(OOPS, just realized I didn't get this in the Custom Set sub forum.)
My set is complete in its rough draft form (minus art), until I get the chance to playtest it. That said, any notes on typos, templating issues, things that look broken or maybe are missing parts of text that would make them make sense are especially helpful.
This ability places a creature with the slumber ability into exile, slumbering, from any zone where it is visible to the controlling player as a sorcery. A slumbering creature may be cast normally as though it was in its controller's hand. Slumbering creatures may have abilities that are relevant when they go to slumber, when the are cast from slumber or while they slumber.
PORTEND
This keyword action causes the player to look at the top card of their library and either reveal it or draw it, and is typically paired with a triggered ability or effect that improves if the card is revealed instead of drawn, allowing the player to choose if immediately drawing the card or the improved effect is more useful.
HAUNT
Haunt is a keyword that first appeared in Guildpact. The keyword itself functions the same here, but the effects of the cards are used in a different way to affect the creature being haunted rather than triggering an ability when they die.
NOTED DRAFT ARCHETYPES
W/B — Haunt Matters
G/R — Slumber Matters
U/R — Portend Matters
G/U — High CMC Matters
B/G — Cultist Tribal
B/R — Horror Tribal
U/B — Deal Combat Damage once per turn
G/W — Go wide
Binding Sign 1WW
Enchantment — Aura (C)
Enchant creature
Enchanted creature cannot attack, block, or be sacrificed and its activated abilities cannot be activated.
Blessing of Khoas 1W
Instant (C)
Target creature you control gains hexproof and indestructible until the end of turn. Gain 2 life.
Bolstering Omen 3W
Sorcery (U)
Portend. Create two 1/1 white Soldier creature tokens. If you revealed a card, instead create X tokens where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)
Brace for Battle 2W
Sorcery (C)
Put a +1/+1 counter on each of up to two target creatures.
Draw a card.
Bygone Collector 3WW
Creature — Spirit (C)
When Bygone Collector enters the battlefield, put target creature card with converted mana cost 1 or less from your graveyard onto the battlefield.
3/4
Celestial Flare WW
Instant (C)
Target player sacrifices an attacking or blocking creature.
Clawing Sand-Winder 3WW
Creature — Cat Wurm (R)
Double strike, lifelink
At the beginning of combat on your turn, creatures you control gain vigilance until the end of turn.
WW, T: Exile Clawing Sand-Winder until the beginning of the next end step.
3/5
Consuming Skywing 2WW
Creature — Nightmare Bird (M)
Flying
When Consuming Skywing attacks, exile target creature without flying or planeswalker controlled by the defending player until Consuming Skywing leaves play or another permanent is exiled in this way.
2/5
Culling the Defiant 1WW
Sorcery (R)
For each player that controls the same number or more creatures than you, choose a creature they control. Then each player sacrifices all other creatures they control.
Dawnwalker 4W
Creature — Avatar (R)
Vigilance
As Dawnwalker enters the battlefield, choose Horror, Elemental, Nightmare, Ooze, or Spirit.
Dawnwalker has protection from the chosen creature type.
2W: Return Dawnwalker to its owner’s hand.
4/4
Dominating Stillness 2W
Sorcery (R)
You and target opponent each draw a card.
Until the end of your next turn, players cannot cast non-creature spells and creatures enter the battlefield tapped.
Creatures you control gain vigilance and indestructible until the end of turn.
Elder of Sealing 3W
Creature — Human Cleric (U)
When Elder of Sealing enters the battlefield, put target creature or exiled card an opponent owns on the bottom of its owner’s library.
When Elder of Sealing leaves the battlefield, target opponent draws a card.
1/3
Haunting Traveller 2W
Creature — Spirit (C)
Vigilance
Haunt (When this creature dies, exile it haunting target creature.)
When the creature Haunting Traveller haunts attacks or block, tap it. It does not untap in its controller’s next untap step.
2/2
Hound of the Starcircle 4W
Creature — Nightmare Hound (C)
When Hound of the Starcircle enters the battlefield, create two 1/1 black Cultist creature tokens.
Whenever Hound of the Starcircle and at least two other creatures attack, untap Hound of the Starcircle. It gains +3/+3 until the end of turn.
2/2
Implacable Sentry 2W
Creature — Human Soldier (C)
Vigilance
1/4
Jo Malar, Veteran Detective 3W
Legendary Creature — Human Soldier (R)
Vigilance
Whenever you exile one or more cards, gain 1 life.
Whenever an opponent exiles one or more cards, put a +1/+1 counter on Jo Malar, Veteran Detective.
3/4
Keeper of the Peace W
Creature — Human Soldier (U)
Hexproof from black and red
Sacrifice Keeper of the Peace: Target creature gains hexproof from black and red until the end of turn.
2/1
The Legion To Be 2W
Creature — Leech Spawn (U)
When The Legion To Be attacks, creatures you control get +1/+1 until the end of turn.
When The Legion To Be dies, you may pay X. When you do, put a +1/+1 counter on each of X target creatures.
1/2
Mark of Yesh’ana 2W
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +2/+2 and gains “W, sacrifice this creature: Exile target non-land permanent. Activate this ability only any time you could cast a sorcery.”
Prayers of the Penitent W
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Prevent the all damage that would be dealt to X target creatures you control this turn, where X is the tapped creature’s power. You gain X life. Put a +1/+1 counter on the creature tapped to pay this spell’s additional cost.
Pull from Eternity W
Instant (U)
Put target face-up exiled card into its owner’s graveyard.
Sanction to Endlessness 1WW
Enchantment (U)
When Sanction to Endlessness enters the battlefield, exile target nonland permanent an opponent controls face-down until Sanction to Endlessness leaves the battlefield.
Selfless Attendant 2WW
Creature — Human Cleric (C)
When Selfless Attendant enters the battlefield or dies, put a +1/+1 counter on each of up to two other target creatures you control.
2/3
Sentinel’s Steed 2W
Creature — Horse Spirit (C)
When Sentinel’s Steed enters the battlefield, tap target creature an opponent controls.
3/2
Spawn of Keening Ages 2WW
Creature — Horror (R)
Lifelink
Slumber 2WW (2WW, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Spawn of Keening Ages enters the battlefield, if it was cast from slumber, you may return up to two target permanent cards with converted mana cost 2 or less from your graveyard to the battlefield.
3/4
Stalking Phantasm 2W
Creature — Beast Spirit (U)
Haunt (When this creature dies, exile it haunting target creature.)
Prevent all combat damage that would be dealt to Stalking Phantasm.
Prevent all combat damage that would be dealt by the creature Stalking Phantasm haunts.
3/1
Star Sanguinaire WW
Creature — Elemental Vampire (U)
Lifelink
When a creature enters the battlefield under your control, Star Sanguinaire gains flying until the end of turn.
2/2
Starlight Hawk 3W
Creature — Bird (C)
Flying
When Starlight Hawk enters the battlefield, you and target opponent each draw a card.
3/2
Stillstone Ancient 4WW
Creature — Giant Horror (U)
Slumber 2W (2W, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Stillstone Ancient goes to slumber, if it was put there from your hand, draw a card.
4/8
Strategic Deployment 1W
Enchantment (R)
During your turn, creatures you control gave first strike.
During your opponents’ turns, creatures you control get +1/+1.
Undying Outsider 1W
Creature — Spirit Nightmare (R)
Flying
If Undying Outsider would die, if it has any counters on it, exile it instead.
2WW: Return Undying Outsider from your graveyard to the battlefield with a +1/+1 counter on it for each creature that died this turn. Activate this ability any time you could cast a sorcery and only if a creature has died this turn.
1/1
United Tactics 3WW
Instant (C)
Creatures you control get +1/+1 until the end of turn.
If you cast this spell during you main phase, creatures you control get +2/+2 until the end of turn instead.
Unyielding Partisan 1W
Creature — Spirit Soldier (U)
As long as Unyielding Partisan is not indestructible, it gets +2/+0.
2W: Tap Unyielding Partisan. It gains indestructible until the end of turn.
1/1
Vagrant Souls’ Call 2W
Enchantment (U)
Untapped Spirits you control get +0/+1.
Tapped Spirits you control get +1/+0.
Exile a Spirit card from your graveyard: Put target Spirit card in a graveyard on the top of its owner’s library.
Veteran Sergeant 1W
Creature — Human Soldier (C)
When Veteran Sergeant enters the battlefield, target creature gains vigilance until the end of turn.
3/1
Warded Gate W
Creature — Wall (C)
Defender
When Warded Gate dies, gain 3 life. No blockade is perfect. If you plan on it not failing, you won’t have a plan when it does.
0/3
Wraithwatcher W
Creature — Human Cleric (C)
Vigilance
Whenever a creature haunted by a card you own attacks, gain 1 life. If your eyes are sharp, you can see the auras of those passing by. For some, the aura about them is not their own.
