Survival — At the beginning of your second main phase, if this creature is tapped, put a flying counter on it. This ability triggers only once.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gains lifelink until end of turn.
Return target creature card from your graveyard to the battlefield. You gain 3 life.
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Enchant creature
Enchanted creature gets +1/+1 for each enchantment you control and has first strike.
Exile target artifact, enchantment, or creature with power 4 or greater.
As an additional cost to cast this spell, exile a creature you control.
Flying
When this creature enters, exile target creature an opponent controls.
When this creature leaves the battlefield, put each card exiled with it into its owner's hand.
When this creature enters, tap up to one target creature. If an opponent controls that creature, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Vigilance
Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
When this creature enters, target creature gets +2/+4 until end of turn.
When this creature enters, return an enchantment card from your graveyard to your hand or unlock a locked door of a Room you control.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 3/1 white Spirit creature token with flying.
Survival — At the beginning of your second main phase, if this creature is tapped, draw a card if you control a Glimmer creature. If you don't control a Glimmer creature, create a 1/1 white Glimmer enchantment creature token.
Whenever this creature attacks, another target creature you control gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Until end of turn, target creature gets +2/+2, gains flying, and becomes a Horror enchantment creature in addition to its other types.
If this card is in your opening hand, you may begin the game with it on the battlefield.
If you would gain life, you gain that much life plus 1 instead.
As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Whenever you attack, creatures you control get +1/+1 until end of turn.
When this creature dies, look at the top five cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, put a +1/+1 counter on target creature.
Whenever this creature attacks, tap any number of untapped creatures you control. This creature gets +1/+1 until end of turn for each creature tapped this way.
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create two 2/1 white Insect creature tokens with flying.
Double strike
This creature enters with two -1/-1 counters on it if you cast it from your hand.
, Discard a card: Put three +1/+1 counters on this creature and it becomes a black Demon in addition to its other colors and types. Activate only once.
Survival — At the beginning of your second main phase, if this creature is tapped, put a flying, lifelink, or +1/+1 counter on it.
Whenever this creature or another creature you control dies, if it had counters on it, put those counters on up to one target creature.
Survival — At the beginning of your second main phase, if this creature is tapped, return target creature card with mana value 3 or less from your graveyard to your hand.
This spell costs less to cast if it targets a tapped creature.
Destroy target creature.
Flash
Enchant creature you control
As long as this Aura entered this turn, enchanted creature has hexproof.
Enchanted creature gets +1/+1.
When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield.
Enchanted creature gets +1/+0 and has lifelink and ward .
Plainscycling ( , Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Choose one —
When this creature enters, draw a card. Then discard a card unless you control another creature with power 2 or less.
When Toby enters, create a 4/4 white Beast creature token with "This token can't attack or block alone."
As long as you control four or more creature tokens, creature tokens you control have flying.
Ward (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When this enchantment enters, exile target artifact, creature, or enchantment an opponent controls until this enchantment leaves the battlefield.
When this Vehicle enters, exile up to one target creature with toughness 5 or less.
When this Vehicle leaves the battlefield, the exiled card's owner manifests dread.
Crew 1
When this creature enters, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Destroy target creature. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Survival — At the beginning of your second main phase, if this creature is tapped, exile up to one target card from a graveyard.
As long as there are three or more cards exiled with this creature, it gets +3/+3 and has hexproof. (It can't be the target of spells or abilities your opponents control.)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Other tapped creatures you control have hexproof.
As an additional cost to cast this spell, exile six cards from your graveyard.
At the beginning of each opponent's upkeep, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Whenever this creature attacks, another target attacking creature can't be blocked this turn.
: Add . Spend this mana only to cast an enchantment spell, unlock a door, or turn a permanent face up.
When this Equipment enters, manifest dread, then attach this Equipment to that creature. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Equipped creature has flying.
Equip
Islandcycling ( , Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Counter target spell unless its controller pays . If they do, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
You control enchanted creature.
Enchanted creature gets -3/-0 and loses all abilities.
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Target creature can't be blocked this turn.
Draw a card.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, draw a card.
