Rarity: C
#: 295
Creature Type or Sub Type: Artifact Creature — Monkey Toy
P: 1
T: 1
Rules Text Contains: Haste
When Clockwork Percussionist dies, exile the top card of your library. You may play it until the end of your next turn.
Flavor: Dance to its beat, or it will dance on your...
Rarity: C
#: 160
Creature Type or Sub Type: Instant
Rules Text Contains: 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 grave...
Rarity: C
#: 36
Creature Type or Sub Type: Enchantment
Rules Text Contains: Ward 2 (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays 2.)
When Trapped in the Screen enters, exile target artifact, creature, or enchan...
Rarity: C
#: 73
Creature Type or Sub Type: Creature — Human Wizard
P: 3
T: 3
Rules Text Contains: Defender
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Stalked Researcher can attack this turn as though it didn't have defender.
Flavor: "Jus...
Rarity: C
#: 98
Creature Type or Sub Type: Enchantment Creature — Nightmare
P: 5
T: 5
Rules Text Contains: Whenever Fear of the Dark 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 e...
Rarity: C
#: 199
Creature Type or Sub Type: Creature — Insect
P: 2
T: 1
Rules Text Contains: When Spineseeker Centipede enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Delirium — Spineseeker Centipede gets +1/+2 and has vigilance as l...
Rarity: C
#: 137
Creature Type or Sub Type: Enchantment — Room
Rules Text Contains: (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Glassworks
When you unlock this door, this Room deals 4 damage to ta...
Rarity: C
#: 163
Creature Type or Sub Type: Creature — Human Clown
P: 2
T: 3
Rules Text Contains: Whenever another creature you control with power 2 or less enters, Vicious Clown gets +2/+0 until end of turn.
Flavor: "Surprise! Aaahahahahah! You should see the look on your face. Her...
Rarity: C
#: 2
Creature Type or Sub Type: Creature — Human Doctor
P: 3
T: 3
Rules Text Contains: Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Cult Healer gains lifelink until end of turn.
Flavor: "Oh, we don't need to operate. I've just al...
Rarity: C
#: 10
Creature Type or Sub Type: Enchantment Creature — Nightmare
P: 4
T: 4
Rules Text Contains: When Fear of Immobility 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 u...
Rarity: C
#: 97
Creature Type or Sub Type: Enchantment Creature — Nightmare
P: 1
T: 1
Rules Text Contains: When Fear of Lost Teeth dies, it deals 1 damage to any target and you gain 1 life.
Flavor: As it drew closer, Sam felt her own teeth wriggle in their sockets, as if they wanted...
Rarity: L
#: 268
Creature Type or Sub Type: Land
Rules Text Contains: Strangled Cemetery enters tapped unless a player has 13 or less life.
T: Add B or G.
Flavor: They say that with each new moon, the buried dead rise and dance from dusk to dawn, and witnesses to the revelry must join t...
Rarity: L
#: 255
Creature Type or Sub Type: Land
Rules Text Contains: Abandoned Campground enters tapped unless a player has 13 or less life.
T: Add W or U.
Flavor: They say every inhabitant vanished in a single night, leaving their belongings untouched but curiously covered in moths.
Rarity: L
#: 264
Creature Type or Sub Type: Land
Rules Text Contains: Neglected Manor enters tapped unless a player has 13 or less life.
T: Add W or B.
Flavor: They say every family who resided there met a grisly end, and once in a while you'll hear their screams echoing through the mol...
Rarity: L
#: 262
Creature Type or Sub Type: Land
Rules Text Contains: Lakeside Shack enters tapped unless a player has 13 or less life.
T: Add G or U.
Flavor: They say that if you stay in the cabin until the mists reach it, something will slither from the water and knock at the door.
Rarity: L
#: 258
Creature Type or Sub Type: Land
Rules Text Contains: Etched Cornfield enters tapped unless a player has 13 or less life.
T: Add G or W.
Flavor: They say those who lose their way in the fields gradually wither and grow brittle, until at last they put down roots and ancho...
Rarity: L
#: 257
Creature Type or Sub Type: Land
Rules Text Contains: Bleeding Woods enters tapped unless a player has 13 or less life.
T: Add R or G.
Flavor: They say if someone lies down to sleep beneath the trees, in the morning nothing will remain but a few scattered bones and a bed...
Rarity: L
#: 266
Creature Type or Sub Type: Land
Rules Text Contains: Raucous Carnival enters tapped unless a player has 13 or less life.
T: Add R or W.
Flavor: They say that those who enter the amusement park never come back, and their disembodied laughter joins the others on the wind.
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. '