1/1
Yesh'ana, the Burdensome Yoke 4WWW
Legendary Creature — Elder God (M)
At the beginning of your upkeep, you may exile another target creature you control until the beginning of the next end step.
Slumber 2WW
As long as Yesh’ana slumbers or is on the battlefield, no more than one creature can attack and no more than one creature can block each combat.
3/7
Yoke of the Multitude 1W
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +1/+1 for each creature you control.
Agitated Readiness 1U
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+1.
At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, untap enchanted creature.
Ancestry of the Depths 2UU
Enchantment — Aura (R)
Enchant creature with converted mana cost 4 or less
You control enchanted creature.
Enchanted creature is a Fish in addition to its other types and cannot be blocked by creatures that share a color with it.
Anissa, Academy Librarian 3U
Legendary Creature — Human Advisor (R)
When Anissa, Academy Librarian enters the battlefield, you may search your library for a Tome card, reveal it, put it into your hand, then shuffle your library.
T: Untap target artifact.
1U, Remove a counter from an artifact you control: Scry 1.
2/4
Augur of Kre'skal 1UU
Creature — Human Wizard (U)
When Augur of Kre’skal enters the battlefield, you may look at the top X cards of your library and put one of those cards into your hand, where X is the highest converted casting cost among permanents you control. Then put up to X cards from your graveyard on top of your library. Shuffle your library.
1/3
Bind in Eternity 1UU
Instant (U)
Counter target spell. If that spell is countered this way, put that card on the bottom of its owner’s library instead of into that player’s graveyard. Scry 1.
Child of Chak’sh’lara 4U
Creature — Ooze Beast (U)
Flying
Child of Chak’sh’lara can block only creatures with flying.
1U: Until the beginning of your next turn, Child of Chak’sh’lara loses flying and may block creatures without flying. Activate this ability only any time you could cast a sorcery.
4/4
Communal Delusions 3UU
Sorcery (R)
For each player, choose a creature that player controls. Each other creature that player controls become a copy of the chosen creature until the end of turn, except they aren’t legendary if that creature is legendary.
Comprehend Beyond Reason 5UU
Sorcery (M)
Scry X, where X is the number of permanents you control. For each other player, look at the top card of their library, and you may put that card onto the bottom of their library. Take an extra turn after this one. Exile Comprehend Beyond Reason .
Constraining Wonderment 1UU
Enchantment — Aura (C)
Enchant creature
When Constraining Wonderment enters the battlefield, portend. If you reveal a card, tap enchanted creature. (To portend, look at the top card of your library. You may reveal it or draw it.)
Enchanted creature doesn’t untap during its controller’s untap step.
Contradiction Sigil 1U
Instant (C)
Counter target instant or sorcery spell or spell that was not cast from its owner’s hand.
Crushing Renunciation 3UU
Instant (R)
If you control the permanent with the highest converted mana cost or tied for the highest converted mana cost, you may pay UU rather than pay this spell’s mana cost.
Counter target spell. Draw a card.
Darksea Ancient 4UU
Creature — Kraken Horror (U)
Slumber 2U (2U, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Darksea Ancient goes to slumber, if it was put there from your hand, draw a card.
5/7
Delay the Inevitable 5U
Sorcery (C)
Put target creature into its owner’s library second from the top.
Draw a card.
Denying Omen 2U
Instant (C)
Portend. Counter target non-creature spell unless its controller pays 1. If you revealed a card, instead counter that spell unless its controller pays X where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)
Dreamwisp Courier 2U
Creature — Spirit Jellyfish (C)
When Dreamwisp Courier enters the battlefield, target player returns a non-land permanent they control to its owner’s hand.
2/2
Dusktalon Kite 5U
Creature — Bird Nightmare (C)
Dusktalon Kite costs 2 less to cast if you did not cast a spell since the beginning of your last turn.
Flying
4/4
Enrapturing Constellations 2U
Enchantment (U)
At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, draw a card.
Flee the Infinite U
Sorcery (U)
Return target non-land permanent with converted mana cost less than or equal to the highest converted mana cost among permanents you control to its owner’s hand. Draw a card.
Fog of Adrift Desires U
Creature — Illusion (C)
Defender
At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, scry 1.
0/3
Fortifying Omen U
Instant (C)
Choose target creature, then Portend. If you revealed a card, that creature gains hexproof and gets +0/+X until the end of turn, where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)
Glintdrop Moth 1U
Creature — Insect Illusion (C)
Flying
Glintdrop Moth can only block creatures with flying.
1/2
Hasten Temporality U
Instant (R)
The next spell you cast this turn can be cast as though it had flash. Scry 3.
Knowledge Overwhelming 6UU
Instant (U)
Draw four cards.
You may cast an instant or sorcery card from your hand with converted mana cost X or less without paying its mana cost, where X is the highest converted mana cost among permanents you control.
Kre'skal, the Maddening Deep 4UUU
Legendary Creature — Elder God (M)
At the beginning of each opponent’s upkeep, tap target non-land permanent that player controls.
Slumber 2UU
As long as Kre’skal slumbers or is on the battlefield, whenever an opponent casts their second spell during a turn, counter that spell.
4/6
Mindbending Geometries 1U
Instant (U)
Target player reveals the top three cards of their library. Put one of those cards on the bottom of its owner’s library, and that player puts the rest back on top of their library in any order.
Draw a card.
Omen Sorcerer 3U
Creature — Bird Wizard (C)
Flying
When Omen Sorcerer enters the battlefield, portend. If you reveal a card, put a +1/+1 counter on Omen Sorcerer. (To portend, look at the top card of your library. You may reveal it or draw it.)
2/2
Otherworldly Chill 2UU
Instant (C)
Tap up to two target creatures. Those creatures don’t untap during their controller’s next untap step.
If you cast this spell during your main phase, create a 2/2 blue Illusion creature token.
Persistent Investigator 2U
Creature — Human Scout (C)
When Persistent Investigator deals combat damage to an opponent, Portend. If you reveal a card, put a +1/+1 counter on Persistent Investigator. (To portend, look at the top card of your library. You may reveal it or draw it.)
1/2
Prayers of the Perceptive U
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Scry X, where X is the tapped creature’s power. Draw a card. Put a +1/+1 counter on the creature tapped to pay this spell’s additional cost.
Rain of Figments 3U
Instant (U)
Target player draws two cards.
Target player mills two cards.
Put up to two target cards in a graveyard on the bottom of their owner’s library.
Singer of Undoings 4UU
Creature — Siren Spirit (U)
Flying
Haunt (When this creature dies, exile it haunting target creature.)
You control the creature Singer of Undoings haunts.
1/2
Spawn of Seizing Tides 2UU
Creature — Horror (R)
Flying
Slumber 2UU (2UU, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Spawn of Seizing Tides enters the battlefield, if it was cast from slumber, gain control of target creature.
4/3
Student of Banishments 3U
Creature — Human Wizard (U)
When Student of Banishments enters the battlefield, return target creature to its owner’s hand. That player then shuffles a card from their hand into their library and draws a card.
2/2
Teeming Deep 4U
Sorcery (U)
Create a 1/1 blue Tentacle creature token for each instant and sorcery card in your graveyard.
Draw a card.
Tentacled Deep-Hunter 4UU
Creature — Shark Kraken (R)
Flash, hexproof
When Tentacled Deep-Hunter enters the battlefield, for each opponent, tap up to four target permanents that player controls.
Discard a card: Tentacled Deep-Hunter gains hexproof until end of turn. Tap it.
4/5
Unrestrained Researcher 2U
Creature — Human Wizard (C)
Prowess
When Unrestrained Researcher dies, target player mills X cards where X is Unrestrained Researcher’s power.
2/3
Venerable Deep-Lurker 5UU
Creature — Nightmare Serpent (U)
When Venerable Deep-Lurker enters the battlefield, creatures your opponents control don’t untap during their controllers’ next untap steps.
At the beginning of your upkeep, you may reveal Venerable Deep-Lurker from your hand and pay 1U. If you do, scry 2.
7/7
Wing and Page 2U
Sorcery (C)
Up to one target creature you control gains flying until the end of turn.
Draw two cards. On a wing, the quill lifts the body. On a page, the soul.
Witness in the Firmament U
Creature — Nightmare Spirit (R)
Flying
At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, the next spell you cast before the beginning of your next turn costs 1 less to cast.
2UU, Sacrifice Witness in the Firmament : Draw a card.
1/1
Abominable Rebirth B
Sorcery (C)
Choose one —
• Return target creature card from your graveyard to your hand.
• Return two target Horror cards from your graveyard to your hand.
Beckon Unlife Forth 4BB
Sorcery (R)
Each opponent loses 4 life and you gain 4 life. Each opponent mills four cards. You may put a creature card from an opponent’s graveyard onto the battlefield under your control.
Eager Cultist 1B
Creature — Human Cultist (C)
When Eager Cultist dies, create a 2/2 black and red Horror creature token.
1/1
Fang-Sect Acolyte B
Creature — Snake Cultist (C)
At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, gain 2 life.
1/1
Gruesome Tickbeast 3BB
Creature — Insect Horror (C)
Lifelink
When Gruesome Tickbeast enters the battlefield, it deals 1 damage to any target.
3/4
Haunting Horror 1BB
Creature — Horror (C)
Menace
Haunt (When this creature dies, exile it haunting target creature.)
The creature Haunting Horror haunts cannot attack or block alone.
3/1
Hideous Carnage 2BB
Sorcery (U)
All creatures get -2/-2 until the end of turn.
Until the end of turn, whenever a creature an opponent controls dies, that player mills one card.
Hungering Night-Thing 3BB
Creature — Serpent Horror (C)
Deathtouch
2B: Hungering Night-Thing gets +1/+1 until the end of turn.
4/3
Infernal Scarring 1B
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +2/+0 and has “When this creature dies, draw a card.”
It of Cursed Skin 2B
Creature — Horror (C)
When It of Cursed Skin dies, destroy each creature that dealt damage to it this turn.
2/2
Kiss of the Pestilent Mother 2B
Enchantment — Aura (R)
Enchant creature not enchanted by another permanent named Kiss of the Pestilent Mother
Enchanted creature has “At the beginning of your end step, target creature you control gets -1/-1 until the end of turn.” and “When this creature dies, you lose 3 life.”
At the beginning of your upkeep you may create token that is a copy of Kiss of the Pestilent Mother.
Memory Plague 2B
Sorcery (C)
Target player discards two cards. That player mills two cards for each land card discarded this way.
Mindwrenching Dread 4B
Instant (C)
This spell costs 2 less to cast if it targets a Human.
Destroy target creature or planeswalker.
Mireplague Ancient 4BB
Creature — Insect Horror (U)
Slumber 2B (2B, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Mireplague Ancient goes to slumber, if it was put there from your hand, draw a card.
7/5
Montori, Shrewd Kingpin 4B
Legendary Creature — Human Rogue (R)
Menace
When Montori, Shrewd Kingpin deals combat damage to an opponent, look at that player’s hand and the top card of their library, exile one of those cards face down, then put the rest back in their hand. You may look at and cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any type to cast that spell.
3/2
Nauseating Miasma 1B
Instant (C)
Target creature you control gains deathtouch until the end of turn.
If you cast this spell during your main phase, that creature also gains menace until the end of turn.
Nightmare Unending 2B
Creature — Nightmare (U)
Whenever a non-Nightmare creature you control dies, you may pay B. If you do, return Nightmare Unending from your graveyard to your hand.
2/2
Prayers of the Pernicious B
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Target player reveals X card from their hand, where X is the tapped creature’s power. You choose one of those cards. That player discards that card. Put a +1/+1 counter on the creature tapped to pay this spell’s additional cost.
Priest of Stroggoth 3B
Creature — Human Cultist (C)
Menace
1, T, sacrifice another creature: Draw a card.
3/3
Rabid Martyrdom B
Sorcery (U)
Target creature you control gets +2/+0 and gains haste and “When this creature dies, draw a card” until the end of turn.
Ragged Whisperer 1B
Creature — Nightmare Spirit (C)
Flash
Flying
When Ragged Whisperer dies, target player mills 2 cards.
2/1
Reminiscence Gorger 3B
Creature — Nightmare Horror (U)
At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, that player discards a card.
3/2
Rise Again 4B
Sorcery (C)
Return target creature card from your graveyard to the battlefield.
Screeching Ghoul B
Creature — Horror (R)
Screeching Ghoul cannot block.
When Screeching Ghoul dies, each opponent discards a card.
B, Discard a nonland card: Return Screeching Ghoul from your graveyard to the battlefield. Activate this ability only any time you could cast a sorcery.
2/1
Servant and Slain BB
Sorcery (U)
Destroy up to one target creature with converted mana cost 2 or less. Return up to one target creature card with converted mana cost 2 or less from your graveyard to your hand.
Shackled Veilspawn 1B
Enchantment (U)
At the beginning of your upkeep, if Shackled Veilspawn is not a creature, you lose 1 life.
Shackled Veilspawn is a 5/5 Spawn enchantment creature as long as you control three or more Cultists.
Shadowed Devourer 3BB
Creature — Squid Horror (R)
At the beginning of each end step, create a 1/1 blue Tentacle creature token for each non-token creature you controlled that died this turn.
Shadowed Devourer gets +1/+1 for each Tentacle your control.
Sacrifice three Tentacles: Return Shadowed Devourer from your graveyard to the battlefield tapped. Activate this ability only during your turn.
2/3
Slumberer’s Bane 1B
Creature — Human Cultist (U)
Whenever a Nightmare you control enters the battlefield or dies, each opponent loses 1 life and you gain 1 life.
1/2
Soulwinding Gyre 2B
Enchantment (C)
Whenever a creature card you own is put into exile from the battlefield, your hand, or your graveyard, create a 1/1 white Spirit creature token with flying.
1B: Exile target creature card from a graveyard.
Spawn of Seven Agonies 2BB
Creature — Horror Spawn (R)
Flash
Slumber 2BB (2BB, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Spawn of Seven Agonies enters the battlefield, if it was cast from slumber, create five tapped 1/1 black Cultist creature tokens.
4/3
Staggering Malady 4BB
Sorcery (U)
Each opponent sacrifices a creature, discards a card, mills a card and loses 1 life. You gain 1 life and draw a card.
Stinging Night-Swarmer 1BB
Creature — Scorpion Bat (R)
Flying, deathtouch, lifelink
When Stinging Night-Swarmer dies, each opponent sacrifices a creature.
4BB, Exile Stinging Night-Swarmer from your graveyard: Destroy target creature or planeswalker with converted mana cost 3 or less.
1/3
Stroggoth, the Hungering Void 4BBB
Legendary Creature — Elder God (M)
At the beginning of each upkeep, create a 1/1 black Cultist creature token.
Slumber 2BB
As long as Stroggoth slumbers or is on the battlefield, other creatures you control have “If this creature is attacking and would deal combat damage, you may instead exile that many cards from the defending player’s library.”
4/6
The Tattered Queen's Tragedy 3B
Legendary Enchantment (R)
At the beginning of your upkeep, put an Act counter on The Tattered Queen’s Tragedy, then each opponent loses 1 life if there is one Act counter on The Tattered Queen’s Tragedy, mills three cards if there are two, sacrifices a creature if there are three, and loses the game if there are four or more.
Pay 3 life: Remove an Act counter from The Tattered Queen’s Tragedy. Any player may activate this ability.
Unsettling Omen 1B
Sorcery (U)
Portend. Target player discards a card. If you revealed a card, that player instead reveals a number of cards from their hand equal to the converted manacost of the revealed card. You choose one of those cards. That player discards that card. (To portend, look at the top card of your library. You may reveal it or draw it.)
Vessel of Undying 5BB
Creature — Nightmare Spawn (M)
Menace
Whenever Vessel of Undying becomes blocked by a creature, that creature’s controller loses 2 life and you gain 2 life.
When Vessel of Undying deals combat damage to a player, return target creature card from your graveyard to the battlefield tapped.
8/5
Vorpal Leechfang 2BB
Creature — Nightmare (U)
Deathtouch, Haunt (When this creature dies, exile it haunting target creature.)
The creature Vorpal Leechfang haunts has “At the beginning of your upkeep, sacrifice this creature.”
3/2
Will of the Sect 1B
Sorcery (C)
Target creature gets -2/-2. If you control a Cultist, destroy that creature instead.
Aetherblade Halberd R
Enchantment — Aura (U)
Enchant creature with converted mana cost 3 or less.
Equipped creature gets +2/+0.
When equipped creature becomes blocked by a creature with converted mana cost 6 or greater, it gains double strike and trample until the end of turn.
Ancestral Madness RR
Sorcery (R)
Exile the top three cards of your library. You may play those cards this turn.
Awakened Firemaw 2R
Creature — Elemental Beast (C)
Slumber 2RR (2RR, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
Awakened Firemaw enters the battlefield with three +1/+1 counters on it if it was cast from slumber.
3/2
Being of Revolution 1R
Creature — Elemental (U)
1, Sacrifice Being of Revolution: Choose one —
• Discard a card. If you do, draw two cards.
• Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle their library.
2/2
Bloodshot Prophet R
Creature — Human Shaman (U)
Haste
Whenever you portend, Bloodshot Prophet gets +1/+0 and gains first strike until end of turn.
1/2
Burn in Rage 2R
Sorcery (R)
Burn in Rage deals 4 damage to any target.
Creatures you control gain first strike and trample until the end of turn.
Calimitous Fervor 2RR
Instant (C)
Creatures you control get +2/+0 until end of turn.
Until the end of turn, Horrors you control gain “When this creature dies, it deals 1 damage to target opponent or planeswalker.”
Cataclysmic Awakening 1RRR
Enchantment — Aura (R)
Enchant Mountain
Enchanted Mountain is a 7/7 red Giant Horror creature. It’s still a land.
When Cataclysmic Awakening enters the battlefield, tap enchanted Mountain. It fights up to one target creature.
Echofang 2R
Creature — Elemental (C)
When Echofang enters the battlefield, it deals damage to target creature or planeswalker equal to the number of other creatures named Echofang you control plus the number of cards named Echofang in your graveyard.
A deck can have any number of cards named Echofang.
2/1
Enticing Worm-Young 4R
Creature — Worm Horror (C)
When Enticing Worm-Young enters the battlefield, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
2/3
Eon-touched Madman R
Creature — Human Barbarian (C)
Creature spells you cast from slumber cost 1 less to cast.
1/1
Flame Sanguinaire 3R
Creature — Elemental Vampire (U)
When a spell or ability you control deals damage to an opponent, Flame Sanguinaire gains double strike until the end of turn.
R, Sacrifice Flame Sanguinaire: Target creature you control gets +3/+0 until the end of turn.
4/2
Flaring Darkfiend 3R
Creature — Horror (C)
Haste, trample
When Flaring Darkfiend enters the battlefield, add RRR.
At the beginning of the end step, sacrifice Flaring Darkfiend.
4/1
Furious Omen 1R
Instant (C)
Portend. Target creature gets +2/+0 and trample until the end of turn. If you revealed a card, it gets +X/+0 instead, where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)
Gnashing Fangs 1R
Instant (C)
Gnashing Fangs deals 2 damage to any target.
If you cast this spell during you main phase, exile the top card of your library. You may play that card this turn.
Howlrender 1RR
Creature — Elemental Horror (U)
At the beginning of combat on your turn, you may have target creature get +2/+0 until end of turn.
When Howlrender dies, it deals damage equal to its power to any target.
1/1
Immolating Mind 3RR
Sorcery (C)
Immolating Mind deals 5 damage to target creature. Exile the top card of your library. You may play that card until the end of your next turn.
Insatiable Rage R
Enchantment — Aura (C)
Enchant creature
When Insatiable Rage enters the battlefield, enchanted creature gains first strike until end of turn.
Enchanted creature gets +1/+1 and must attack each turn if able.
Knowledge Through Pain 1R
Sorcery (C)
As an additional cost to cast Knowledge Through Pain, sacrifice a creature or discard a card.
Draw two cards.
Lashraxx, the Untempered Rage 4RRR
Legendary Creature — Elder God (M)
Attacking creatures you control are indestructible.
Slumber 2RR
As long as Lashraxx slumbers or is on the battlefield, creatures your opponents control must attack each combat if able.
7/3
Mind-torn Berzherker 1R
Creature — Human Berzherker (C)
When Mind-torn Berzherker attacks, it gets +X/+X until the end of turn, where X is equal to the number of creatures with slumber you control plus the number of slumbering creature cards you own. He’s seen what no man should, and he’ll rage until he can see it no more.
1/1
Nightblaze Ancient 4RR
Creature — Elemental Horror (U)
Slumber 2R (2R, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Nightblaze Ancient goes to slumber, if it was put there from your hand, draw a card.
8/4
Omen Charger 5R
Creature — Elemental (C)
Haste
When Omen Charger enters the battlefield, portend. If you reveal a card, put a +1/+1 counter on Omen Charger. (To portend, look at the top card of your library. You may reveal it or draw it.)
4/4
Order of Aetherblades 2R
Creature — Human Warrior (C)
1R: Order of Aetherblades gains first strike until the end of turn.
If a creature dealt damage by Order of Aetherblades this turn would die, put it on the bottom of its owner’s library instead.
3/2
Prayers of the Passionate R
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Prayers of the Passionate deals X damage to target creature or planeswalker, where X is the tapped creature’s power. Put a +1/+1 counter on the creature tapped to pay this spell’s additional cost.
Purge with Fire 2R
Instant (U)
Players can’t gain life this turn. Damage can’t be prevented this turn. Purge with Fire deals 3 damage to any target.
Recurrent Hysteria 1RR
Sorcery (U)
Target creature gets +1/+0 and gains double strike until the end of turn.
Flip a coin. If you win the flip, return Recurrent Hysteria to its owner’s hand.
Rites of Enflamed Blood RR
Sorcery (U)
If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
Scaled Prey-Stalker 3RR
Creature — Wolf Lizard (R)
First strike, menace
When Scaled Prey-Stalker enters the battlefield, you may discard X cards. If you do, draw X cards.
Whenever you cast an instant or sorcery spell, put a +1/+1 counter on Scaled Prey-Stalker and scry 1.
4/3
Scorching Omen 3R
Sorcery (U)
Portend. Scorching Omen deals 2 damage to target creature or planeswalker and 2 damage to that permanent’s controller. If you revealed a card, Scorching Omen deals X damage to that permanent instead, where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)
Scourge of the Ancient Ones 3RR
Creature — Dragon Horror (M)
Flying, Haste
If a creature dealt damage by Scourge of the Ancient Ones this turn would die, put it on the bottom of its owner’s library instead.
Sacrifice another Horror: Return Scourge of the Ancient Ones to its owner’s hand.
5/4
Screams of Lashraxx 1R
Instant (C)
Choose one or both—
• Target creature attacks this turn if able.
• Target creature cannot block this turn.
Sentinel’s Hound 1R
Creature — Elemental Dog (C)
1R: Sentinel’s Hound gets +1/+0 until the end of turn. If this is the third time this ability has resolved this turn, Sentinel’s Hound gains trample until end of turn.
2/2
Skinless Ragebeast 3RR
Creature — Elemental Beast (U)
Trample
When Skinless Ragebeast attacks, portend. If you reveal a card, create a 3/1 red Horror creature token with trample that is tapped and attacking. (To portend, look at the top card of your library. You may reveal it or draw it.)
4/4
Spawn of Crimson Stars 2RR
Creature — Horror (R)
First strike
Slumber 2RR (2RR, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Spawn of Crimson Stars enters the battlefield, if it was cast from slumber, it deals 3 damage to each other creature.
4/3
Starwalker 3R
Creature — Avatar (R)
First strike
Whenever Starwalker becomes the target of a spell, Starwalker deals 2 damage to that spell’s controller.
Whenever Starwalker deals combat damage to a player or planeswalker, put a +1/+1 counter on Starwalker.
4/3
Stellar Cascade 3R
Sorcery (C)
Stellar Cascade deals 3 damage to target creature. When that creature dies this turn, its controller may sacrifice an artifact or land. If they do not, Stellar Cascade deals 3 damage to them.
Tani, Bounty Hunter 2RR
Legendary Creature — Human Warrior (R)
First strike
Whenever a creature dealt damage by Tani, Bounty Hunter this turn leaves the battlefield, create a treasure token.
Discard a card, sacrifice a treasure token: Draw a card.
4/2
Unchained Gnasher 1R
Creature — Horror Beast (U)
Whenever Unchained Gnasher attacks, target creature an opponent controls with power less than or equal to the number of Horrors you control can’t block this turn.
2/2
Vengeful Banebearer 2RR
Creature — Spirit Horror (U)
Haunt (When this creature dies, exile it haunting target creature.)
When Vengeful Banebearer or the creature it haunts dies, Vengeful Banebearer deals 2 damage to target creature or planeswalker.
2/2
Voidflame Spitter 2R
Creature — Elemental Horror (R)
When Voidflame Spitter enters the battlefield, it deals damage to any target equal to the number of Horrors you control.
2RR: Return Voidflame Spitter to your hand at the beginning of the next end step. Activate this ability only any time you could cast a sorcery.
3/2
Arisen Snakefather XGG
Creature — Snake (U)
Arisen Snakefather enters the battlefield with X +1/+1 counters on it.
When Arisen Snakefather enters the battlefield, it fights up to one target creature.
0/0
Awakened Swarmfang 2G
Creature — Insect Beast (C)
Slumber 2GG (2GG, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
Awakened Swarmfang enters the battlefield with three +1/+1 counters on it if it was cast from slumber.
2/3
Bloodshed Rite 1G
Sorcery (C)
Target creature you control fights target creature you don’t control. Until the end of turn, when one of those creatures dies, create a 1/1 black Cultist creature token.
Broodclaw Ancient 4GG
Creature — Beast Horror (U)
Slumber 2G (2G, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Broodclaw Ancient goes to slumber, if it was put there from your hand, draw a card.
6/6
Child of the Hive 3G
Creature — Insect Beast (C)
Deathtouch
When Child of the Hive dies, put two +1/+1 counters on target creature you control.
2/2
Conduit of Progenitors 1G
Creature — Human Shaman (U)
At the beginning of your upkeep, mill a card.
At the beginning of combat on your turn, Conduit of Progenitors gets +X/+X until the end of turn, where X is the number of creature cards in your graveyard.
1/1
Consume the Ages 2GG
Sorcery (U)
Return up to one target card from your graveyard to your hand. Put up to one other target card from your graveyard on top of your library. Exile Consume the Ages.
Put up to X cards from target player’s graveyard on the bottom of their library, where X is the highest converted mana cost among permanents you control.
Creeping Blight 1GG
Enchantment (R)
At the beginning of combat on your turn, you may put a creeping counter on a land you control.
If you control three or more lands with creeping counters, lands you control with creeping counters are X/X green creatures with haste, where X is the number of lands you control with creeping counters.
Cult Novice 1G
Creature — Human Cultist (C)
T: Add G
1/3
Deathless Predator 3GGG
Creature — Beast Spirit (U)
Trample
Haunt (When this creature dies, exile it haunting target creature.)
The creature Deathless Predator haunts gets +4/+4 and has trample.
4/4
Devouring Mist 3GG
Creature — Elemental (U)
If Devouring Mist has not been the target of a spell this turn, prevent all damage that would be dealt to it.
6/2
Inspired Invigoration G
Instant (C)
You gain life equal to the highest converted mana cost among permanents you control.
Invigorating Omen 3G
Sorcery (U)
Portend. Put two +1/+1 counters on target creature. If you revealed a card, put X +1/+1 counters on that creature instead, where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)
Leyline Manipulator 2G
Creature — Human Cultist (R)
Vigilance
Whenever a land enters the battlefield under your control, create a tapped Treasure token.
T, Sacrifice four Treasure tokens: Create a 5/5 green Elemental creature token with vigilance.
2/3
Limitless Hive's Acolyte 3GG
Creature — Human Cultist (R)
Play with the top card of your library revealed.
You may cast the top card of your library if it’s a creature card.
As long as the top card of your library is a creature card, Limitless Hive’s Acolyte gets +X/+X, where X is that card’s base power.
3/4
Lore of Natural Truth 1G
Sorcery (C)
Choose one—
• Destroy target enchantment.
• Target opponent sacrifices a creature with flying.
• Put target card in a graveyard on the bottom of its owner’s library.
Na'Tak'La, the Limitless Hive 4GGG
Legendary Creature — Elder God (M)
At the beginning of your upkeep, you may have another target creature you control fight target creature you don’t control.
Slumber 2GG
As long as Na’Tak’La slumbers or is on the battlefield, creatures you control have vigilance and trample.
6/4
Prayers of the Primitive G
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Look at the top X cards of your library, where X is the tapped creature’s power. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Put a +1/+1 counter on the creature tapped to pay this spell’s additional cost.
Predatory Blessing G
Instant (U)
Put a +1/+1 counter on target creature you control. Until end of turn, it gains “Whenever this creature deals combat damage to a player, draw a card.”
Primal Bind-Singer 3G
Creature — Human Shaman (U)
Flash
If an opponent would exile a card they own or a card they own in exile or that was cast from exile would enter the battlefield, put that card on the bottom of its owner’s library instead.
2/3
Primeval Relentlessness 1G
Enchantment — Aura (C)
Enchant creature you control
When Primeval Relentlessness enters the battlefield, enchanted creature gains indestructible until the end of turn.
Enchanted creature gets +1/+0 and has trample.
Primeval Spasm 2G
Sorcery (U)
Search your library for a basic land or Portal card and put it onto the battlefield tapped, then shuffle your library.
Primordial Serpent 7GG
Creature — Snake (C)
This spell costs 1 less to cast for each Cultist you control.
Trample They thought they had prayed hard to summon the creature, but they prayed even harder as it began to feast.
7/6
Revered Skitter-thing 3G
Creature — Insect Spawn (C)
Trample
Whenever one or more Cultists enter the battlefield under your control, put a +1/+1 counter on Revered Skitter-thing.
3/3
Rites of Rampaging Hordes XXG
Sorcery (R)
As an additional cost to cast Rites of Rampaging Hordes, you may sacrifice any number Cultists. For each Cultist sacrificed in this way, this spell costs 2 less to cast.
Search your library for any number of non-Cultist creature cards with total converted mana cost X or less, put them onto the battlefield, then shuffle your library.
Season of Proliferation 2G
Enchantment (R)
If an effect would create one or more tokens under your control, it creates that many of those tokens plus one instead.
If an effect would put one or more counters on a permanent you control, that many plus one counters are put on it instead.
Slithering Web-Climber 2GG
Creature — Spider Snake (R)
Reach, vigilance
Slithering Web-Climber’s toughness is equal to the number of lands you control.
When Slithering Web-Climber becomes the target of a spell an opponent controls, draw a card.
3/*
Spawn of Hungering Woods 2GG
Creature — Horror (R)
Slumber 2GG (2GG, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
As Spawn of Hungering Woods enters the battlefield, if it was cast from slumber, put a +1/+1 counter on each creature you control.
5/5
Strength of Lost Ages GG
Instant (C)
Target creature gets +3/+3 until end of turn. If you cast this spell during your main phase, that creature gets +5/+5 until end of turn instead.
Supplicant of the Coming G
Creature — Human Cultist (C)
Whenever a creature card you own goes to slumber, gain 2 life. If that card was went to slumber from your hand, put a +1/+1 counter on Supplicant of the Coming. We hear the symphony of the eons clawing towards its crescendo.
1/1
Swarms Without End 2G
Creature — Insect (C)
When Swarms Without End enters the battlefield, reveal the top six cards of your library. Put any number of cards revealed named Swarms Without End into your hand and the rest on the bottom of your library in a random order.
Swarms Without End gets +1/+1 for each other creature you control named Swarms Without End.
A deck can have any number of cards named Swarms Without End.
1/1
Swelling Thornbeing G
Creature — Elemental Beast (U)
Vigilance
4G: Swelling Thornbeing gets +3/+3 and gains trample until the end of turn.
1/1
Symar, Dream Wanderer 2G
Legendary Creature — Human Scout (R)
Vigilance
If an effect would put one or more counters on a land you control, it puts twice that many of those counters on that land instead.
Lands you control gain “T: Add one mana of any type that a land you control could produce.”
3/3
Thicket Savage 4GG
Creature — Nightmare Treefolk (C)
You may pay G and sacrifice two untapped lands rather than pay this spell’s mana cost.
When Thicket Savage dies, return up to three target land cards from your graveyard to your hand.
6/4
Unified Swarm 3GG
Creature — Insect Beast (M)
Vigilance, Trample
When Unified Swarm deals combat damage to a player, create that many 1/1 green Insect creature tokens.
Sacrifice six Insects: Return Unified Swarm from your graveyard to your the battlefield.
7/6
Unquiet Brush G
Creature — Plant Wall (C)
Defender
When Unquiet Brush dies, create a 1/1 green Insect creature token.
0/3
Unwavering Ritekeeper 1GG
Creature — Human Cultist (U)
Vigilance
Each creature you control that enters the battlefield from exile or was cast from exile enters the battlefield with an additional +1/+1 counter on it.
1/3
Veil of Rage 1G
Enchantment — Aura (U)
Enchanted creature gets +1/+1 and has hexproof and trample.
Venomous Sect-blade G
Creature — Human Cultist (C)
Deathtouch
1/1
Whispers from the Woods G
Instant (C)
Prevent all combat damage that would be dealt to and by target attacking creature this turn.
Astral Splintering RW
Sorcery (R)
Exile target non-land permanent. Starting with that permanent’s controller, each player creates a tapped Treasure token. Repeat this process until X tokens have been created, where X is the exiled permanent’s converted mana cost.
Atemoloth, All Becoming One 4GW
Legendary Creature — Elder Beast (R)
Vigilance, trample
Atemoloth, All Becoming One’s power and toughness are each equal to the number of creatures you control.
Other creatures you control have base power and toughness X/X, where X is the number of creatures you control.
*/*
Chak'sh'lara, The Inversion 3GU
Legendary Creature — Elder Ooze (M)
Each creature assigns combat damage equal to its toughness rather than its power.
Lethal damage dealt to creatures is determined by their power rather than their toughness.
5/6
Empowered Mirage 3UR
Creature — Elemental Illusion (R)
Whenever Empowered Mirage becomes the target of a spell, you may copy that spell. Choose new targets not named Empowered Mirage for the copy.
R: Empowered Mirage gets +1/-1 until the end of turn.
U: Empowered Mirage gets +0/+1 until the end of turn.
UR: Return Empowered Mirage to its owner’s hand.
3/3
Endless Ooze XGU
Creature — Ooze (R)
Endless Ooze enters the battlefield with X +1/+1 counters on it.
When Endless Ooze dies, if it had more than one counter on it, create a token that’s a copy of Endless Ooze with X +1/+1 counters on it, where X is the number of counters on Endless Ooze minus one.
0/0
Enthralled Nightcaller 1BR
Creature — Human Shaman (U)
Horrors you control have haste and menace.
2/2
Ever-Hungering Ooze 4GU
Creature — Ooze (U)
Ever-Hungering Ooze’s power and toughness are each equal to the total converted mana cost of other creatures you control.
*/*
Eyes of the Web 3BG
Creature — Spider (U)
Reach
At the beginning of your upkeep, create a 1/1 black Cultist creature token.
Cultists you control get +1/+0.
2/4
Flame-Blind Seer UR
Creature — Human Cleric (U)
When you portend, Flame-Blind Seer deals 1 damage to each opponent. If you revealed a card, you may have any number of target players mill one card.
3/1
Flying Malignancy 1UB
Creature — Germ Horror (U)
U: Flying Malignancy gets +1/+1 and gains flying until the end of turn. Activate this ability only once each turn.
B: Flying Malignancy gets +1/+1 and gains deathtouch until the end of turn. Activate this ability only once each turn.
1/2
Gate of Eldritch Storms RG
Sorcery (U)
Gate of Eldritch Storms deals damage to target creature or planeswalker equal to the number of slumbering creatures you own.
Put a copy of a slumbering creature card you own onto the battlefield. It gains haste. Exile that creature at the beginning of the next end step. (A copy of a permanent card becomes a token)
Glashakh, Erupting Within 4UB
Legendary Creature — Elder Nightmare (R)
2UB, Sacrifice a blocked or blocking creature: Put Glashakh, Erupting Within into play blocking or tapped, attacking and blocked by the same creatures as the creature sacrificed.
7/5
The Harbinger of Legions 3BR
Legendary Creature — Elder Horror (R)
Haste, menace, deathtouch
When The Harbinger of Legions deals combat damage to a player or planeswalker, reveal the top card of your library until you reveal a Horror card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
2/6
Herald of Abyss 1WB
Creature — Angel Horror (R)
Flying, deathtouch
Non-creature spells cost 1 more to cast.
Whenever Herald of Abyss or another creature you control dies, each opponent loses 1 life and you gain 1 life.
3/3
Inspiring Hallucination 2WU
Creature — Illusion (U)
Flying
At the beginning of your upkeep, create a 1/1 blue Illusion creature token with flying.
Sacrifice Inspiring Hallucination: Creatures you control gain flying until the end of turn.
2/2
Khoas, Sentinel Timeless 3RW
Legendary Creature — Elder Avatar (M)
When Khoas, Sentinel Timeless deals combat damage to a player, you may pay RW. When you do, Khoas deals damage to any target equal to the number of cards that player owns in exile.
Cards your opponents own in libraries, graveyards and exile lose all abilities.
Opponents can’t cast spells from libraries, graveyards or exile.
6/4
M’lakka the Unanswerable 3UR
Legendary Creature — Elder Illusion (M)
Flying
At the beginning of your upkeep, portend.
When you portend, other creatures you control get +1/+0 until the end of turn. If you revealed a card, instead they get +X/+0 until the end of turn, where X is the revealed card’s converted mana cost.
4/4
Nexus of the Unsleeping 1WB
Creature — Spirit (U)
When Nexus of the Unsleeping enters the battlefield, gain 1 life for each card you own haunting a creature.
When Nexus of the Unsleeping dies, you may put target card with haunt in exile that you own into your hand.
2/3
N’Fthegn, Swelling Calamity 3RG
Legendary Creature — Elder Elemental (R)
Slumber RG
Haste, Trample
At the beginning of your upkeep, while N’Fthegn, Swelling Calamity slumbers, put a +1/+1 counter on N’Fthegn.
Counters remain on N’Fthegn as it moves to any zone other than a player’s hand or library.
3/3
Perversion of Rebirth 5BG
Sorcery (R)
For each permanent type, destroy up to one target permanent of that type.
For each permanent type, return up to one target card of that type from your graveyard to your hand.
Sealing Helix RW
Instant (U)
Sealing Helix deals 2 damage to any target and you gain 2 life.
If a creature or planeswalker dealt damage by Sealing Helix would die this turn, put it on the bottom of its owner’s library instead.
Slassasa, Maw and Fangs 4BG
Legendary Creature — Elder Snake (M)
As long as you control four or more Cultists, Slassasa, Maw and Fangs has hexproof.
Sacrifice X Cultists: Target creature gets -X/-X until the end of turn. Activate this ability only any time you could cast a sorcery.
3BG: Create a 1/1 black Cultist creature token.
6/5
Unite Against Catastprohe 1GW
Sorcery (U)
Until the end of turn, creatures you control gain vigilance and “T: This creature gains indestructible until the end of turn. Gain 1 life.”
The Watcher on the Precipice 2WB
Legendary Creature — Elder Specter (M)
Flying, vigilance, menace
When a creature dealt damage by The Watcher on the Precipice this turn dies, put X +1/+1 counters on The Watcher, where X is that creature’s power.
Remove all counters from The Watcher: Exile The Watcher until the beginning of your next turn. You must remove at least one counter to activate this ability.
3/4
Zhonstur, Dust of Immortality 1WU
Legendary Creature — Elder Spirit (R)
As Zhonstur, Dust of Immortality enters the battlefield, choose another creature you control.
The chosen creature has indestructible and hexproof.
If Zhonstur would leave the battlefield, instead return it to its owner’s hand and sacrifice the chosen creature.
0/4
Doomed Ibis 1W/UW/U
Creature — Bird Spirit (C)
Flying
When Doomed Ibis dies, scry 2. “A portent of blessing, disguised in a tragedy.”
2/1
Paired Sentries 1G/WG/W
Creature — Human Soldier (C)
Vigilance
When Paired Sentries enters the battlefield, create a 1/2 green and white Human Soldier creature token with vigilance.
1/2
Whisperer of Insanity 1U/BU/B
Creature — Human Wizard (C)
Flash
When Whisperer of Insanity enters the battlefield, target player mills two cards.
1/3
Bloodstained Journal 3
Legendary Artifact — Tome (U)
2, T: Bloodstained Journal deals 1 damage to any target.
When Bloodstained Journal becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Bloodstained Journal and, if it has two or more insanity counters on it, it deals 3 damage to you.
Book of Silent Screams 2
Artifact — Tome (U)
2, T: Draw a card.
When Book of Silent Screams becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Book of Silent Screams and, if it has two or more insanity counters on it, discard two cards.
Flickering Tome 2
Artifact — Tome (C)
Flickering Tome enters the battlefield tapped.
T: Add one mana of any color.
When Flickering Tome becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Flickering Tome and, if it has two or more insanity counters on it, choose an opponent to gain control of Flickering Tome.
Greater Servitor 4
Artifact Creature — Construct (C)
When Greater Servitor dies, each player draws a card. Machines of forgotten purpose still roam, waiting patiently that they may enact their creators’ will once more.
4/4
Grimore En Tchagalach 3
Legendary Artifact — Tome (R)
X2, T: Create an X/X black Horror creature token.
When Grimore En Tchagalach becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Grimore En Tchagalach and, if it has two or more insanity counters on it, sacrifice a creature.
Necroknowlycia 3
Legendary Artifact — Tome (R)
2, T: Put a creature card from your graveyard onto the battlefield. It gains haste and trample. Exile it at the beginning of the next end step. Activate this ability only any time you can cast a sorcery.
When Necroknowlycia becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Necroknowlycia and, if it has two or more insanity counters on it, exile all cards from your graveyard.
Runed Servitor 3
Artifact Creature — Construct (C)
When Runed Servitor dies, each player draws a card.
2/2
Utility Knife 1
Artifact — Equipment (C)
1: Equipped creature gains your choice of haste, first strike, vigilance, or trample until the end of turn. Activate this ability only any time you could cast a sorcery and only once per turn.
Equip 1
Cairn of Crying Hands
Land — Portal (U)
Cairn of Crying Hands enters the battlefield tapped with a portal counter on it.
T: Add B.
3BB, T, Remove a portal counter from a land you control: Target opponent loses 2 life and you gain 2 life.
City of Wandering Lights
Land — Portal (U)
City of Wandering Lights enters the battlefield tapped with a portal counter on it.
T: Add W.
3WW, T, Remove a portal counter from a land you control: Return target creature card with converted mana cost 2 or less from your graveyard to the battlefield.
Delerium Paths
Land (U)
Delerium Paths enters the battlefield tapped.
When Delerium Paths enters the battlefield, create a Treasure token.
T: Add C.
Fragile Schism
Land (C)
T: Add C.
5, Tap, Sacrifice Fragile Schism: Create a 3/3 black Nightmare creature token. Activate this ability only any time you could cast a sorcery.
Garden of Restless Dreams
Land — Portal (U)
Garden of Restless Dreams enters the battlefield tapped with a portal counter on it.
T: Add G.
2GG, T, Remove a portal counter from a land you control: Target land you control becomes a 4/4 Elemental creature with haste. It’s still a land.
Lost Crypt of the Overgods
Legendary Land — Portal (R)
Lost Crypt of the Overgods enters the battlefield with a portal counter on it.
T: Add C.
T: Add two mana of any color. Spend this mana only to cast slumbering cards.
T, Remove a portal counter from a land you control, return a land you control to its owner’s hand: Each player discards a card.
Pool of Blinding Murmurs
Land — Portal (U)
Pool of Blinding Murmurs enters the battlefield tapped with a portal counter on it.
T: Add U.
2UU, T, Remove a portal counter from a land you control: Tap target creature. It does not untap during its controller’s next untap step.
Spire of Grasping Winds
Land — Portal (U)
Spire of Grasping Winds enters the battlefield tapped with a portal counter on it.
T: Add R.
1RR, T, Remove a portal counter from a land you control: Target creature gains double strike and trample until the end of turn.
Unknowable Realms
Land — Portal (C)
Unknowable Realms enters the battlefield with a portal counter on it.
T: Add C.
1, T: Add one mana of any color.
As I had said back during your design phases, I love the set. It looks like it would be a blast to play. I'll critique it more once I get some time to digest it.
I'm worried that regurgitating the keyword Haunt in a set with 'detectives' is going to encourage police to stalk people, and comfort them of the act.
Regulators have a responsibility to deploy injunction conspiracy.
They have a responsibility to provide regulatory fair warning and positive encouragement (via Regulatory Fair Warning Act).
They are not permitted to entice people to imminent lawless action or allow them to carry out imminent lawless action. They are not permitted to defraud people with false information and hoaxes. They are not permitted to prey on the desperate hearts of civilians with solicitations. They are not permitted to lead people on criminal expeditions; against other people, or friendly nations, or anyone else. Doing so (and failing to do so) constitutes for negligence and malpractice.
If I might suggest, consider some ideas for your next set in this block that advocate positive moral guidance; against doing these things. The spirit of the law doesn't extend to protect us, but explicitly convict us when we provide negative encouragement instead.
Any good flavor text among any of that?
I would send a lot of this stuff back and ask you to make it more creative or more interactive. A few things might get prompted to strip down. In the old days, you will often see spells thatdidn't do enough; or did something decent, but was too expensive. Good cards need a happy medium. And very often, a spell doesn't need to do too much, but only really needs to do one thing or another; to preserve interactivity, and help a player make that hard pass into the next turn.
I'm worried that regurgitating the keyword Haunt in a set with 'detectives' is going to encourage police to stalk people, and comfort them of the act.
Regulators have a responsibility to deploy injunction conspiracy.
They have a responsibility to provide regulatory fair warning and positive encouragement (via Regulatory Fair Warning Act).
They are not permitted to entice people to imminent lawless action or allow them to carry out imminent lawless action. They are not permitted to defraud people with false information and hoaxes. They are not permitted to prey on the desperate hearts of civilians with solicitations. They are not permitted to lead people on criminal expeditions; against other people, or friendly nations, or anyone else. Doing so (and failing to do so) constitutes for negligence and malpractice.
If I might suggest, consider some ideas for your next set in this block that advocate positive moral guidance; against doing these things. The spirit of the law doesn't extend to protect us, but explicitly convict us when we provide negative encouragement instead.
Any good flavor text among any of that?
I would send a lot of this stuff back and ask you to make it more creative or more interactive. A few things might get prompted to strip down. In the old days, you will often see spells thatdidn't do enough; or did something decent, but was too expensive. Good cards need a happy medium. And very often, a spell doesn't need to do too much, but only really needs to do one thing or another; to preserve interactivity, and help a player make that hard pass into the next turn.
I think that this is way over the top...
The idea that you think a MtG fictional set, a card game, at that, is going to encourage police to stalk people is pretty far-fetched. Although this happens in real life, I am pretty sure rowanalpha is not trying to justify or induce anything of that nature.
---
I love the set, I do think that Slumber feels more like a BGU ability that a RG one; Red just doesn't strike me as a color that cares about slumbering for power.
The idea that you think a MtG fictional set, a card game, at that, is going to encourage police to stalk people is pretty far-fetched. Although this happens in real life, I am pretty sure rowanalpha is not trying to justify or induce anything of that nature.
---
I love the set, I do think that Slumber feels more like a BGU ability that a RG one; Red just doesn't strike me as a color that cares about slumbering for power.
Its best to just ignore Reap - He thinks he's god's gift to magic design, and also that magic is terrible and hasn't played or payed attention to gameplay in more than a decade, so his opinion is pretty much irrelevant.
---
Yeah, slumber in RG came more from where the other mechanics landed. The ability show up some in every color, but Red tends to be more cards that are stronger (driven mad) by the slumbering old ones where green gains the long-term benefits.
Man, I love the set and would sacrifice a section of my soul to have it exist in reality. Great designs and flavor!
I think my biggest issues are:
- RG does seem a bit weird for the Slumber mechanic, but it makes sense as you had mentioned why.
- Some of the cards do "too much". I think you could cut an ability or two from a lot of the creatures (even like an evergreen) where they double up, just for simplicity and to lower the power a bit across the board.
- I noticed an issue with a blue card, I think it was a Kraken or Leviathan, that had hexproof but then also had an additional ability that let it gain hexproof for discarding a card. Im guessing this is an error.
Yeah I'm sure the power levels will need some tweaks. After I get around to printing out some cards to draft/sealed with I'm sure I'll be tweaking in places.
And good catch on the hexproof thing, that was a typo on the Shark Kraken.
Yeah I'm sure the power levels will need some tweaks. After I get around to printing out some cards to draft/sealed with I'm sure I'll be tweaking in places.
And good catch on the hexproof thing, that was a typo on the Shark Kraken.
I'm not sure what websites allow it, but I do remember some cube websites being able to upload custom sets for draft. If you manage to find one and the time to do it, I would definitely draft it out and see how it looks from a limited standpoint.
Plus, get some art on these bad boys! Id be excited to see what some of these monsters look like.
I'll probably print these out to sleeve up over basic lands, and then doodle stick figures when I'm bored. Sourcing 200+ pieces of art is a real chore.
I'll probably print these out to sleeve up over basic lands, and then doodle stick figures when I'm bored. Sourcing 200+ pieces of art is a real chore.
Yeah I feel that. I do think throwing it on some kind of draft sim online or "cube" would be pretty cool though.
What I think I like about this set the most is that I get old Kamigawa vibes with the flavor of the legendaries. Sure, Kaldheim had a ton of legends, but again it’s a ton of legends that seem all too bland for the most part save for 3 or 4 heavy-hitting lore characters. In this set each legend has its own distinct sense of belonging in the set, independent from the others in the sense that they make up a distinct part of the sets flavor. And thank god you didn’t go with Wizard’s usual trope of “uh oh, planeswalkers up to shenanigans hopefully it’s not Nicol Bolas.” It would be very out of place for this type of set design. Looking at this makes me now want to finish my own custom set... which of course involves PW shenanigans, but we’ll see if I can do it well.
Yeah, I didn't really have a story in mind other than "Lovecraftian monsters up to their usual stuff" and I didn't have any ideas for planeswalkers for the set, so I just skipped that part.
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My set is complete in its rough draft form (minus art), until I get the chance to playtest it. That said, any notes on typos, templating issues, things that look broken or maybe are missing parts of text that would make them make sense are especially helpful.
You can view a PDF of card images here
Keywords
SLUMBER
This ability places a creature with the slumber ability into exile, slumbering, from any zone where it is visible to the controlling player as a sorcery. A slumbering creature may be cast normally as though it was in its controller's hand. Slumbering creatures may have abilities that are relevant when they go to slumber, when the are cast from slumber or while they slumber.
PORTEND
This keyword action causes the player to look at the top card of their library and either reveal it or draw it, and is typically paired with a triggered ability or effect that improves if the card is revealed instead of drawn, allowing the player to choose if immediately drawing the card or the improved effect is more useful.
HAUNT
Haunt is a keyword that first appeared in Guildpact. The keyword itself functions the same here, but the effects of the cards are used in a different way to affect the creature being haunted rather than triggering an ability when they die.
