Rarity: U
#: 200
Creature Type or Sub Type: Enchantment
Rules Text Contains: When Threats Around Every Corner 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.
Rarity: U
#: 121
Creature Type or Sub Type: Creature — Humane Cleric
P: 1
T: 1
Rules Text Contains: 3B, Sacrifice Valgavoth's Faithful: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Flavor: "That's the one good thing about these cult...
Rarity: U
#: 213
Creature Type or Sub Type: Instant
Rules Text Contains: Delirium — This spell costs 2 less to cast as long as there are four or more card types among cards in your graveyard.
Destroy target nonland permanent.
Flavor: "Valgavoth commands us to feed the trees. Let our blo...
Rarity: U
#: 149
Creature Type or Sub Type: Sorcery
Rules Text Contains: Pyroclasm deals 2 damage to each creature.
Flavor: "In my younger days, I would meticulously catalog all the terrors I encountered. These days, I mostly just kill them with fire."
—Rip, spawn hunter
Rarity: U
#: 61
Creature Type or Sub Type: Creature — Spirit
Rules Text Contains: Flying
Whenever Ghostly Keybearer deals combat damage to a player, unlock a locked door of up to one target Room you control..
Flavor: Once charged with watching over every room in the original Vendrell ho...
Rarity: U
#: 27
Creature Type or Sub Type: Creature — Kor Survivor
Rules Text Contains: Survival — At the beginning of your second main phase, if Savior of the Small is tapped, return target creature card with mana value 3 or less from your graveyard to your hand.
Flavor: "You're safe, ...
Rarity: U
#: 195
Creature Type or Sub Type: Artifact Creature — Beast
P: 3
T: 3
Rules Text Contains: Delirium — Patchwork Beastie 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 ma...
Rarity: U
#: 57
Creature Type or Sub Type: Enchantment Creature — Nightmare
P: 3
T: 2
Rules Text Contains: Flash
When Fear of Impostors enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battle...
Rarity: U
#: 297
Creature Type or Sub Type: Legendary Creature — Human Coward
P: 2
T: 1
Rules Text Contains: Norin, Swift Survivalist can't block.
Whenever a creature you control becomes blocked, you may exile it. You may play that card from exile this turn.
Flavor: "I don't know wh...
Rarity: U
#: 145
Creature Type or Sub Type: Legendary Creature — Human Coward
P: 2
T: 1
Rules Text Contains: Norin, Swift Survivalist can't block.
Whenever a creature you control becomes blocked, you may exile it. You may play that card from exile this turn.
Flavor: "I don't know wh...
Rarity: U
#: 71
Creature Type or Sub Type: Creature — Crab Skeleton
Rules Text Contains: 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.)
Flavor: Wi...
Rarity: U
#: 58
Creature Type or Sub Type: Enchantment Creature — Nightmare
P: 2
T: 3
Rules Text Contains: As an additional cost to cast this spell, return a permanent you control to its owner's hand.
Flying
Flavor: On the second day after he'd been separated from his friends, Tino ...
Rarity: U
#: 55
Creature Type or Sub Type: Enchantment Creature — Nightmare
P: 2
T: 7
Rules Text Contains: Whenever Fear of Failed Tests deals combat damage to a player, draw that many cards.
Flavor: "W-wait! What do you mean this quiz determines half our grade?"—Zimone, muttering i...
Rarity: U
#: 40
Creature Type or Sub Type: Creature — Human Survivor
P: 2
T: 1
Rules Text Contains: Survival — At the beginning of your second main phase, if Veteran Survivor is tapped, exile up to one target card from a graveyard.
As long as there are three or more cards exiled with ...
Rarity: U
#: 212
Creature Type or Sub Type: Enchantment
Rules Text Contains: When Disturbing Mirth enters, you may sacrifice another enchantment or creature. If you do, draw two cards.
When you sacrifice Disturbing Mirth, manifest dread. (Look at the top two cards of your library. Put one...
Rarity: U
#: 141
Creature Type or Sub Type: Creature — Spirit
P: 2
T: 3
Rules Text Contains: Eerie — Whenever an enchantment you control enters and whenever you fully unlock a room, Infernal Phantom gets +2/+0 until end of turn.
When Infernal Phantom dies, it deals damage equal to its...
Rarity: U
#: 81
Creature Type or Sub Type: Creature — Human Wizard
P: 3
T: 2
Rules Text Contains: Vigilance
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, put a possession counter on Unwilling Vessel.When Unwilling Vessel dies, create an X/X b...
Rarity: U
#: 14
Creature Type or Sub Type: Creature — Human Survivor
P: 3
T: 3
Rules Text Contains: Survival — At the beginning of your second main phase, if Glimmer Seeker is tapped, draw a card if you control a Glimmer creature. If you don't control a Glimmer creature, create a 1/1 ...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '