Rarity: U
#: 21
Creature Type or Sub Type: Creature — Human Scout
P: 1
T: 1
Rules Text Contains: Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, put a +1/+1 counter on target creature.
Flavor: "A void rod? Perfect! Now I'll be able to get the...
Rarity: U
#: 69
Creature Type or Sub Type: Creature — Human Detective
P: 1
T: 3
Rules Text Contains: Whenever you manifest dread, put a card you put into your graveyard this way into your hand.
Flavor: "If I've done this right, it should immobilize all spirits in the area. If I've d...
Rarity: U
#: 244
Creature Type or Sub Type: Artifact — Equipment
Rules Text Contains: When Conductive Machete enters, manifest dread, then attach Conductive Machete 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 t...
Rarity: U
#: 117
Creature Type or Sub Type: Enchantment — Aura
Rules Text Contains: Enchant creature
When Sporogenic Infection enters, target player sacrifices a creature other than enchanted creature.
When enchanted creature is dealt damage, destroy it.
Rarity: U
#: 50
Creature Type or Sub Type: Enchantment — Aura
Rules Text Contains: Enchant creature
You control enchanted creature.
Enchanted creature gets -3/-0 and loses all abilities.
Flavor: All who enter the House hear Valgavoth's whispers, worming through their consciousness until...
Rarity: U
#: 9
Creature Type or Sub Type: Enchantment Creature — Nightmare
P: 5
T: 5
Rules Text Contains: As an additional cost to cast this spell, exile a creature you control.
Flying
When Fear of Abduction enters, exile target creature an opponent controls.
When Fear of Abduction le...
Rarity: U
#: 19
Creature Type or Sub Type: Enchantment Creature — Cat Glimmer
P: 2
T: 5
Rules Text Contains: Ward 2 (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 2.)
Whenever you attack, creatures you control ...
Rarity: U
#: 175
Creature Type or Sub Type: Creaature — Human Survivor
P: 3
T: 2
Rules Text Contains: Survival — At the beginning of your second main phase, if Defiant Survivor is tapped, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face dow...
Rarity: U
#: 56
Creature Type or Sub Type: Enchantment Creature — Nightmare
P: 4
T: 4
Rules Text Contains: Flying
Whenever Fear of Falling attacks, target creature defending player controls gets -2/-0 and loses flying until your next turn.
Flavor: It had been months since Jakob had ...
Rarity: U
#: 181
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.)
Greenhouse
Lands you control have "T: Add one mana of any color."
/
...
Rarity: U
#: 132
Creature Type or Sub Type: Creature — Human Warrior
Rules Text Contains: Menace (This creature can't be blocked except by two or more creatures.)
1, Sacrifice another creature or enchantment: Exile the top card of your library. You may play it this turn.
Flavor: "Hey! F...
Rarity: U
#: 185
Creature Type or Sub Type: Creature — Human Scout Survivor
P: 2
T: 2
Rules Text Contains: Survival — At the beginning of your second main phase, if House Cartographer is tapped, reveal cards from the top of your library until you reveal a land card. Put that card into...
Rarity: U
#: 323
Creature Type or Sub Type: Sorcery
Rules Text Contains: Manifest dread.
You may return a permanent card from your graveyard to your hand.
Rarity: U
#: 203
Creature Type or Sub Type: Sorcery
Rules Text Contains: 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 ca...
Rarity: U
#: 134
Creature Type or Sub Type: Enchantment Creature — Nightmare
Rules Text Contains: Haste
Fear of Being Hunted must be blocked if able.
Flavor: It makes no effort to hide itself, savoring its prey's rising panic as the sound of its clacking skull grows closer and closer.
Rarity: U
#: 209
Creature Type or Sub Type: Artifact — Equipment
Rules Text Contains: When Baseball Bat enters, attach it to target creature you control.
Equipped creature gets +1/+1.
Whenever equipped creature attacks, tap up to one target creature.
Equip 3 (3: Attach to target creature ...
Rarity: U
#: 148
Creature Type or Sub Type: Artifact Creature — Boar Toy
P: 3
T: 2
Rules Text Contains: When Piggy Bank dies, create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
Flavor: "Remember when you smashed me for a little ...
Rarity: U
#: 207
Creature Type or Sub Type: Artifact Creature — Scarecrow
P: 5
T: 4
Rules Text Contains: Delirium — Whenever Wickerfolk Thresher 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 ...
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. '