hobbling Zombie dies, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)

"I see someone tried to stop you, my pet. How delightful." —Ghoulcaller Gisa

2/2

1 B
Infernal Grasp

Infernal Grasp

Instant

Destroy target creature. You lose 2 life.

Ancient evils dwell within the burning chasm called the Ashmouth, ever ready to devour those foolish enough to travel alone.

1 B
Jadar, Ghoulcaller of Nephalia

Jadar, Ghoulcaller of Nephalia

Legendary Creature — Human Wizard

At the beginning of your end step, if you control no creatures with decayed, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)

"Rise, my pretty thing. Why rot in the river when you can serve at my bidding?"

1/1

1 B
Jerren, Corrupted Bishop // Ormendahl, the Corrupter

Jerren, Corrupted Bishop // Ormendahl, the Corrupter

Legendary Creature — Human Cleric

Whenever Jerren, Corrupted Bishop enters the battlefield or another nontoken Human you control dies, you lose 1 life and create a 1/1 white Human creature token. : Target Human you control gains lifelink until end of turn. At the beginning of your end step, if you have exactly 13 life, you may pay . If you do, transform Jerren.

2/3

2 B
Jerren, Corrupted Bishop // Ormendahl, the Corrupter

Jerren, Corrupted Bishop // Ormendahl, the Corrupter

Legendary Creature — Demon

Flying, trample, lifelink Sacrifice another creature: Draw a card.

"Ah, Jerren. You've been such a faithful, useful insect."

6/6

Lord of the Forsaken

Lord of the Forsaken

Creature — Demon

Flying, trample , Sacrifice another creature: Target player mills three cards. Pay 1 life: Add . Spend this mana only to cast a spell from your graveyard.

6/6

4 B B
Mask of Griselbrand

Mask of Griselbrand

Legendary Artifact — Equipment

Equipped creature has flying and lifelink. Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards. Equip

The legacy of evil lives on.

1 B B
The Meathook Massacre

The Meathook Massacre

Legendary Enchantment

When The Meathook Massacre enters the battlefield, each creature gets -X/-X until end of turn. Whenever a creature you control dies, each opponent loses 1 life. Whenever a creature an opponent controls dies, you gain 1 life.

X B B
A-The Meathook Massacre

A-The Meathook Massacre

Legendary Enchantment

When The Meathook Massacre enters the battlefield, each creature gets -X/-X until end of turn. Whenever a creature you control dies, each opponent loses 1 life.

X B B
Morbid Opportunist

Morbid Opportunist

Creature — Human Rogue

Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.

On Innistrad, one person's windfall usually starts with another person lying face down in the mud.

1/3

2 B
Morkrut Behemoth

Morkrut Behemoth

Creature — Zombie Giant

As an additional cost to cast this spell, sacrifice a creature or pay . Menace (This creature can't be blocked except by two or more creatures.)

"Let's see my brother's stitched-up little toys compete with this." —Ghoulcaller Gisa

7/6

4 B
Necrosynthesis

Necrosynthesis

Enchantment — Aura

Enchant creature Enchanted creature has "Whenever another creature dies, put a +1/+1 counter on this creature." When enchanted creature dies, look at the top X cards of your library, where X is its power. Put one of those cards into your hand and the rest on the bottom of your library in a random order.

1 B
No Way Out

No Way Out

Sorcery

Target opponent discards two cards. You create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)

In the maze-like passages of the Erdwal, a wrong turn can be fatal.

2 B
Novice Occultist

Novice Occultist

Creature — Human Wizard

When Novice Occultist dies, you draw a card and you lose 1 life.

All across Gavony, in shuttered bedrooms and locked barns, young people seek the answers their elders failed to provide.

1/2

1 B
Olivia's Midnight Ambush

Olivia's Midnight Ambush

Instant

Target creature gets -2/-2 until end of turn. If it's night, that creature gets -13/-13 until end of turn instead.

"And you were almost finished with that ritual, weren't you, darling? How very rude of me. To make it up to you, I'll send you an invitation to my wedding."

1 B
Rotten Reunion

Rotten Reunion

Instant

Exile up to one target card from a graveyard. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.) Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Aunt and Uncle Greyfeld loved dinner guests.

B
Shady Traveler // Stalking Predator

Shady Traveler // Stalking Predator

Creature — Human Werewolf

Menace (This creature can't be blocked except by two or more creatures.) Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

The stranger spoke to no one, and the townspeople gladly returned the favor.

2/3

2 B
Shady Traveler // Stalking Predator

Shady Traveler // Stalking Predator

Creature — Werewolf

Menace (This creature can't be blocked except by two or more creatures.) Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

Tomorrow a new village, and new victims.

4/4

Siege Zombie

Siege Zombie

Creature — Zombie

Tap three untapped creatures you control: Each opponent loses 1 life.

A barricade only buys time. So the wealthy buy more barricades.

2/2

1 B
Slaughter Specialist

Slaughter Specialist

Creature — Vampire Warrior

When Slaughter Specialist enters the battlefield, each opponent creates a 1/1 white Human creature token. Whenever a creature an opponent controls dies, put a +1/+1 counter on Slaughter Specialist.

From every kill, a gruesome trophy.

3/3

1 B
Stromkirk Bloodthief

Stromkirk Bloodthief

Creature — Vampire Rogue

At the beginning of your end step, if an opponent lost life this turn, put a +1/+1 counter on target Vampire you control.

With House Voldaren ascendant, some members of the Stromkirk line took it upon themselves to "borrow" from the blood tithes.

2/2

2 B
Tainted Adversary

Tainted Adversary

Creature — Zombie

Deathtouch When Tainted Adversary enters the battlefield, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Tainted Adversary, then create twice that many 2/2 black Zombie creature tokens with decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)

2/3

1 B
Vampire Interloper

Vampire Interloper

Creature — Vampire Scout

Flying Vampire Interloper can't block.

The Voldaren have begun demanding blood offerings from the villagers in their territory. Their agents arrive from the sky to collect the ceremonial bowls in eerie silence.

2/1

1 B
Vengeful Strangler // Strangling Grasp

Vengeful Strangler // Strangling Grasp

Creature — Human Rogue

Vengeful Strangler can't block. When Vengeful Strangler dies, return it to the battlefield transformed under your control attached to target creature or planeswalker an opponent controls.

As the flames consumed the killer, his eyes remained fixed on the executioner's face, his hands twitching like angry spiders.

2/1

1 B
Vengeful Strangler // Strangling Grasp

Vengeful Strangler // Strangling Grasp

Enchantment — Aura

Enchant creature or planeswalker an opponent controls At the beginning of your upkeep, enchanted permanent's controller sacrifices a nonland permanent, then that player loses 1 life.

The next day, the executioner was found with ashen handprints on his throat.

Abandon the Post

Abandon the Post

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.)

You don't have to outrun the werewolf; you only have to outrun your fellow guard.

1 R
Ardent Elementalist

Ardent Elementalist

Creature — Human Shaman

When Ardent Elementalist enters the battlefield, return target instant or sorcery card from your graveyard to your hand.

While the Dawnhart witches focus their magic on nature and community, other covens consort with devils and twist the elements to their will.

2/1

3 R
Bloodthirsty Adversary

Bloodthirsty Adversary

Creature — Vampire

Haste When Bloodthirsty Adversary enters the battlefield, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Bloodthirsty Adversary, then exile up to that many target instant and/or sorcery cards with mana value 3 or less from your graveyard and copy them. You may cast any number of the copies without paying their mana costs.

2/2

1 R
Brimstone Vandal

Brimstone Vandal

Creature — Devil

Menace (This creature can't be blocked except by two or more creatures.) If it's neither day nor night, it becomes day as Brimstone Vandal enters the battlefield. Whenever day becomes night or night becomes day, Brimstone Vandal deals 1 damage to each opponent.

2/3

2 R
Burn Down the House

Burn Down the House

Sorcery

Choose one — • Burn Down the House deals 5 damage to each creature and each planeswalker. • Create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." They gain haste until end of turn.

3 R R
Burn the Accursed

Burn the Accursed

Instant

Burn the Accursed deals 5 damage to target creature and 2 damage to that creature's controller. If that creature would die this turn, exile it instead.

Nothing remained but a few drifting embers and the smell of smoldering hair.

4 R
Cathartic Pyre

Cathartic Pyre

Instant

Choose one — • Cathartic Pyre deals 3 damage to target creature or planeswalker. • Discard up to two cards, then draw that many cards.

"Leave behind the sorrow of this body. Be blessed, being of light."

1 R
Curse of Shaken Faith

Curse of Shaken Faith

Enchantment — Aura Curse

Enchant player Whenever enchanted player casts a spell other than the first spell they cast each turn or copies a spell, Curse of Shaken Faith deals 2 damage to them.

Even within the chapel's hallowed halls, the devils' laughter pierced his prayers.

1 R
Electric Revelation

Electric Revelation

Instant

As an additional cost to cast this spell, discard a card. Draw two cards. Flashback (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)

2 R
Falkenrath Perforator

Falkenrath Perforator

Creature — Vampire

Whenever Falkenrath Perforator attacks, it deals 1 damage to defending player.

"Lady Anje sends her regards. I'll carve the rest of her message into your skin."

2/1

1 R
Falkenrath Pit Fighter

Falkenrath Pit Fighter

Creature — Vampire Warrior

, Discard a card, Sacrifice a Vampire: Draw two cards. Activate only if an opponent lost life this turn.

In the arena, vampires set aside all pretense of honor or civilization and fight like the predators they know themselves to be.

2/1

R
Famished Foragers

Famished Foragers

Creature — Vampire

When Famished Foragers enters the battlefield, if an opponent lost life this turn, add . , Discard a card: Draw a card.

Furious to find the workshop empty, the starving vampires flew into a frenzy.

4/3

3 R
Fangblade Brigand // Fangblade Eviscerator

Fangblade Brigand // Fangblade Eviscerator

Creature — Human Werewolf

: Fangblade Brigand gets +1/+0 and gains first strike until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

As long as the sun is up, you'll only lose your purse.

3/4

3 R
Fangblade Brigand // Fangblade Eviscerator

Fangblade Brigand // Fangblade Eviscerator

Creature — Werewolf

: Fangblade Eviscerator gets +1/+0 and gains first strike until end of turn. : Creatures you control get +2/+0 until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

4/5

Festival Crasher

Festival Crasher

Creature — Devil

Whenever you cast an instant or sorcery spell, Festival Crasher gets +2/+0 until end of turn.

So many candles. So many flammables. So little time.

1/3

1 R
Flame Channeler // Embodiment of Flame

Flame Channeler // Embodiment of Flame

Creature — Human Wizard

When a spell you control deals damage, transform Flame Channeler.

At the edge of night, on the cusp of winter, the allure of fire grows ever stronger.

2/2

1 R
Flame Channeler // Embodiment of Flame

Flame Channeler // Embodiment of Flame

Creature — Elemental Wizard

Whenever a spell you control deals damage, put a flame counter on Embodiment of Flame. , Remove a flame counter from Embodiment of Flame: Exile the top card of your library. You may play that card this turn.

Never again would she fear the dusk.

3/3

Geistflame Reservoir

Geistflame Reservoir

Artifact

Whenever you cast an instant or sorcery spell, put a charge counter on Geistflame Reservoir. , , Remove any number of charge counters from Geistflame Reservoir: It deals that much damage to any target. , : Exile the top card of your library. You may play that card this turn.

2 R
Harvesttide Infiltrator // Harvesttide Assailant

Harvesttide Infiltrator // Harvesttide Assailant

Creature — Human Werewolf

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

He was one masked stranger among many. Blending in was child's play.

3/2

2 R
Harvesttide Infiltrator // Harvesttide Assailant

Harvesttide Infiltrator // Harvesttide Assailant

Creature — Werewolf

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

When Tovolar's howl sounded from the woods, it was answered from the heart of the festival.

4/4

Immolation

Immolation

Enchantment — Aura

Enchant creature Enchanted creature gets +2/-2.

Nothing is funnier to a devil than setting someone—anyone—on fire.

R
Lambholt Harrier

Lambholt Harrier

Creature — Wolf

: Target creature can't block this turn.

"This Tovolar is no brainless brute. He sends his howling minions to terrorize a village for months. Sleepless nights and fear take their toll. Only then, when morale is at its worst, does he strike." —Barnes, village watch

2/2

1 R
Light Up the Night

Light Up the Night

Sorcery

Light Up the Night deals X damage to any target. It deals X plus 1 damage instead if that target is a creature or planeswalker. Flashback—, Remove X loyalty counters from among planeswalkers you control. If you cast this spell this way, X can't be 0. (You may cast this card from your graveyard for its flashback cost. Then exile it.)

X R
Lunar Frenzy

Lunar Frenzy

Instant

Target creature you control gets +X/+0 and gains first strike and trample until end of turn.

In the adrenaline-fueled chaos, she hadn't even felt the bite.

X R
Moonrager's Slash

Moonrager's Slash

Instant

This spell costs less to cast if it's night. Moonrager's Slash deals 3 damage to any target.

The cathars fell like leaves as Tovolar himself joined the fray.

2 R
Moonveil Regent

Moonveil Regent

Creature — Dragon

Flying Whenever you cast a spell, you may discard your hand. If you do, draw a card for each of that spell's colors. When Moonveil Regent dies, it deals X damage to any target, where X is the number of colors among permanents you control.

4/4

3 R
Mounted Dreadknight

Mounted Dreadknight

Creature — Vampire Knight

Trample Mounted Dreadknight enters the battlefield with a +1/+1 counter on it if an opponent lost life this turn.

Markov vampires cultivate an image of such decadent elegance that it can be easy to forget they can field a deadly fighting force.

5/4

4 R
Neonate's Rush

Neonate's Rush

Instant

This spell costs less to cast if you control a Vampire. Neonate's Rush deals 1 damage to target creature and 1 damage to its controller. Draw a card.

"We spend our entire existence pursuing the joy of our first night's feast." —Anje Falkenrath

2 R
Obsessive Astronomer

Obsessive Astronomer

Creature — Human Wizard

If it's neither day nor night, it becomes day as Obsessive Astronomer enters the battlefield. Whenever day becomes night or night becomes day, discard up to two cards, then draw that many cards.

"Sleep? I can sleep when I'm dead!"

2/2

1 R
Pack's Betrayal

Pack's Betrayal

Sorcery

Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If you control a Wolf or Werewolf, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Tovolar's howl of command was too much to resist, even for Arlinn's own loyal pack.

2 R
Play with Fire

Play with Fire

Instant

Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Devils find human dwellings to be oppressively cold, dark, and unburnt.

R
Purifying Dragon

Purifying Dragon

Creature — Dragon

Flying Whenever Purifying Dragon attacks, it deals 1 damage to target creature defending player controls. If that creature is a Zombie, Purifying Dragon deals 2 damage to it instead.

4/3

3 R R
Raze the Effigy

Raze the Effigy

Instant

Choose one — • Destroy target artifact. • Target attacking creature gets +2/+2 until end of turn.

The folk of Kessig build up their courage by burning effigies of the things they fear.

R
Reckless Stormseeker // Storm-Charged Slasher

Reckless Stormseeker // Storm-Charged Slasher

Creature — Human Werewolf

At the beginning of combat on your turn, target creature you control gets +1/+0 and gains haste until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

2/3

2 R
Reckless Stormseeker // Storm-Charged Slasher

Reckless Stormseeker // Storm-Charged Slasher

Creature — Werewolf

At the beginning of combat on your turn, target creature you control gets +2/+0 and gains trample and haste until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

3/4

Seize the Storm

Seize the Storm

Sorcery

Create a red Elemental creature token with trample and "This creature's power and toughness are each equal to the number of instant and sorcery cards in your graveyard plus the number of cards with flashback you own in exile." Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

4 R
Smoldering Egg // Ashmouth Dragon

Smoldering Egg // Ashmouth Dragon

Creature — Dragon Egg

Defender Whenever you cast an instant or sorcery spell, put a number of ember counters on Smoldering Egg equal to the amount of mana spent to cast that spell. Then if Smoldering Egg has seven or more ember counters on it, remove them and transform Smoldering Egg.

0/4

1 R
Smoldering Egg // Ashmouth Dragon

Smoldering Egg // Ashmouth Dragon

Creature — Dragon

Flying Whenever you cast an instant or sorcery spell, Ashmouth Dragon deals 2 damage to any target.

A dragon is born. A province burns.

4/4

Spellrune Painter // Spellrune Howler

Spellrune Painter // Spellrune Howler

Creature — Human Shaman Werewolf

Whenever you cast an instant or sorcery spell, Spellrune Painter gets +1/+1 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

2/3

2 R
Spellrune Painter // Spellrune Howler

Spellrune Painter // Spellrune Howler

Creature — Werewolf

Whenever you cast an instant or sorcery spell, Spellrune Howler gets +2/+2 until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

3/4

Stolen Vitality

Stolen Vitality

Instant

Target creature gets +3/+1 until end of turn. If it's your turn, that creature gains trample until end of turn. Otherwise, it gains first strike until end of turn.

"There's nothing like a good meal to really lift the spirit."

1 R
Sunstreak Phoenix

Sunstreak Phoenix

Creature — Phoenix

Flying If it's neither day nor night, it becomes day as Sunstreak Phoenix enters the battlefield. Whenever day becomes night or night becomes day, you may pay . If you do, return Sunstreak Phoenix from your graveyard to the battlefield tapped.

4/2

2 R R
Tavern Ruffian // Tavern Smasher

Tavern Ruffian // Tavern Smasher

Creature — Human Warrior Werewolf

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

She dispatched every challenger with a sickening snap of bone.

2/5

3 R
Tavern Ruffian // Tavern Smasher

Tavern Ruffian // Tavern Smasher

Creature — Werewolf

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

With every arm in sight broken, she turned her attention to the furniture.

6/5

Thermo-Alchemist

Thermo-Alchemist

Creature — Human Shaman

Defender : Thermo-Alchemist deals 1 damage to each opponent. Whenever you cast an instant or sorcery spell, untap Thermo-Alchemist.

"Madness can't touch a mind ignited by genius."

0/3

1 R
Village Watch // Village Reavers

Village Watch // Village Reavers

Creature — Human Werewolf

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

"You have my word. You'll see no wolf attacks while we're around!"

4/3

4 R
Village Watch // Village Reavers

Village Watch // Village Reavers

Creature — Werewolf

Wolves and Werewolves you control have haste. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

With no guards to be seen, the cobbled streets of Gatstaf echoed with howls.

5/4

Voldaren Ambusher

Voldaren Ambusher

Creature — Vampire Archer

When Voldaren Ambusher enters the battlefield, if an opponent lost life this turn, it deals X damage to up to one target creature or planeswalker, where X is the number of Vampires you control.

"Gotcha."

2/2

2 R
Voldaren Stinger

Voldaren Stinger

Creature — Vampire Warrior

Voldaren Stinger has first strike as long as it's attacking. : Voldaren Stinger gets +2/+0 until end of turn.

A duel to first blood means something very different when a vampire is involved.

1/1

R
Augur of Autumn

Augur of Autumn

Creature — Human Druid

You may look at the top card of your library any time. You may play lands from the top of your library. Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library.

2/3

1 G G
Bird Admirer // Wing Shredder

Bird Admirer // Wing Shredder

Creature — Human Archer Werewolf

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

She won't rest until she's collected specimens of every bird on Innistrad.

1/4

2 G
Bird Admirer // Wing Shredder

Bird Admirer // Wing Shredder

Creature — Werewolf

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

Her hunger won't be sated until she's tasted every bird on Innistrad.

3/5

Bounding Wolf

Bounding Wolf

Creature — Wolf

Flash Reach

With their usual prey scared off by werewolves, the wolves of the Ulvenwald adopted inventive new hunting techniques.

3/2

2 G
Bramble Armor

Bramble Armor

Artifact — Equipment

When Bramble Armor enters the battlefield, attach it to target creature you control. Equipped creature gets +2/+1. Equip (: Attach to target creature you control. Equip only as a sorcery.)

1 G
Briarbridge Tracker

Briarbridge Tracker

Creature — Human Scout

Vigilance When Briarbridge Tracker enters the battlefield, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") As long as you control a token, Briarbridge Tracker gets +2/+0.

2/3

2 G
Brood Weaver

Brood Weaver

Creature — Spider

Reach When Brood Weaver dies, create a 1/2 green Spider creature token with reach.

Travelers in the Somberwald scan the ground for werewolves and other threats, unaware of what lurks above.

2/4

3 G
Burly Breaker // Dire-Strain Demolisher

Burly Breaker // Dire-Strain Demolisher

Creature — Human Werewolf

Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

6/5

3 G G
Burly Breaker // Dire-Strain Demolisher

Burly Breaker // Dire-Strain Demolisher

Creature — Werewolf

Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

8/7

Candlelit Cavalry

Candlelit Cavalry

Creature — Human Knight

Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Candlelit Cavalry gains trample until end of turn.

"On this night, the dark will fear us."

5/5

4 G
Clear Shot

Clear Shot

Instant

Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.

As werewolf attacks increased, brutal weapons not seen since the Travails were dusted off and put to work.

2 G
Consuming Blob

Consuming Blob

Creature — Ooze

Consuming Blob's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1. At the beginning of your end step, create a green Ooze creature token with "This creature's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1."

*/*+1

3 G G
Contortionist Troupe

Contortionist Troupe

Creature — Human

Contortionist Troupe enters the battlefield with X +1/+1 counters on it. Coven — At the beginning of your end step, if you control three or more creatures with different powers, put a +1/+1 counter on target creature you control.

"Welcome to the greatest show in Kessig!"

0/0

X G
Dawnhart Mentor

Dawnhart Mentor

Creature — Human Warlock

When Dawnhart Mentor enters the battlefield, create a 1/1 white Human creature token. Coven — : Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers.

0/4

2 G
Dawnhart Rejuvenator

Dawnhart Rejuvenator

Creature — Human Warlock

When Dawnhart Rejuvenator enters the battlefield, you gain 3 life. : Add one mana of any color.

"Wherever there is life, there is power for one who knows the old ways."

2/4

3 G
Deathbonnet Sprout // Deathbonnet Hulk

Deathbonnet Sprout // Deathbonnet Hulk

Creature — Fungus

At the beginning of your upkeep, mill a card. Then if there are three or more creature cards in your graveyard, transform Deathbonnet Sprout. (To mill a card, put the top card of your library into your graveyard.)

1/1

G
Deathbonnet Sprout // Deathbonnet Hulk

Deathbonnet Sprout // Deathbonnet Hulk

Creature — Fungus Horror

At the beginning of your upkeep, you may exile a card from a graveyard. If a creature card was exiled this way, put a +1/+1 counter on Deathbonnet Hulk.

They grow up so fast.

3/3

Defend the Celestus

Defend the Celestus

Instant

Distribute three +1/+1 counters among one, two, or three target creatures you control.

Witch, werewolf, and cathar stood shoulder to shoulder around the Sungold Lock at the center of the ritual, ready to stop Tovolar's assault—or die trying.

2 G G
Dryad's Revival

Dryad's Revival

Sorcery

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

"Pleased to meet you, Seven."

2 G
Duel for Dominance

Duel for Dominance

Instant

Coven — Choose target creature you control and target creature you don't control. If you control three or more creatures with different powers, put a +1/+1 counter on the chosen creature you control. Then the chosen creatures fight each other. (They each deal damage equal to their power to the other.)

1 G
Eccentric Farmer

Eccentric Farmer

Creature — Human Peasant

When Eccentric Farmer enters the battlefield, mill three cards, then you may return a land card from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)

"Careful now. Don't want to get the seeds stuck to your feelers like last time."

2/3

2 G
Harvesttide Sentry

Harvesttide Sentry

Creature — Human Warrior

Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Harvesttide Sentry can't be blocked by creatures with power 2 or less this turn.

She patrols the darkness so that others can forget their worries for one bright evening.

3/1

1 G
Hound Tamer // Untamed Pup

Hound Tamer // Untamed Pup

Creature — Human Werewolf

Trample : Put a +1/+1 counter on target creature. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

"You and me, we're not built for captivity."

3/3

2 G
Hound Tamer // Untamed Pup

Hound Tamer // Untamed Pup

Creature — Werewolf

Trample Other Wolves and Werewolves you control have trample. : Put a +1/+1 counter on target creature. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

4/4

Howl of the Hunt

Howl of the Hunt

Enchantment — Aura

Flash Enchant creature When Howl of the Hunt enters the battlefield, if enchanted creature is a Wolf or Werewolf, untap that creature. Enchanted creature gets +2/+2 and has vigilance.

2 G
Might of the Old Ways

Might of the Old Ways

Instant

Target creature gets +2/+2 until end of turn. Coven — Then if you control three or more creatures with different powers, draw a card.

Brimming with power from their disrupted ritual, the Dawnhart witches lashed out at the werewolf intruders.

1 G
Outland Liberator // Frenzied Trapbreaker

Outland Liberator // Frenzied Trapbreaker

Creature — Human Werewolf

, Sacrifice Outland Liberator: Destroy target artifact or enchantment. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

"Just hold still. I'll help you."

2/2

1 G
Outland Liberator // Frenzied Trapbreaker

Outland Liberator // Frenzied Trapbreaker

Creature — Werewolf

, Sacrifice Frenzied Trapbreaker: Destroy target artifact or enchantment. Whenever Frenzied Trapbreaker attacks, destroy target artifact or enchantment defending player controls. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

3/3

Path to the Festival

Path to the Festival

Sorcery

Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Then if there are three or more basic land types among lands you control, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

2 G
Pestilent Wolf

Pestilent Wolf

Creature — Wolf

: Pestilent Wolf gains deathtouch until end of turn.

Wolves that feast on zombie flesh and survive carry the foul diseases of the dead wherever they roam.

2/2

1 G
Plummet

Plummet

Instant

Destroy target creature with flying.

"A creature of stone was never meant to fly. And I see the Ulvenwald agrees with me." —Halana, Kessig ranger

1 G
Primal Adversary

Primal Adversary

Creature — Wolf

Trample When Primal Adversary enters the battlefield, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Primal Adversary, then up to that many target lands you control become 3/3 Wolf creatures with haste that are still lands.

4/3

2 G
Return to Nature

Return to Nature

Instant

Choose one — • Destroy target artifact. • Destroy target enchantment. • Exile target card from a graveyard.

"Even steel and stone return to Ghrin-Danu in time." —Katilda, Dawnhart Prime

1 G
Rise of the Ants

Rise of the Ants

Sorcery

Create two 3/3 green Insect creature tokens. You gain 2 life. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

4 G G
Saryth, the Viper's Fang

Saryth, the Viper's Fang

Legendary Creature — Human Warlock

Other tapped creatures you control have deathtouch. Other untapped creatures you control have hexproof. , : Untap another target creature or land you control.

3/4

2 G G
Shadowbeast Sighting

Shadowbeast Sighting

Sorcery

Create a 4/4 green Beast creature token. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

"Werewolves leave tracks. Vampires leave wrung-out corpses. This is something else." —Paulin, trapper of Somberwald

3 G
Snarling Wolf

Snarling Wolf

Creature — Wolf

: Snarling Wolf gets +2/+2 until end of turn. Activate only once each turn.

"Oh, thank the angels. It's not a werewolf, just a regular wo—" —Bruno, Ulvenwald guide, last words

1/1

G
Storm the Festival

Storm the Festival

Sorcery

Look at the top five cards of your library. You may put up to two permanent cards with mana value 5 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

3 G G G
Tapping at the Window

Tapping at the Window

Sorcery

Look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest into your graveyard. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

1 G
Timberland Guide

Timberland Guide

Creature — Human Scout

When Timberland Guide enters the battlefield, put a +1/+1 counter on target creature.

Hiring an experienced wilderness guide isn't cheap, but it costs less than a search party. Or a funeral.

1/1

1 G
Tireless Hauler // Dire-Strain Brawler

Tireless Hauler // Dire-Strain Brawler

Creature — Human Werewolf

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

The new hire proved more than enough to replace the three farmhands who disappeared the week before.

4/5

4 G
Tireless Hauler // Dire-Strain Brawler

Tireless Hauler // Dire-Strain Brawler

Creature — Werewolf

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

A few townsfolk had their suspicions, but none dared accuse him openly.

6/6

Tovolar's Huntmaster // Tovolar's Packleader

Tovolar's Huntmaster // Tovolar's Packleader

Creature — Human Werewolf

When Tovolar's Huntmaster enters the battlefield, create two 2/2 green Wolf creature tokens. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

"Do you smell that, friends? Fear and despair."

6/6

4 G G
Tovolar's Huntmaster // Tovolar's Packleader

Tovolar's Huntmaster // Tovolar's Packleader

Creature — Werewolf

Whenever Tovolar's Packleader enters the battlefield or attacks, create two 2/2 green Wolf creature tokens. : Another target Wolf or Werewolf you control fights target creature you don't control. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

7/7

Turn the Earth

Turn the Earth

Instant

Choose up to three target cards in graveyards. The owners of those cards shuffle them into their libraries. You gain 2 life. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

G
Unnatural Growth

Unnatural Growth

Enchantment

At the beginning of each combat, double the power and toughness of each creature you control until end of turn.

With the cycles of day and night unspooled, the twisted sway of the moon only grew. And grew.

1 G G G G
Willow Geist

Willow Geist

Creature — Treefolk Spirit

Trample Whenever one or more cards leave your graveyard, put a +1/+1 counter on Willow Geist. When Willow Geist dies, you gain life equal to its power.

Die beneath a tree, wake up a part of it.

1/1

G
Wrenn and Seven

Wrenn and Seven

Legendary Planeswalker — Wrenn

[+1]: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard. [0]: Put any number of land cards from your hand onto the battlefield tapped. [−3]: Create a green Treefolk creature token with reach and "This creature's power and toughness are each equal to the number of lands you control." [−8]: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."

3 G G
Angelfire Ignition

Angelfire Ignition

Sorcery

Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

"My angel is the flint, and I am her steel."

1 R W
Arcane Infusion

Arcane Infusion

Instant

Look at the top four cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

U R
Arlinn, the Pack's Hope // Arlinn, the Moon's Fury

Arlinn, the Pack's Hope // Arlinn, the Moon's Fury

Legendary Planeswalker — Arlinn

Daybound (If a player casts no spells during their own turn, it becomes night next turn.) [+1]: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters the battlefield with an additional +1/+1 counter on it. [−3]: Create two 2/2 green Wolf creature tokens.

2 R G
Arlinn, the Pack's Hope // Arlinn, the Moon's Fury

Arlinn, the Pack's Hope // Arlinn, the Moon's Fury

Legendary Planeswalker — Arlinn

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) [+2]: Add . [0]: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.

Bladestitched Skaab

Bladestitched Skaab

Creature — Zombie Soldier

Other Zombies you control get +1/+0.

The surviving militia members reunited with their fallen comrades sooner than they'd hoped.

2/3

U B
Can't Stay Away

Can't Stay Away

Sorcery

Return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains "If this creature would die, exile it instead." Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Death is no impediment to dinner.

W B
Corpse Cobble

Corpse Cobble

Instant

As an additional cost to cast this spell, sacrifice any number of creatures. Create an X/X blue and black Zombie creature token with menace, where X is the total power of the sacrificed creatures. Flashback (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)

U B
Croaking Counterpart

Croaking Counterpart

Sorcery

Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Frog is the sincerest form of flattery.

1 G U
Dawnhart Wardens

Dawnhart Wardens

Creature — Human Warlock

Vigilance Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.

"The balance of day and night is shattered. We must find the Moonsilver Key."

3/3

1 G W
Dennick, Pious Apprentice // Dennick, Pious Apparition

Dennick, Pious Apprentice // Dennick, Pious Apparition

Legendary Creature — Human Soldier

Lifelink Cards in graveyards can't be the targets of spells or abilities. Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

2/3

W U
Dennick, Pious Apprentice // Dennick, Pious Apparition

Dennick, Pious Apprentice // Dennick, Pious Apparition

Legendary Creature — Spirit Soldier

Flying Whenever one or more creature cards are put into graveyards from anywhere, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") If Dennick, Pious Apparition would be put into a graveyard from anywhere, exile it instead.

3/2

Devoted Grafkeeper // Departed Soulkeeper

Devoted Grafkeeper // Departed Soulkeeper

Creature — Human Peasant

When Devoted Grafkeeper enters the battlefield, mill two cards. Whenever you cast a spell from your graveyard, tap target creature you don't control. Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

2/1

W U
Devoted Grafkeeper // Departed Soulkeeper

Devoted Grafkeeper // Departed Soulkeeper

Creature — Spirit

Flying Departed Soulkeeper can block only creatures with flying. If Departed Soulkeeper would be put into a graveyard from anywhere, exile it instead.

3/1

A-Devoted Grafkeeper // A-Departed Soulkeeper

A-Devoted Grafkeeper // A-Departed Soulkeeper

Creature — Human Peasant

When Devoted Grafkeeper enters the battlefield, mill four cards. Whenever you cast a spell from your graveyard, tap target creature you don't control. Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

2/2

W U
A-Devoted Grafkeeper // A-Departed Soulkeeper

A-Devoted Grafkeeper // A-Departed Soulkeeper

Creature — Spirit

Flying If Departed Soulkeeper would be put into a graveyard from anywhere, exile it instead.

3/1

Dire-Strain Rampage

Dire-Strain Rampage

Sorcery

Destroy target artifact, enchantment, or land. If a land was destroyed this way, its controller may search their library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Otherwise, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Flashback

1 R G
Diregraf Rebirth

Diregraf Rebirth

Sorcery

This spell costs less to cast for each creature that died this turn. 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.)

3 B G
Faithful Mending

Faithful Mending

Instant

You gain 2 life, draw two cards, then discard two cards. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

"What has been looted can be restored. The church lives on within us."

W U
Fleshtaker

Fleshtaker

Creature — Human Assassin

Whenever you sacrifice another creature, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) , Sacrifice another creature: Fleshtaker gets +2/+2 until end of turn.

A soulless husk of endless hunger.

2/2

W B
Florian, Voldaren Scion

Florian, Voldaren Scion

Legendary Creature — Vampire Noble

First strike At the beginning of your postcombat main phase, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.

3/3

1 B R
Galvanic Iteration

Galvanic Iteration

Instant

When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Better potent than predictable.

U R
Ghoulcaller's Harvest

Ghoulcaller's Harvest

Sorcery

Create X 2/2 black Zombie creature tokens with decayed, where X is half the number of creature cards in your graveyard, rounded up. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.) Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

B G
Grizzly Ghoul

Grizzly Ghoul

Creature — Zombie Bear

Trample Grizzly Ghoul enters the battlefield with a +1/+1 counter on it for each creature that died this turn.

The hunters spent the evening celebrating their kill and the rest of the night running from it.

4/3

2 B G
Hallowed Respite

Hallowed Respite

Sorcery

Exile target nonlegendary creature, then return it to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on it. Otherwise, tap it. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

W U
Hungry for More

Hungry for More

Sorcery

Create a 3/1 black and red Vampire creature token with trample, lifelink, and haste. Sacrifice it at the beginning of the next end step. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

B R
Join the Dance

Join the Dance

Sorcery

Create two 1/1 white Human creature tokens. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

"We can go into the dark hand-in-hand or alone. I know which I prefer."

G W
Katilda, Dawnhart Prime

Katilda, Dawnhart Prime

Legendary Creature — Human Warlock

Protection from Werewolves Human creatures you control have ": Add one mana of any of this creature's colors." , : Put a +1/+1 counter on each creature you control.

"The angels may have abandoned us, but Ghrin-Danu has not."

1/1

G W
Kessig Naturalist // Lord of the Ulvenwald

Kessig Naturalist // Lord of the Ulvenwald

Creature — Human Werewolf

Whenever Kessig Naturalist attacks, add or . Until end of turn, you don't lose this mana as steps and phases end. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

"Far from home, little one? I know the feeling."

2/2

R G
Kessig Naturalist // Lord of the Ulvenwald

Kessig Naturalist // Lord of the Ulvenwald

Creature — Werewolf

Other Wolves and Werewolves you control get +1/+1. Whenever Lord of the Ulvenwald attacks, add or . Until end of turn, you don't lose this mana as steps and phases end. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

3/3

Liesa, Forgotten Archangel

Liesa, Forgotten Archangel

Legendary Creature — Angel

Flying, lifelink Whenever another nontoken creature you control dies, return that card to its owner's hand at the beginning of the next end step. If a creature an opponent controls would die, exile it instead.

4/5

2 W W B
Ludevic, Necrogenius // Olag, Ludevic's Hubris

Ludevic, Necrogenius // Olag, Ludevic's Hubris

Legendary Creature — Human Wizard

Whenever Ludevic, Necrogenius enters the battlefield or attacks, mill a card. , Exile X creature cards from your graveyard: Transform Ludevic. X can't be 0. Activate only as a sorcery.

2/3

U B
Ludevic, Necrogenius // Olag, Ludevic's Hubris

Ludevic, Necrogenius // Olag, Ludevic's Hubris

Legendary Creature — Zombie

As this creature transforms into Olag, Ludevic's Hubris, it becomes a copy of a creature card exiled with it, except its name is Olag, Ludevic's Hubris, it's 4/4, and it's a legendary blue and black Zombie in addition to its other colors and types. Put a number of +1/+1 counters on Olag equal to the number of creature cards exiled with it.

4/4

Old Stickfingers

Old Stickfingers

Legendary Creature — Horror

When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order. Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.

*/*

X B G
Rem Karolus, Stalwart Slayer

Rem Karolus, Stalwart Slayer

Legendary Creature — Human Knight

Flying, haste If a spell would deal damage to you or another permanent you control, prevent that damage. If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.

2/3

1 R W
Rite of Harmony

Rite of Harmony

Instant

Whenever a creature or enchantment enters the battlefield under your control this turn, draw a card. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Nature bends to the witches' call.

G W
Rite of Oblivion

Rite of Oblivion

Sorcery

As an additional cost to cast this spell, sacrifice a nonland permanent. Exile target nonland permanent. Flashback (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)

Revenge is a circle without end.

W B
Rootcoil Creeper

Rootcoil Creeper

Creature — Plant Horror

: Add one mana of any color. : Add two mana of any one color. Spend this mana only to cast spells from your graveyard. , , Exile Rootcoil Creeper: Return target card with flashback you own from exile to your hand.

2/2

G U
Sacred Fire

Sacred Fire

Instant

Sacred Fire deals 2 damage to any target and you gain 2 life. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

"Do not confuse justice with mercy." —Odric, Order of Saint Traft

R W
Sigarda, Champion of Light

Sigarda, Champion of Light

Legendary Creature — Angel

Flying, trample Humans you control get +1/+1. Coven — Whenever Sigarda attacks, if you control three or more creatures with different powers, look at the top five cards of your library. You may reveal a Human creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

4/4

1 G W W
Siphon Insight

Siphon Insight

Instant

Look at the top two cards of target opponent's library. Exile one of them face down and put the other on the bottom of that library. You may play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell. Flashback

U B
Slogurk, the Overslime

Slogurk, the Overslime

Legendary Creature — Ooze

Trample Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk, the Overslime. Remove three +1/+1 counters from Slogurk: Return it to its owner's hand. When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.

3/3

1 G U
Storm Skreelix

Storm Skreelix

Creature — Drake Horror

Flying Instant and sorcery spells you cast cost less to cast. Whenever you cast an instant or sorcery spell, Storm Skreelix gets +2/+0 until end of turn.

2/4

3 U R
Sunrise Cavalier

Sunrise Cavalier

Creature — Human Knight

Trample, haste If it's neither day nor night, it becomes day as Sunrise Cavalier enters the battlefield. Whenever day becomes night or night becomes day, put a +1/+1 counter on target creature you control.

"Like us, the morning fights for survival."

3/3

1 R W
Teferi, Who Slows the Sunset

Teferi, Who Slows the Sunset

Legendary Planeswalker — Teferi

[+1]: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life. [−2]: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. [−7]: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."

2 W U
Tovolar, Dire Overlord // Tovolar, the Midnight Scourge

Tovolar, Dire Overlord // Tovolar, the Midnight Scourge

Legendary Creature — Human Werewolf

Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card. At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control. Daybound

3/3

1 R G
Tovolar, Dire Overlord // Tovolar, the Midnight Scourge

Tovolar, Dire Overlord // Tovolar, the Midnight Scourge

Legendary Creature — Werewolf

Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card. : Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn. Nightbound

4/4

Unnatural Moonrise

Unnatural Moonrise

Sorcery

It becomes night. Until end of turn, target creature gets +1/+0 and gains trample and "Whenever this creature deals combat damage to a player, draw a card." Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

R G
Vadrik, Astral Archmage

Vadrik, Astral Archmage

Legendary Creature — Human Wizard

If it's neither day nor night, it becomes day as Vadrik, Astral Archmage enters the battlefield. Instant and sorcery spells you cast cost less to cast, where X is Vadrik's power. Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik.

1/2

1 U R
Vampire Socialite

Vampire Socialite

Creature — Vampire Noble

Menace (This creature can't be blocked except by two or more creatures.) When Vampire Socialite enters the battlefield, if an opponent lost life this turn, put a +1/+1 counter on each other Vampire you control. As long as an opponent lost life this turn, each other Vampire you control enters the battlefield with an additional +1/+1 counter on it.

2/2

B R
Wake to Slaughter

Wake to Slaughter

Sorcery

Choose up to two target creature cards in your graveyard. An opponent chooses one of them. Return that card to your hand. Return the other to the battlefield under your control. It gains haste. Exile it at the beginning of the next end step. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

3 B R
Winterthorn Blessing

Winterthorn Blessing

Sorcery

Put a +1/+1 counter on up to one target creature you control. Tap up to one target creature you don't control, and that creature doesn't untap during its controller's next untap step. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

G U
The Celestus

The Celestus

Legendary Artifact

If it's neither day nor night, it becomes day as The Celestus enters the battlefield. : Add one mana of any color. , : If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery. Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.

3
Crossroads Candleguide

Crossroads Candleguide

Artifact Creature — Scarecrow

When Crossroads Candleguide enters the battlefield, exile up to one target card from a graveyard. : Add one mana of any color.

Do the candleguides' heads turn to follow you as you pass, or is it merely a trick of the flickering light?

3/4

4
Jack-o'-Lantern

Jack-o'-Lantern

Artifact

, , Sacrifice Jack-o'-Lantern: Exile up to one target card from a graveyard. Draw a card. , Exile Jack-o'-Lantern from your graveyard: Add one mana of any color.

By the end of the festival, it was the only thing still grinning.

1
Moonsilver Key

Moonsilver Key

Artifact

, , Sacrifice Moonsilver Key: Search your library for an artifact card with a mana ability or a basic land card, reveal it, put it into your hand, then shuffle.

To restore the day-night balance, the Celestus mechanism's Sungold Lock must be reunited with its long-lost key.

2
Mystic Skull // Mystic Monstrosity

Mystic Skull // Mystic Monstrosity

Artifact

, : Add one mana of any color. , : Transform Mystic Skull.

It waited on the barn wall for decades, forgotten, looking for the perfect opportunity.

2
Mystic Skull // Mystic Monstrosity

Mystic Skull // Mystic Monstrosity

Artifact Creature — Construct

Lands you control have ": Add one mana of any color."

Under the light of an unnatural moon, it walked out on legs of straw with joints of hinges ripped from the barn doors.

5/6

Pithing Needle

Pithing Needle

Artifact

As Pithing Needle enters the battlefield, choose a card name. Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.

Occasionally a skaab remembers too much of its former life. Luckily, there's an easy cure.

1
Silver Bolt

Silver Bolt

Artifact

, , Sacrifice Silver Bolt: It deals 3 damage to target creature. If a Werewolf is dealt damage this way, destroy it.

"When a werewolf charges, you'll only have time for one shot. Best make it count." —Captain Eberheart

1
Stuffed Bear

Stuffed Bear

Artifact

: Stuffed Bear becomes a 4/4 green Bear artifact creature until end of turn.

It takes a taxidermist of unusual skill to cleanly stuff and mount a beast without severing its primal, predatory drive.

2
Deserted Beach

Deserted Beach

Land

Deserted Beach enters the battlefield tapped unless you control two or more other lands. : Add or .

Drownyard floods and unnatural frost made the once peaceful boardwalk deceptively treacherous.

Evolving Wilds

Evolving Wilds

Land

, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

"Stensia blazes with new heat. Nephalia's tides are chaotic. And everywhere, this unnatural frost. The land is sending a warning." —Katilda, Dawnhart Prime

Field of Ruin

Field of Ruin

Land

: Add . , , Sacrifice Field of Ruin: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.

Haunted Ridge

Haunted Ridge

Land

Haunted Ridge enters the battlefield tapped unless you control two or more other lands. : Add or .

Swirling eddies of ash hide crumbling cliffs, treacherous drops, and the slavering maws of unknown evils.

Hostile Hostel // Creeping Inn

Hostile Hostel // Creeping Inn

Land

: Add . , , Sacrifice a creature: Put a soul counter on Hostile Hostel. Then if there are three or more soul counters on it, remove those counters, transform it, then untap it. Activate only as a sorcery.

Hostile Hostel // Creeping Inn

Hostile Hostel // Creeping Inn

Artifact Creature — Horror Construct

Whenever Creeping Inn attacks, you may exile a creature card from your graveyard. If you do, each opponent loses X life and you gain X life, where X is the number of creature cards exiled with Creeping Inn. : Creeping Inn phases out.

3/7

Overgrown Farmland

Overgrown Farmland

Land

Overgrown Farmland enters the battlefield tapped unless you control two or more other lands. : Add or .

A few weed-choked gourd patches are all that remain of the proud, thriving farms that once blanketed the province.

Rockfall Vale

Rockfall Vale

Land

Rockfall Vale enters the battlefield tapped unless you control two or more other lands. : Add or .

Cries of panic echo along Kessig's narrow ravines as howlpacks herd their prey.

Shipwreck Marsh

Shipwreck Marsh

Land

Shipwreck Marsh enters the battlefield tapped unless you control two or more other lands. : Add or .

The bones of doomed ships jut out from the muck while the bones of their sailors molder below.

Plains

Plains

Basic Land — Plains

(: Add .)

Plains

Plains

Basic Land — Plains

(: Add .)

Island

Island

Basic Land — Island

(: Add .)

Island

Island

Basic Land — Island

(: Add .)

Swamp

Swamp

Basic Land — Swamp

(: Add .)

Swamp

Swamp

Basic Land — Swamp

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)

Forest

Forest

Basic Land — Forest

(: Add .)

Forest

Forest

Basic Land — Forest

(: Add .)

Wrenn and Seven

Wrenn and Seven

Legendary Planeswalker — Wrenn

[+1]: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard. [0]: Put any number of land cards from your hand onto the battlefield tapped. [−3]: Create a green Treefolk creature token with reach and "This creature's power and toughness are each equal to the number of lands you control." [−8]: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."

3 G G
Arlinn, the Pack's Hope // Arlinn, the Moon's Fury

Arlinn, the Pack's Hope // Arlinn, the Moon's Fury

Legendary Planeswalker — Arlinn

Daybound (If a player casts no spells during their own turn, it becomes night next turn.) [+1]: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters the battlefield with an additional +1/+1 counter on it. [−3]: Create two 2/2 green Wolf creature tokens.

2 R G
Arlinn, the Pack's Hope // Arlinn, the Moon's Fury

Arlinn, the Pack's Hope // Arlinn, the Moon's Fury

Legendary Planeswalker — Arlinn

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) [+2]: Add . [0]: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.

Teferi, Who Slows the Sunset

Teferi, Who Slows the Sunset

Legendary Planeswalker — Teferi

[+1]: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life. [−2]: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. [−7]: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."

2 W U
Deserted Beach

Deserted Beach

Land

Deserted Beach enters the battlefield tapped unless you control two or more other lands. : Add or .

Haunted Ridge

Haunted Ridge

Land

Haunted Ridge enters the battlefield tapped unless you control two or more other lands. : Add or .

Overgrown Farmland

Overgrown Farmland

Land

Overgrown Farmland enters the battlefield tapped unless you control two or more other lands. : Add or .

Rockfall Vale

Rockfall Vale

Land

Rockfall Vale enters the battlefield tapped unless you control two or more other lands. : Add or .

Shipwreck Marsh

Shipwreck Marsh

Land

Shipwreck Marsh enters the battlefield tapped unless you control two or more other lands. : Add or .

Brutal Cathar // Moonrage Brute

Brutal Cathar // Moonrage Brute

Creature — Human Soldier Werewolf

When this creature enters the battlefield or transforms into Brutal Cathar, exile target creature an opponent controls until this creature leaves the battlefield. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

2/2

2 W
Brutal Cathar // Moonrage Brute

Brutal Cathar // Moonrage Brute

Creature — Werewolf

First strike Ward—Pay 3 life. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

3/3

Candlegrove Witch

Candlegrove Witch

Creature — Human Warlock

Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Candlegrove Witch gains flying until end of turn.

2/2

1 W
Suspicious Stowaway // Seafaring Werewolf

Suspicious Stowaway // Seafaring Werewolf

Creature — Human Rogue Werewolf

Suspicious Stowaway can't be blocked. Whenever Suspicious Stowaway deals combat damage to a player, draw a card, then discard a card. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

1/1

1 U
Suspicious Stowaway // Seafaring Werewolf

Suspicious Stowaway // Seafaring Werewolf

Creature — Werewolf

Seafaring Werewolf can't be blocked. Whenever Seafaring Werewolf deals combat damage to a player, draw a card. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

2/1

Baneblade Scoundrel // Baneclaw Marauder

Baneblade Scoundrel // Baneclaw Marauder

Creature — Human Rogue Werewolf

Whenever Baneblade Scoundrel becomes blocked, each creature blocking it gets -1/-1 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

4/3

3 B
Baneblade Scoundrel // Baneclaw Marauder

Baneblade Scoundrel // Baneclaw Marauder

Creature — Werewolf

Whenever Baneclaw Marauder becomes blocked, each creature blocking it gets -1/-1 until end of turn. Whenever a creature blocking Baneclaw Marauder dies, that creature's controller loses 1 life. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

5/4

Graveyard Trespasser // Graveyard Glutton

Graveyard Trespasser // Graveyard Glutton

Creature — Human Werewolf

Ward—Discard a card. Whenever Graveyard Trespasser enters the battlefield or attacks, exile up to one target card from a graveyard. If a creature card was exiled this way, each opponent loses 1 life and you gain 1 life. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

3/3

2 B
Graveyard Trespasser // Graveyard Glutton

Graveyard Trespasser // Graveyard Glutton

Creature — Werewolf

Ward—Discard a card. Whenever Graveyard Glutton enters the battlefield or attacks, exile up to two target cards from graveyards. For each creature card exiled this way, each opponent loses 1 life and you gain 1 life. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

4/4

Shady Traveler // Stalking Predator

Shady Traveler // Stalking Predator

Creature — Human Werewolf

Menace (This creature can't be blocked except by two or more creatures.) Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

2/3

2 B
Shady Traveler // Stalking Predator

Shady Traveler // Stalking Predator

Creature — Werewolf

Menace (This creature can't be blocked except by two or more creatures.) Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

4/4

Fangblade Brigand // Fangblade Eviscerator

Fangblade Brigand // Fangblade Eviscerator

Creature — Human Werewolf

: Fangblade Brigand gets +1/+0 and gains first strike until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

3/4

3 R
Fangblade Brigand // Fangblade Eviscerator

Fangblade Brigand // Fangblade Eviscerator

Creature — Werewolf

: Fangblade Eviscerator gets +1/+0 and gains first strike until end of turn. : Creatures you control get +2/+0 until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

4/5

Harvesttide Infiltrator // Harvesttide Assailant

Harvesttide Infiltrator // Harvesttide Assailant

Creature — Human Werewolf

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

3/2

2 R
Harvesttide Infiltrator // Harvesttide Assailant

Harvesttide Infiltrator // Harvesttide Assailant

Creature — Werewolf

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

4/4

Reckless Stormseeker // Storm-Charged Slasher

Reckless Stormseeker // Storm-Charged Slasher

Creature — Human Werewolf

At the beginning of combat on your turn, target creature you control gets +1/+0 and gains haste until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

2/3

2 R
Reckless Stormseeker // Storm-Charged Slasher

Reckless Stormseeker // Storm-Charged Slasher

Creature — Werewolf

At the beginning of combat on your turn, target creature you control gets +2/+0 and gains trample and haste until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

3/4

Spellrune Painter // Spellrune Howler

Spellrune Painter // Spellrune Howler

Creature — Human Shaman Werewolf

Whenever you cast an instant or sorcery spell, Spellrune Painter gets +1/+1 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

2/3

2 R
Spellrune Painter // Spellrune Howler

Spellrune Painter // Spellrune Howler

Creature — Werewolf

Whenever you cast an instant or sorcery spell, Spellrune Howler gets +2/+2 until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

3/4

Tavern Ruffian // Tavern Smasher

Tavern Ruffian // Tavern Smasher

Creature — Human Warrior Werewolf

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

2/5

3 R
Tavern Ruffian // Tavern Smasher

Tavern Ruffian // Tavern Smasher

Creature — Werewolf

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

6/5

Village Watch // Village Reavers

Village Watch // Village Reavers

Creature — Human Werewolf

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

4/3

4 R
Village Watch // Village Reavers

Village Watch // Village Reavers

Creature — Werewolf

Wolves and Werewolves you control have haste. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

5/4

Bird Admirer // Wing Shredder

Bird Admirer // Wing Shredder

Creature — Human Archer Werewolf

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

1/4

2 G
Bird Admirer // Wing Shredder

Bird Admirer // Wing Shredder

Creature — Werewolf

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

3/5

Burly Breaker // Dire-Strain Demolisher

Burly Breaker // Dire-Strain Demolisher

Creature — Human Werewolf

Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

6/5

3 G G
Burly Breaker // Dire-Strain Demolisher

Burly Breaker // Dire-Strain Demolisher

Creature — Werewolf

Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

8/7

Dawnhart Mentor

Dawnhart Mentor

Creature — Human Warlock

When Dawnhart Mentor enters the battlefield, create a 1/1 white Human creature token. Coven — : Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers.

0/4

2 G
Dawnhart Rejuvenator

Dawnhart Rejuvenator

Creature — Human Warlock

When Dawnhart Rejuvenator enters the battlefield, you gain 3 life. : Add one mana of any color.

2/4

3 G
Hound Tamer // Untamed Pup

Hound Tamer // Untamed Pup

Creature — Human Werewolf

Trample : Put a +1/+1 counter on target creature. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

3/3

2 G
Hound Tamer // Untamed Pup

Hound Tamer // Untamed Pup

Creature — Werewolf

Trample Other Wolves and Werewolves you control have trample. : Put a +1/+1 counter on target creature. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

4/4

Outland Liberator // Frenzied Trapbreaker

Outland Liberator // Frenzied Trapbreaker

Creature — Human Werewolf

, Sacrifice Outland Liberator: Destroy target artifact or enchantment. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

2/2

1 G
Outland Liberator // Frenzied Trapbreaker

Outland Liberator // Frenzied Trapbreaker

Creature — Werewolf

, Sacrifice Frenzied Trapbreaker: Destroy target artifact or enchantment. Whenever Frenzied Trapbreaker attacks, destroy target artifact or enchantment defending player controls. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

3/3

Saryth, the Viper's Fang

Saryth, the Viper's Fang

Legendary Creature — Human Warlock

Other tapped creatures you control have deathtouch. Other untapped creatures you control have hexproof. , : Untap another target creature or land you control.

3/4

2 G G
Tireless Hauler // Dire-Strain Brawler

Tireless Hauler // Dire-Strain Brawler

Creature — Human Werewolf

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

4/5

4 G
Tireless Hauler // Dire-Strain Brawler

Tireless Hauler // Dire-Strain Brawler

Creature — Werewolf

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

6/6

Tovolar's Huntmaster // Tovolar's Packleader

Tovolar's Huntmaster // Tovolar's Packleader

Creature — Human Werewolf

When Tovolar's Huntmaster enters the battlefield, create two 2/2 green Wolf creature tokens. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

6/6

4 G G
Tovolar's Huntmaster // Tovolar's Packleader

Tovolar's Huntmaster // Tovolar's Packleader

Creature — Werewolf

Whenever Tovolar's Packleader enters the battlefield or attacks, create two 2/2 green Wolf creature tokens. : Another target Wolf or Werewolf you control fights target creature you don't control. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

7/7

Arlinn, the Pack's Hope // Arlinn, the Moon's Fury

Arlinn, the Pack's Hope // Arlinn, the Moon's Fury

Legendary Planeswalker — Arlinn

Daybound (If a player casts no spells during their own turn, it becomes night next turn.) [+1]: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters the battlefield with an additional +1/+1 counter on it. [−3]: Create two 2/2 green Wolf creature tokens.

2 R G
Arlinn, the Pack's Hope // Arlinn, the Moon's Fury

Arlinn, the Pack's Hope // Arlinn, the Moon's Fury

Legendary Planeswalker — Arlinn

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) [+2]: Add . [0]: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.

Dawnhart Wardens

Dawnhart Wardens

Creature — Human Warlock

Vigilance Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.

3/3

1 G W
Katilda, Dawnhart Prime

Katilda, Dawnhart Prime

Legendary Creature — Human Warlock

Protection from Werewolves Human creatures you control have ": Add one mana of any of this creature's colors." , : Put a +1/+1 counter on each creature you control.

1/1

G W
Kessig Naturalist // Lord of the Ulvenwald

Kessig Naturalist // Lord of the Ulvenwald

Creature — Human Werewolf

Whenever Kessig Naturalist attacks, add or . Until end of turn, you don't lose this mana as steps and phases end. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

2/2

R G
Kessig Naturalist // Lord of the Ulvenwald

Kessig Naturalist // Lord of the Ulvenwald

Creature — Werewolf

Other Wolves and Werewolves you control get +1/+1. Whenever Lord of the Ulvenwald attacks, add or . Until end of turn, you don't lose this mana as steps and phases end. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

3/3

Tovolar, Dire Overlord // Tovolar, the Midnight Scourge

Tovolar, Dire Overlord // Tovolar, the Midnight Scourge

Legendary Creature — Human Werewolf

Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card. At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control. Daybound

3/3

1 R G
Tovolar, Dire Overlord // Tovolar, the Midnight Scourge

Tovolar, Dire Overlord // Tovolar, the Midnight Scourge

Legendary Creature — Werewolf

Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card. : Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn. Nightbound

4/4

Adeline, Resplendent Cathar

Adeline, Resplendent Cathar

Legendary Creature — Human Knight

Vigilance Adeline, Resplendent Cathar's power is equal to the number of creatures you control. Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.