Flying, vigilance
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gets +1/+1 until end of turn.
Whenever this creature deals combat damage to a player, draw that many cards.
Whenever this creature attacks, target creature defending player controls gets -2/-0 and loses flying until your next turn.
When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
As an additional cost to cast this spell, return a permanent you control to its owner's hand.
When this creature enters, tap target creature an opponent controls and put a stun counter on it.
, : Shuffle this creature and target creature with a stun counter on it into their owners' libraries.
Whenever this creature deals combat damage to a player, unlock a locked door of up to one target Room you control.
Draw two cards. Create a 1/1 white Glimmer enchantment creature token.
As this enchantment enters, choose a creature type.
Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
When Marina Vendrell's Grimoire enters, if you cast it, draw five cards.
You have no maximum hand size and don't lose the game for having 0 or less life.
Whenever you gain life, draw that many cards.
Whenever you lose life, discard that many cards. Then if you have no cards in hand, you lose the game.
The Mindskinner can't be blocked.
If a source you control would deal damage to an opponent, prevent that damage and each opponent mills that many cards.
Whenever this permanent enters or attacks, draw two cards, then discard a card.
Whenever you manifest dread, put a card you put into your graveyard this way into your hand.
This creature enters tapped.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, target player mills two cards. (They put the top two cards of their library into their graveyard.)
This creature can't be blocked.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
Defender
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature can attack this turn as though it didn't have defender.
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
: Shuffle enchanted creature into its owner's library, then manifest dread. Activate only as a sorcery.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Mill two cards. If two cards that share a card type were milled this way, draw a card and repeat this process.
IV — Exile any number of target instant, sorcery, and/or Tamiyo planeswalker cards from your graveyard. Copy them. You may cast any number of the copies.
When this creature enters, create a 1/1 white Glimmer enchantment creature token.
Enchanted creature loses all abilities and is a Toy artifact creature with base power and toughness 0/2 in addition to its other types.
As long as enchanted creature is face down, it can't be turned face up.
Return up to one target nonland permanent to its owner's hand. Manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, put a possession counter on this creature.
When this creature dies, create an X/X blue Spirit creature token with flying, where X is the number of counters on this creature.
Target nonland permanent's owner puts it on their choice of the top or bottom of their library. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, each opponent loses 1 life.
Deathtouch
This creature enters with a +1/+1 counter on it if a creature died this turn.
Destroy target creature. If a creature card is put into a graveyard this way, return it to the battlefield under your control. Sacrifice it at the beginning of your next end step.
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. You gain 3 life.
When this Aura enters, look at target player's hand. You may choose a nonland card from it. That player discards that card.
When enchanted creature is dealt damage, destroy it.
This creature can't be blocked by Glimmers.
Survival — At the beginning of your second main phase, if this creature is tapped, you may search your library for a card, put it into your graveyard, then shuffle.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gets +2/+0 and gains lifelink until end of turn.
Search your library for a Demon card, reveal it, put it into your hand, then shuffle.
Delirium — If there are four or more card types among cards in your graveyard, instead search your library for any card, put it into your hand, then shuffle.
When this creature enters, if it was cast, each player exiles all but the bottom six cards of their library face down.
At the beginning of your upkeep, draw a card.
Whenever you gain life, target opponent loses that much life.
When Enduring Tenacity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
When this creature enters, each player discards a card. If you discarded a card this way, draw a card.
When this creature dies, it deals 1 damage to any target and you gain 1 life.
Whenever this creature attacks, if defending player controls no Glimmer creatures, it gains menace and deathtouch until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
As an additional cost to cast this spell, sacrifice a creature or enchantment.
Exile target creature.
Target creature gets +2/+2 and gains lifelink until end of turn.
Enchant player
Enchanted player can't gain life.
Whenever enchanted player is dealt damage, they lose half their life, rounded up.
When this creature dies, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Equipped creature has menace.
Delirium — Choose one. If there are four or more card types among cards in your graveyard, choose one or more instead.
If a card would be put into an opponent's graveyard from anywhere, exile it instead.
When Meathook Massacre II enters, each player sacrifices X creatures of their choice.
Whenever a creature you control dies, you may pay 3 life. If you do, return that card under your control with a finality counter on it.
Whenever a creature an opponent controls dies, they may pay 3 life. If they don't, return that card under your control with a finality counter on it.
When this creature enters, you may discard any number of cards. When you do, up to that many target creatures each get -2/-2 until end of turn.
When this enchantment enters, target creature an opponent controls gets -3/-3 until end of turn.
Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.
Delirium — At the beginning of your end step, if there are four or more card types among cards in your graveyard, each opponent may sacrifice a nonland permanent of their choice or discard a card. Then this creature deals damage equal to its power to each opponent who didn't sacrifice a permanent or discard a card this way.
Impending 5— (If you cast this spell for its impending cost, it enters with five time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
, Sacrifice another creature or enchantment: This creature gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it.)
Whenever you sacrifice a permanent, target opponent loses 1 life and you gain 1 life.
Delirium — : Return this card from your graveyard to the battlefield with a finality counter on it. Activate only if there are four or more card types among cards in your graveyard and only as a sorcery. (If a creature with a finality counter on it would die, exile it instead.)
Ward—Discard a card. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.)
Swampcycling ( , Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
When this Aura enters, target player sacrifices a creature of their choice other than enchanted creature.
Whenever this creature deals combat damage to a player, they lose half their life, rounded up.
When this creature dies, if it had no counters on it, return it to the battlefield tapped under its owner's control with two stun counters on it.
Flying, lifelink
Ward—Sacrifice three nonland permanents.
If a card you didn't control would be put into an opponent's graveyard from anywhere, exile it instead.
During your turn, you may play cards exiled with Valgavoth. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Flying, trample
When this creature enters, each opponent sacrifices a nontoken enchantment of their choice, then sacrifices a nontoken creature of their choice.
Winter's Intervention deals 2 damage to target creature. You gain 2 life.
Destroy target creature or enchantment. You lose 2 life.
Menace (This creature can't be blocked except by two or more creatures.)
Mountaincycling ( , Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
As an additional cost to cast this spell, sacrifice a creature or enchantment or pay .
Betrayer's Bargain deals 5 damage to target creature. If that creature would die this turn, exile it instead.
When this creature enters, you may sacrifice another creature or enchantment. When you do, this creature deals 2 damage to any target.
When this Equipment enters, it deals 3 damage to up to one target creature.
Whenever one or more creatures die, put a rev counter on this Equipment.
Equipped creature gets +X/+0, where X is the number of rev counters on this Equipment.
Haste
When this creature dies, exile the top card of your library. You may play it until the end of your next turn.
Whenever you cast an instant or sorcery spell, put a time counter on this artifact. Then if there are seven or more time counters on it, remove those counters and it deals 20 damage to you.
: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
, Sacrifice another creature or enchantment: Exile the top card of your library. You may play it this turn.
Whenever another creature you control enters, it gets +2/+0 and gains haste until end of turn.
When Enduring Courage dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
This creature must be blocked if able.
When this creature enters, it deals 4 damage to each opponent.
Delirium — Whenever a source you control deals noncombat damage to an opponent, if there are four or more card types among cards in your graveyard, this creature deals that amount of damage to target creature that player controls.
When this creature enters, discard a card, then draw a card.
Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
As an additional cost to cast this spell, discard a card.
Draw two cards. If the discarded card wasn't a land card, Grab the Prize deals 2 damage to each opponent.
Delirium — Whenever this creature attacks while there are four or more card types among cards in your graveyard, it gets +2/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
Impossible Inferno deals 6 damage to target creature.
Delirium — If there are four or more card types among cards in your graveyard, exile the top card of your library. You may play it until the end of your next turn.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gets +2/+0 until end of turn.
When this creature dies, it deals damage equal to its power to any target.
Whenever another creature you control with power 2 or less enters, you may discard a card. If you do, draw a card. Do this only once each turn.
Whenever you cast an instant or sorcery spell that targets only a single creature you control, copy that spell. You may choose new targets for the copy.
Whenever you attack, target attacking creature gets +1/+0 and gains first strike until end of turn.
Norin can't block.
Whenever a creature you control becomes blocked, you may exile it. You may play that card from exile this turn.
Whenever this permanent enters or attacks, it deals 4 damage to any target.
When this creature dies, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
Pyroclasm deals 2 damage to each creature.
, : Target creature with power 2 or less can't be blocked this turn.
This creature gets +3/+0 as long as there are two or more unlocked doors among Rooms you control.
Whenever you attack, create a 1/1 red Gremlin creature token.
This creature has first strike during your turn.
Whenever an opponent draws a card, this creature deals 1 damage to them.
Reach
, Sacrifice a land: Draw a card.
Delirium — If a source you control would deal noncombat damage to a permanent or player while there are four or more card types among cards in your graveyard, it deals double that damage instead.
When The Rollercrusher Ride enters, it deals X damage to each of up to X target creatures.
Scorching Dragonfire deals 3 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
Whenever this creature is dealt damage, it deals that much damage to any other target. If a player is dealt damage this way, they can't gain life for the rest of the game.
Choose two target creatures controlled by the same opponent. That player chooses one of those creatures. Trial of Agony deals 5 damage to that creature, and the other can't block this turn.
Target creature gets +3/+0 until end of turn. When it dies this turn, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. You may discard a card. If you do, draw a card.
Whenever another creature you control with power 2 or less enters, this creature gets +2/+0 until end of turn.
Target creature gets +1/+0 and gains first strike until end of turn.
Delirium — If there are four or more card types among cards in your graveyard, that creature gains double strike until end of turn.
Target creature you control deals damage equal to its power to each other creature. Until end of turn, whenever a creature you control dies, exile the top card of your library. You may play it until the end of your next turn.
Trample
Whenever Altanak becomes the target of a spell or ability an opponent controls, draw a card.
, Discard this card: Return target land card from your graveyard to the battlefield tapped.
When this creature enters, you may discard a card or pay . When you do, destroy target Room.
This spell can't be countered.
Trample, haste
Delirium — : Return this card from your graveyard to the battlefield with a finality counter on it. Activate only if there are four or more card types among cards in your graveyard and only as a sorcery.
The owner of target artifact or enchantment an opponent controls shuffles it into their library. You may shuffle up to four target cards from your graveyard into your library.
Survival — At the beginning of your second main phase, if this creature is tapped, you gain 2 life.
Tap one or two target untapped creatures you control. They each deal damage equal to their power to target creature an opponent controls.
Whenever a face-down permanent you control enters and whenever this creature or another permanent you control is turned face up, put a +1/+1 counter on this creature.
Survival — At the beginning of your second main phase, if this creature is tapped, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Creatures you control have " : Add one mana of any color."
When Enduring Vitality dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
As an additional cost to cast this spell, tap two untapped creatures and/or lands you control.
Whenever this creature attacks, another target creature you control gains deathtouch until end of turn.
Enchanted creature gets +2/+2 and has trample.
When this creature dies, you gain 2 life.
Whenever this creature attacks, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
: Reveal target face-down permanent. If it's a creature card, you may turn it face up.
Whenever this Vehicle attacks, you may mill two cards.
Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Target creature gains deathtouch and indestructible until end of turn.
Survival — At the beginning of your second main phase, if this creature is tapped, reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.
, Sacrifice this creature: Choose one —
Survival — At the beginning of your second main phase, if Kona is tapped, you may put a permanent card from your hand onto the battlefield.
You may pay rather than pay the mana cost for spells you cast.
Manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
As an additional cost to cast this spell, choose a creature you control or reveal a creature card from your hand.
Monstrous Emergence deals damage equal to the power of the creature you chose or the card you revealed to target creature.
Delirium — Whenever this creature enters or attacks, if there are four or more card types among cards in your graveyard, distribute two +1/+1 counters among one or two target creatures. Then if there are six or more card types among cards in your graveyard, double the number of +1/+1 counters on those creatures.
: Add one mana of any color.
: Add two mana of any one color. Spend this mana only to turn permanents face up.