*/4

1 W W
Lier, Disciple of the Drowned

Lier, Disciple of the Drowned

Legendary Creature — Human Wizard

Spells can't be countered. Each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost.

3/4

3 U U
Gisa, Glorious Resurrector

Gisa, Glorious Resurrector

Legendary Creature — Human Wizard

If a creature an opponent controls would die, exile it instead. At the beginning of your upkeep, put all creature cards exiled with Gisa, Glorious Resurrector onto the battlefield under your control. They gain decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)

4/4

2 B B
Jadar, Ghoulcaller of Nephalia

Jadar, Ghoulcaller of Nephalia

Legendary Creature — Human Wizard

At the beginning of your end step, if you control no creatures with decayed, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)

1/1

1 B
Jerren, Corrupted Bishop // Ormendahl, the Corrupter

Jerren, Corrupted Bishop // Ormendahl, the Corrupter

Legendary Creature — Human Cleric

Whenever Jerren, Corrupted Bishop enters the battlefield or another nontoken Human you control dies, you lose 1 life and create a 1/1 white Human creature token. : Target Human you control gains lifelink until end of turn. At the beginning of your end step, if you have exactly 13 life, you may pay . If you do, transform Jerren.

2/3

2 B
Jerren, Corrupted Bishop // Ormendahl, the Corrupter

Jerren, Corrupted Bishop // Ormendahl, the Corrupter

Legendary Creature — Demon

Flying, trample, lifelink Sacrifice another creature: Draw a card.

6/6

Dennick, Pious Apprentice // Dennick, Pious Apparition

Dennick, Pious Apprentice // Dennick, Pious Apparition

Legendary Creature — Human Soldier

Lifelink Cards in graveyards can't be the targets of spells or abilities. Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

2/3

W U
Dennick, Pious Apprentice // Dennick, Pious Apparition

Dennick, Pious Apprentice // Dennick, Pious Apparition

Legendary Creature — Spirit Soldier

Flying Whenever one or more creature cards are put into graveyards from anywhere, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") If Dennick, Pious Apparition would be put into a graveyard from anywhere, exile it instead.

3/2

Florian, Voldaren Scion

Florian, Voldaren Scion

Legendary Creature — Vampire Noble

First strike At the beginning of your postcombat main phase, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.

3/3

1 B R
Liesa, Forgotten Archangel

Liesa, Forgotten Archangel

Legendary Creature — Angel

Flying, lifelink Whenever another nontoken creature you control dies, return that card to its owner's hand at the beginning of the next end step. If a creature an opponent controls would die, exile it instead.

4/5

2 W W B
Ludevic, Necrogenius // Olag, Ludevic's Hubris

Ludevic, Necrogenius // Olag, Ludevic's Hubris

Legendary Creature — Human Wizard

Whenever Ludevic, Necrogenius enters the battlefield or attacks, mill a card. , Exile X creature cards from your graveyard: Transform Ludevic. X can't be 0. Activate only as a sorcery.

2/3

U B
Ludevic, Necrogenius // Olag, Ludevic's Hubris

Ludevic, Necrogenius // Olag, Ludevic's Hubris

Legendary Creature — Zombie

As this creature transforms into Olag, Ludevic's Hubris, it becomes a copy of a creature card exiled with it, except its name is Olag, Ludevic's Hubris, it's 4/4, and it's a legendary blue and black Zombie in addition to its other colors and types. Put a number of +1/+1 counters on Olag equal to the number of creature cards exiled with it.

4/4

Old Stickfingers

Old Stickfingers

Legendary Creature — Horror

When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order. Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.

*/*

X B G
Rem Karolus, Stalwart Slayer

Rem Karolus, Stalwart Slayer

Legendary Creature — Human Knight

Flying, haste If a spell would deal damage to you or another permanent you control, prevent that damage. If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.

2/3

1 R W
Sigarda, Champion of Light

Sigarda, Champion of Light

Legendary Creature — Angel

Flying, trample Humans you control get +1/+1. Coven — Whenever Sigarda attacks, if you control three or more creatures with different powers, look at the top five cards of your library. You may reveal a Human creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

4/4

1 G W W
Slogurk, the Overslime

Slogurk, the Overslime

Legendary Creature — Ooze

Trample Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk, the Overslime. Remove three +1/+1 counters from Slogurk: Return it to its owner's hand. When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.

3/3

1 G U
Vadrik, Astral Archmage

Vadrik, Astral Archmage

Legendary Creature — Human Wizard

If it's neither day nor night, it becomes day as Vadrik, Astral Archmage enters the battlefield. Instant and sorcery spells you cast cost less to cast, where X is Vadrik's power. Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik.

1/2

1 U R
Curse of Silence

Curse of Silence

Enchantment — Aura Curse

Enchant player As Curse of Silence enters the battlefield, choose a card name. Spells with the chosen name enchanted player casts cost more to cast. Whenever enchanted player casts a spell with the chosen name, you may sacrifice Curse of Silence. If you do, draw a card.

W
Enduring Angel // Angelic Enforcer

Enduring Angel // Angelic Enforcer

Creature — Angel

Flying, double strike You have hexproof. If your life total would be reduced to 0 or less, instead transform Enduring Angel and your life total becomes 3. Then if Enduring Angel didn't transform this way, you lose the game.

3/3

2 W W W
Enduring Angel // Angelic Enforcer

Enduring Angel // Angelic Enforcer

Creature — Angel

Flying You have hexproof. Angelic Enforcer's power and toughness are each equal to your life total. Whenever Angelic Enforcer attacks, double your life total.

*/*

Fateful Absence

Fateful Absence

Instant

Destroy target creature or planeswalker. Its controller investigates. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")

1 W
Intrepid Adversary

Intrepid Adversary

Creature — Human Scout

Lifelink When Intrepid Adversary enters the battlefield, you may pay any number of times. When you pay this cost one or more times, put that many valor counters on Intrepid Adversary. Creatures you control get +1/+1 for each valor counter on Intrepid Adversary.

3/1

1 W
Sigarda's Splendor

Sigarda's Splendor

Enchantment

As Sigarda's Splendor enters the battlefield, note your life total. At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for Sigarda's Splendor. Then note your life total. Whenever you cast a white spell, you gain 1 life.

2 W W
Sigardian Savior

Sigardian Savior

Creature — Angel

Flying When Sigardian Savior enters the battlefield, if you cast it, return up to two target creature cards with mana value 2 or less from your graveyard to the battlefield.

3/3

3 W W
Sungold Sentinel

Sungold Sentinel

Creature — Human Soldier

Whenever Sungold Sentinel enters the battlefield or attacks, exile up to one target card from a graveyard. Coven — : Choose a color. Sungold Sentinel gains hexproof from that color until end of turn and can't be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers.

3/2

1 W
Vanquish the Horde

Vanquish the Horde

Sorcery

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

6 W W
Curse of Surveillance

Curse of Surveillance

Enchantment — Aura Curse

Enchant player At the beginning of enchanted player's upkeep, any number of target players other than that player each draw cards equal to the number of Curses attached to that player.

4 U
Grafted Identity

Grafted Identity

Enchantment — Aura

As an additional cost to cast this spell, sacrifice a creature. Enchant creature You control enchanted creature. Enchanted creature gets +1/+1.

2 U U
Malevolent Hermit // Benevolent Geist

Malevolent Hermit // Benevolent Geist

Creature — Human Wizard

, Sacrifice Malevolent Hermit: Counter target noncreature spell unless its controller pays . Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

2/1

1 U
Malevolent Hermit // Benevolent Geist

Malevolent Hermit // Benevolent Geist

Creature — Spirit Wizard

Flying Noncreature spells you control can't be countered. If Benevolent Geist would be put into a graveyard from anywhere, exile it instead.

2/2

Memory Deluge

Memory Deluge

Instant

Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

2 U U
Patrician Geist

Patrician Geist

Creature — Spirit Knight

Flying Other Spirits you control get +1/+1. Spells you cast from your graveyard cost less to cast.

2/2

2 U
Poppet Stitcher // Poppet Factory

Poppet Stitcher // Poppet Factory

Creature — Human Wizard

Whenever you cast an instant or sorcery spell, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.) At the beginning of your upkeep, if you control three or more creature tokens, you may transform Poppet Stitcher.

2/3

2 U
Poppet Stitcher // Poppet Factory

Poppet Stitcher // Poppet Factory

Artifact

Creature tokens you control lose all abilities and have base power and toughness 3/3. At the beginning of your upkeep, you may transform Poppet Factory.

Sludge Monster

Sludge Monster

Creature — Horror

Whenever Sludge Monster enters the battlefield or attacks, put a slime counter on up to one other target creature. Non-Horror creatures with slime counters on them lose all abilities and have base power and toughness 2/2.

5/5

3 U U
Spectral Adversary

Spectral Adversary

Creature — Spirit

Flash Flying When Spectral Adversary enters the battlefield, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Spectral Adversary, then up to that many other target artifacts, creatures, and/or enchantments phase out.

2/1

1 U
Triskaidekaphile

Triskaidekaphile

Creature — Human Wizard

You have no maximum hand size. At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game. : Draw a card.

1/3

1 U
Bloodline Culling

Bloodline Culling

Instant

Choose one — • Target creature gets -5/-5 until end of turn. • Creature tokens get -2/-2 until end of turn.

1 B B
Champion of the Perished

Champion of the Perished

Creature — Zombie

Whenever another Zombie enters the battlefield under your control, put a +1/+1 counter on Champion of the Perished.

1/1

B
Curse of Leeches // Leeching Lurker

Curse of Leeches // Leeching Lurker

Enchantment — Aura Curse

Enchant player As this permanent transforms into Curse of Leeches, attach it to a player. At the beginning of enchanted player's upkeep, they lose 1 life and you gain 1 life. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

2 B
Curse of Leeches // Leeching Lurker

Curse of Leeches // Leeching Lurker

Creature — Leech Horror

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

4/4

Lord of the Forsaken

Lord of the Forsaken

Creature — Demon

Flying, trample , Sacrifice another creature: Target player mills three cards. Pay 1 life: Add . Spend this mana only to cast a spell from your graveyard.

6/6

4 B B
Mask of Griselbrand

Mask of Griselbrand

Legendary Artifact — Equipment

Equipped creature has flying and lifelink. Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards. Equip

1 B B
The Meathook Massacre

The Meathook Massacre

Legendary Enchantment

When The Meathook Massacre enters the battlefield, each creature gets -X/-X until end of turn. Whenever a creature you control dies, each opponent loses 1 life. Whenever a creature an opponent controls dies, you gain 1 life.

X B B
Slaughter Specialist

Slaughter Specialist

Creature — Vampire Warrior

When Slaughter Specialist enters the battlefield, each opponent creates a 1/1 white Human creature token. Whenever a creature an opponent controls dies, put a +1/+1 counter on Slaughter Specialist.

3/3

1 B
Tainted Adversary

Tainted Adversary

Creature — Zombie

Deathtouch When Tainted Adversary enters the battlefield, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Tainted Adversary, then create twice that many 2/2 black Zombie creature tokens with decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)

2/3

1 B
Bloodthirsty Adversary

Bloodthirsty Adversary

Creature — Vampire

Haste When Bloodthirsty Adversary enters the battlefield, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Bloodthirsty Adversary, then exile up to that many target instant and/or sorcery cards with mana value 3 or less from your graveyard and copy them. You may cast any number of the copies without paying their mana costs.

2/2

1 R
Burn Down the House

Burn Down the House

Sorcery

Choose one — • Burn Down the House deals 5 damage to each creature and each planeswalker. • Create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." They gain haste until end of turn.

3 R R
Curse of Shaken Faith

Curse of Shaken Faith

Enchantment — Aura Curse

Enchant player Whenever enchanted player casts a spell other than the first spell they cast each turn or copies a spell, Curse of Shaken Faith deals 2 damage to them.

1 R
Falkenrath Pit Fighter

Falkenrath Pit Fighter

Creature — Vampire Warrior

, Discard a card, Sacrifice a Vampire: Draw two cards. Activate only if an opponent lost life this turn.

2/1

R
Geistflame Reservoir

Geistflame Reservoir

Artifact

Whenever you cast an instant or sorcery spell, put a charge counter on Geistflame Reservoir. , , Remove any number of charge counters from Geistflame Reservoir: It deals that much damage to any target. , : Exile the top card of your library. You may play that card this turn.

2 R
Light Up the Night

Light Up the Night

Sorcery

Light Up the Night deals X damage to any target. It deals X plus 1 damage instead if that target is a creature or planeswalker. Flashback—, Remove X loyalty counters from among planeswalkers you control. If you cast this spell this way, X can't be 0. (You may cast this card from your graveyard for its flashback cost. Then exile it.)

X R
Moonveil Regent

Moonveil Regent

Creature — Dragon

Flying Whenever you cast a spell, you may discard your hand. If you do, draw a card for each of that spell's colors. When Moonveil Regent dies, it deals X damage to any target, where X is the number of colors among permanents you control.

4/4

3 R
Smoldering Egg // Ashmouth Dragon

Smoldering Egg // Ashmouth Dragon

Creature — Dragon Egg

Defender Whenever you cast an instant or sorcery spell, put a number of ember counters on Smoldering Egg equal to the amount of mana spent to cast that spell. Then if Smoldering Egg has seven or more ember counters on it, remove them and transform Smoldering Egg.

0/4

1 R
Smoldering Egg // Ashmouth Dragon

Smoldering Egg // Ashmouth Dragon

Creature — Dragon

Flying Whenever you cast an instant or sorcery spell, Ashmouth Dragon deals 2 damage to any target.

4/4

Sunstreak Phoenix

Sunstreak Phoenix

Creature — Phoenix

Flying If it's neither day nor night, it becomes day as Sunstreak Phoenix enters the battlefield. Whenever day becomes night or night becomes day, you may pay . If you do, return Sunstreak Phoenix from your graveyard to the battlefield tapped.

4/2

2 R R
Augur of Autumn

Augur of Autumn

Creature — Human Druid

You may look at the top card of your library any time. You may play lands from the top of your library. Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library.

2/3

1 G G
Briarbridge Tracker

Briarbridge Tracker

Creature — Human Scout

Vigilance When Briarbridge Tracker enters the battlefield, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") As long as you control a token, Briarbridge Tracker gets +2/+0.

2/3

2 G
Consuming Blob

Consuming Blob

Creature — Ooze

Consuming Blob's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1. At the beginning of your end step, create a green Ooze creature token with "This creature's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1."

*/*+1

3 G G
Primal Adversary

Primal Adversary

Creature — Wolf

Trample When Primal Adversary enters the battlefield, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Primal Adversary, then up to that many target lands you control become 3/3 Wolf creatures with haste that are still lands.

4/3

2 G
Storm the Festival

Storm the Festival

Sorcery

Look at the top five cards of your library. You may put up to two permanent cards with mana value 5 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

3 G G G
Unnatural Growth

Unnatural Growth

Enchantment

At the beginning of each combat, double the power and toughness of each creature you control until end of turn.

1 G G G G
Willow Geist

Willow Geist

Creature — Treefolk Spirit

Trample Whenever one or more cards leave your graveyard, put a +1/+1 counter on Willow Geist. When Willow Geist dies, you gain life equal to its power.

1/1

G
Angelfire Ignition

Angelfire Ignition

Sorcery

Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

1 R W
Can't Stay Away

Can't Stay Away

Sorcery

Return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains "If this creature would die, exile it instead." Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

W B
Croaking Counterpart

Croaking Counterpart

Sorcery

Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

1 G U
Dire-Strain Rampage

Dire-Strain Rampage

Sorcery

Destroy target artifact, enchantment, or land. If a land was destroyed this way, its controller may search their library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Otherwise, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Flashback

1 R G
Galvanic Iteration

Galvanic Iteration

Instant

When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

U R
Ghoulcaller's Harvest

Ghoulcaller's Harvest

Sorcery

Create X 2/2 black Zombie creature tokens with decayed, where X is half the number of creature cards in your graveyard, rounded up. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.) Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

B G
Hallowed Respite

Hallowed Respite

Sorcery

Exile target nonlegendary creature, then return it to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on it. Otherwise, tap it. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

W U
Rite of Harmony

Rite of Harmony

Instant

Whenever a creature or enchantment enters the battlefield under your control this turn, draw a card. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

G W
Siphon Insight

Siphon Insight

Instant

Look at the top two cards of target opponent's library. Exile one of them face down and put the other on the bottom of that library. You may play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell. Flashback

U B
Wake to Slaughter

Wake to Slaughter

Sorcery

Choose up to two target creature cards in your graveyard. An opponent chooses one of them. Return that card to your hand. Return the other to the battlefield under your control. It gains haste. Exile it at the beginning of the next end step. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

3 B R
The Celestus

The Celestus

Legendary Artifact

If it's neither day nor night, it becomes day as The Celestus enters the battlefield. : Add one mana of any color. , : If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery. Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.

3
Pithing Needle

Pithing Needle

Artifact

As Pithing Needle enters the battlefield, choose a card name. Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.

1
Hostile Hostel // Creeping Inn

Hostile Hostel // Creeping Inn

Land

: Add . , , Sacrifice a creature: Put a soul counter on Hostile Hostel. Then if there are three or more soul counters on it, remove those counters, transform it, then untap it. Activate only as a sorcery.

Hostile Hostel // Creeping Inn

Hostile Hostel // Creeping Inn

Artifact Creature — Horror Construct

Whenever Creeping Inn attacks, you may exile a creature card from your graveyard. If you do, each opponent loses X life and you gain X life, where X is the number of creature cards exiled with Creeping Inn. : Creeping Inn phases out.

3/7

Plains

Plains

Basic Land — Plains

(: Add .)

Island

Island

Basic Land — Island

(: Add .)

Swamp

Swamp

Basic Land — Swamp

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)

Forest

Forest

Basic Land — Forest

(: Add .)

Champion of the Perished

Champion of the Perished

Creature — Zombie

Whenever another Zombie enters the battlefield under your control, put a +1/+1 counter on Champion of the Perished.

1/1

B
Triskaidekaphile

Triskaidekaphile

Creature — Human Wizard

You have no maximum hand size. At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game. : Draw a card.

She's always willing to lend a hand. It just won't be her own.

1/3

1 U
Gavony Dawnguard

Gavony Dawnguard

Creature — Human Soldier

Ward If it's neither day nor night, it becomes day as Gavony Dawnguard enters the battlefield. Whenever day becomes night or night becomes day, look at the top four cards of your library. You may reveal a creature card with mana value 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in any order.

3/3

1 W W
Consider

Consider

Instant

Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Draw a card.

Ivold gasped in surprise. Either a very strange insect had crawled onto one of the lenses or he was seeing geists at last!

U
Infernal Grasp

Infernal Grasp

Instant

Destroy target creature. You lose 2 life.

Ancient evils dwell within the burning chasm called the Ashmouth, ever ready to devour those foolish enough to travel alone.

1 B
Play with Fire

Play with Fire

Instant

Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Devils find human dwellings to be oppressively cold, dark, and unburnt.

R
Join the Dance

Join the Dance

Sorcery

Create two 1/1 white Human creature tokens. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

"We can go into the dark hand-in-hand or alone. I know which I prefer."

G W