Whenever this permanent enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
Delirium — This creature can't attack or block unless there are four or more card types among cards in your graveyard.
At the beginning of your upkeep, you may mill a card. (You may put the top card of your library into your graveyard.)
Survival — At the beginning of your second main phase, if this creature is tapped, put three +1/+1 counters on up to one target land you control. That land becomes a 0/0 Elemental creature in addition to its other types. It gains haste until your next turn.
Mill three cards. Then you may return a creature or land card from your graveyard to your hand.
Exile this card and two other cards named Say Its Name from your graveyard: Search your graveyard, hand, and/or library for a card named Altanak, the Thrice-Called and put it onto the battlefield. If you search your library this way, shuffle. Activate only as a sorcery.
Forestcycling ( , Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)
When this creature enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Delirium — This creature gets +1/+2 and has vigilance as long as there are four or more card types among cards in your graveyard.
When this enchantment enters, manifest dread.
Whenever a face-down permanent you control enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
: Add one mana of any color. Put a nest counter on this creature.
, Sacrifice this creature: Create a 2/2 green Spider creature token with reach for each counter on this creature. Activate only as a sorcery.
Tap another untapped creature you control: Tyvar gains indestructible until end of turn. Tap it.
: Creatures you control get +X/+X until end of turn, where X is the greatest power among creatures you control.
You may return a permanent card from your graveyard to your hand.
Manifest dread X times, then put X +1/+1 counters on each of those creatures. (To manifest dread, look at the top two cards of your library, then put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
When this creature enters or dies, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.
Whenever Arabella attacks, it deals X damage to each opponent and you gain X life, where X is the number of creatures you control with power 2 or less.
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +1/+1.
Whenever equipped creature attacks, tap up to one target creature.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
Choose target creature you control and target creature an opponent controls.
Delirium — If there are four or more card types among cards in your graveyard, put two +1/+1 counters on the creature you control.
The creature you control deals damage equal to its power to the creature an opponent controls.
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
, , Sacrifice this creature: Create a number of 1/1 black and green Insect creature tokens with flying equal to the number of card types among cards in your graveyard.
When this enchantment enters, you may sacrifice another enchantment or creature. If you do, draw two cards.
When you sacrifice this enchantment, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Delirium — This spell costs less to cast as long as there are four or more card types among cards in your graveyard.
Destroy target nonland permanent.
This creature can't block.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return this card from your graveyard to your hand.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 1/1 red Gremlin creature token.
When this enchantment enters, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Whenever you turn a permanent face up, put a +1/+1 counter on it.
Enchantment spells you cast cost less to cast.
Unlock costs you pay cost less.
, Sacrifice a Room: This creature deals 2 damage to each opponent. Draw a card.
, : Create a token that's a copy of another target creature you control, except it's a 1/1 red Balloon creature in addition to its other colors and types and it has flying and haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
Ninjutsu ( , Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
During your turn, as long as Kaito has one or more loyalty counters on him, he's a 3/4 Ninja creature and has hexproof.
+1: You get an emblem with "Ninjas you control get +1/+1."
0: Surveil 2. Then draw a card for each opponent who lost life this turn.
−2: Tap target creature. Put two stun counters on it.
When Marina Vendrell enters, reveal the top seven cards of your library. Put all enchantment cards from among them into your hand and the rest on the bottom of your library in a random order.
: Lock or unlock a door of target Room you control. Activate only as a sorcery.
Create three 1/1 red Gremlin creature tokens. Gremlins you control gain menace, lifelink, and haste until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Menace
Whenever Nashi deals combat damage to a player, you mill that many cards. You may put any number of legendary and/or enchantment cards from among them into your hand. If you put no cards into your hand this way, put a +1/+1 counter on Nashi.
When Niko enters, create two Shard tokens. (They're enchantments with " , Sacrifice this token: Scry 1, then draw a card.")
, : Exile target nonlegendary creature you control. Shards you control become copies of it until the next end step. Return it to the battlefield under its owner's control at the beginning of the next end step.
At the beginning of your end step, you may draw a card. If you do, discard a card unless a permanent entered the battlefield face down under your control this turn or you turned a permanent face up this turn.
Discard your hand. Then draw X cards, where X is the number of card types among cards in your graveyard.
Survival — At the beginning of your second main phase, if Rip is tapped, reveal the top X cards of your library, where X is its power. Put any number of creature and/or Vehicle cards with different powers from among them into your hand. Put the rest on the bottom of your library in a random order.
Return target creature card from your graveyard to the battlefield with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
, Sacrifice another creature or enchantment: Put a +1/+1 counter on this creature.
At the beginning of your end step, if you sacrificed one or more permanents this turn, this creature deals that much damage to any target.
Survival — At the beginning of your second main phase, if this creature is tapped, put a +1/+1 counter on target creature.
Whenever this creature enters or attacks, each opponent loses 2 life. You gain 2 life and draw a card.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
When The Swarmweaver enters, create two 1/1 black and green Insect creature tokens with flying.
Delirium — As long as there are four or more card types among cards in your graveyard, Insects and Spiders you control get +1/+1 and have deathtouch.
You may cast this card from your graveyard if a non-Zombie creature died this turn. If you do, this creature enters with a +1/+1 counter on it.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 2 if this is the first time this ability has resolved this turn. If it's the second time, each opponent discards a card. If it's the third time, put a creature card from a graveyard onto the battlefield under your control.
Delirium — This creature gets +1/+1 and has trample as long as there are four or more card types among cards in your graveyard.
Ward
At the beginning of your upkeep, each player draws two cards.
Delirium — As long as there are four or more card types among cards in your graveyard, each opponent's maximum hand size is equal to seven minus the number of those card types.
At the beginning of your end step, if a land entered the battlefield under your control this turn and you control a prime number of lands, create Primo, the Indivisible, a legendary 0/0 green and blue Fractal creature token, then put that many +1/+1 counters on it. (2, 3, 5, 7, 11, 13, 17, 19, 23, 29, and 31 are prime numbers.)
Whenever this creature attacks, you may have it get +4/+0 until end of turn. If you do, sacrifice it at the beginning of the next end step.
, , Sacrifice this artifact: It deals 3 damage to target creature.
Equipped creature gets +2/+1.
When this Equipment enters, manifest dread, then attach this Equipment to that creature.
Equipped creature gets +2/+2 and has deathtouch and lifelink.
Equip—Sacrifice a creature.
You may look at face-down creatures your opponents control any time.
, Sacrifice this artifact: Surveil 2, then draw a card. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
When this creature dies, each player draws a card.
: Exile target card from a graveyard.
, , Sacrifice this artifact: Put each creature card exiled with this artifact onto the battlefield under your control with a flying counter on it. Each of them is a 1/1 Spirit in addition to its other types. Activate only as a sorcery.
When this Equipment enters, create a 1/1 white Glimmer enchantment creature token.
: Add or .
, Pay 1 life: Add , , or .
: Put seven +1/+1 counters on this artifact. It becomes a 0/0 Spirit creature in addition to its other types. Activate only once.
, , Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
, , Sacrifice this artifact: Lock or unlock a door of target Room you control. Activate only as a sorcery.
: Put target card from a graveyard on the bottom of its owner's library. Activate only as a sorcery.
Marvin has all activated abilities of creatures you control that don't have the same name as this creature.
Equipped creature gets +2/+0.
Whenever equipped creature attacks, you may sacrifice a permanent other than that creature or this Equipment. If you do, draw a card.
This land enters tapped unless a player has 13 or less life.
: Add .
: Add . Activate only if you control a Swamp or a Mountain.
: Add . Activate only if you control a Plains or an Island.
: Add . Activate only if you control an Island or a Swamp.
: Add . Activate only if you control a Forest or a Plains.
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
: Add . Activate only if you control a Mountain or a Forest.
Hexproof
This land enters tapped. As it enters, choose a color.
: Add one mana of the chosen color.
Whenever you cast an instant or sorcery spell that targets only a single creature you control, you may pay . If you do, copy that spell. You may choose new targets for the copy.
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