NOTED DRAFT ARCHETYPES
W/B — Haunt Matters
G/R — Slumber Matters
U/R — Portend Matters
G/U — High CMC Matters
B/G — Cultist Tribal
B/R — Horror Tribal
U/B — Deal Combat Damage once per turn
G/W — Go wide
Enchantment — Aura (C)
Enchant creature
Enchanted creature cannot attack, block, or be sacrificed and its activated abilities cannot be activated.
Blessing of Khoas 1W
Instant (C)
Target creature you control gains hexproof and indestructible until the end of turn. Gain 2 life.
Bolstering Omen 3W
Sorcery (U)
Portend. Create two 1/1 white Soldier creature tokens. If you revealed a card, instead create X tokens where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)
Brace for Battle 2W
Sorcery (C)
Put a +1/+1 counter on each of up to two target creatures.
Draw a card.
Bygone Collector 3WW
Creature — Spirit (C)
When Bygone Collector enters the battlefield, put target creature card with converted mana cost 1 or less from your graveyard onto the battlefield.
3/4
Celestial Flare WW
Instant (C)
Target player sacrifices an attacking or blocking creature.
Clawing Sand-Winder 3WW
Creature — Cat Wurm (R)
Double strike, lifelink
At the beginning of combat on your turn, creatures you control gain vigilance until the end of turn.
WW, T: Exile Clawing Sand-Winder until the beginning of the next end step.
3/5
Consuming Skywing 2WW
Creature — Nightmare Bird (M)
Flying
When Consuming Skywing attacks, exile target creature without flying or planeswalker controlled by the defending player until Consuming Skywing leaves play or another permanent is exiled in this way.
2/5
Culling the Defiant 1WW
Sorcery (R)
For each player that controls the same number or more creatures than you, choose a creature they control. Then each player sacrifices all other creatures they control.
Dawnwalker 4W
Creature — Avatar (R)
Vigilance
As Dawnwalker enters the battlefield, choose Horror, Elemental, Nightmare, Ooze, or Spirit.
Dawnwalker has protection from the chosen creature type.
2W: Return Dawnwalker to its owner’s hand.
4/4
Dominating Stillness 2W
Sorcery (R)
You and target opponent each draw a card.
Until the end of your next turn, players cannot cast non-creature spells and creatures enter the battlefield tapped.
Creatures you control gain vigilance and indestructible until the end of turn.
Elder of Sealing 3W
Creature — Human Cleric (U)
When Elder of Sealing enters the battlefield, put target creature or exiled card an opponent owns on the bottom of its owner’s library.
When Elder of Sealing leaves the battlefield, target opponent draws a card.
1/3
Haunting Traveller 2W
Creature — Spirit (C)
Vigilance
Haunt (When this creature dies, exile it haunting target creature.)
When the creature Haunting Traveller haunts attacks or block, tap it. It does not untap in its controller’s next untap step.
2/2
Hound of the Starcircle 4W
Creature — Nightmare Hound (C)
When Hound of the Starcircle enters the battlefield, create two 1/1 black Cultist creature tokens.
Whenever Hound of the Starcircle and at least two other creatures attack, untap Hound of the Starcircle. It gains +3/+3 until the end of turn.
2/2
Implacable Sentry 2W
Creature — Human Soldier (C)
Vigilance
1/4
Jo Malar, Veteran Detective 3W
Legendary Creature — Human Soldier (R)
Vigilance
Whenever you exile one or more cards, gain 1 life.
Whenever an opponent exiles one or more cards, put a +1/+1 counter on Jo Malar, Veteran Detective.
3/4
Keeper of the Peace W
Creature — Human Soldier (U)
Hexproof from black and red
Sacrifice Keeper of the Peace: Target creature gains hexproof from black and red until the end of turn.
2/1
The Legion To Be 2W
Creature — Leech Spawn (U)
When The Legion To Be attacks, creatures you control get +1/+1 until the end of turn.
When The Legion To Be dies, you may pay X. When you do, put a +1/+1 counter on each of X target creatures.
1/2
Mark of Yesh’ana 2W
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +2/+2 and gains “W, sacrifice this creature: Exile target non-land permanent. Activate this ability only any time you could cast a sorcery.”
Prayers of the Penitent W
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Prevent the all damage that would be dealt to X target creatures you control this turn, where X is the tapped creature’s power. You gain X life. Put a +1/+1 counter on the creature tapped to pay this spell’s additional cost.
Pull from Eternity W
Instant (U)
Put target face-up exiled card into its owner’s graveyard.
Purge Remnants WW
Sorcery (U)
Destroy target artifact, enchantment or tapped creature.
Sanction to Endlessness 1WW
Enchantment (U)
When Sanction to Endlessness enters the battlefield, exile target nonland permanent an opponent controls face-down until Sanction to Endlessness leaves the battlefield.
Selfless Attendant 2WW
Creature — Human Cleric (C)
When Selfless Attendant enters the battlefield or dies, put a +1/+1 counter on each of up to two other target creatures you control.
2/3
Sentinel’s Steed 2W
Creature — Horse Spirit (C)
When Sentinel’s Steed enters the battlefield, tap target creature an opponent controls.
3/2
Spawn of Keening Ages 2WW
Creature — Horror (R)
Lifelink
Slumber 2WW (2WW, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Spawn of Keening Ages enters the battlefield, if it was cast from slumber, you may return up to two target permanent cards with converted mana cost 2 or less from your graveyard to the battlefield.
3/4
Stalking Phantasm 2W
Creature — Beast Spirit (U)
Haunt (When this creature dies, exile it haunting target creature.)
Prevent all combat damage that would be dealt to Stalking Phantasm.
Prevent all combat damage that would be dealt by the creature Stalking Phantasm haunts.
3/1
Star Sanguinaire WW
Creature — Elemental Vampire (U)
Lifelink
When a creature enters the battlefield under your control, Star Sanguinaire gains flying until the end of turn.
2/2
Starlight Hawk 3W
Creature — Bird (C)
Flying
When Starlight Hawk enters the battlefield, you and target opponent each draw a card.
3/2
Stillstone Ancient 4WW
Creature — Giant Horror (U)
Slumber 2W (2W, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Stillstone Ancient goes to slumber, if it was put there from your hand, draw a card.
4/8
Strategic Deployment 1W
Enchantment (R)
During your turn, creatures you control gave first strike.
During your opponents’ turns, creatures you control get +1/+1.
Undying Outsider 1W
Creature — Spirit Nightmare (R)
Flying
If Undying Outsider would die, if it has any counters on it, exile it instead.
2WW: Return Undying Outsider from your graveyard to the battlefield with a +1/+1 counter on it for each creature that died this turn. Activate this ability any time you could cast a sorcery and only if a creature has died this turn.
1/1
United Tactics 3WW
Instant (C)
Creatures you control get +1/+1 until the end of turn.
If you cast this spell during you main phase, creatures you control get +2/+2 until the end of turn instead.
Unyielding Partisan 1W
Creature — Spirit Soldier (U)
As long as Unyielding Partisan is not indestructible, it gets +2/+0.
2W: Tap Unyielding Partisan. It gains indestructible until the end of turn.
1/1
Vagrant Souls’ Call 2W
Enchantment (U)
Untapped Spirits you control get +0/+1.
Tapped Spirits you control get +1/+0.
Exile a Spirit card from your graveyard: Put target Spirit card in a graveyard on the top of its owner’s library.
Veteran Sergeant 1W
Creature — Human Soldier (C)
When Veteran Sergeant enters the battlefield, target creature gains vigilance until the end of turn.
3/1
Wandering Soul 1W
Creature — Spirit (C)
Flying
1/2
Warded Gate W
Creature — Wall (C)
Defender
When Warded Gate dies, gain 3 life.
No blockade is perfect. If you plan on it not failing, you won’t have a plan when it does.
0/3
Wraithwatcher W
Creature — Human Cleric (C)
Vigilance
Whenever a creature haunted by a card you own attacks, gain 1 life.
If your eyes are sharp, you can see the auras of those passing by. For some, the aura about them is not their own.
1/1
Yesh'ana, the Burdensome Yoke 4WWW
Legendary Creature — Elder God (M)
At the beginning of your upkeep, you may exile another target creature you control until the beginning of the next end step.
Slumber 2WW
As long as Yesh’ana slumbers or is on the battlefield, no more than one creature can attack and no more than one creature can block each combat.
3/7
Yoke of the Multitude 1W
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +1/+1 for each creature you control.
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+1.
At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, untap enchanted creature.
Ancestry of the Depths 2UU
Enchantment — Aura (R)
Enchant creature with converted mana cost 4 or less
You control enchanted creature.
Enchanted creature is a Fish in addition to its other types and cannot be blocked by creatures that share a color with it.
Anissa, Academy Librarian 3U
Legendary Creature — Human Advisor (R)
When Anissa, Academy Librarian enters the battlefield, you may search your library for a Tome card, reveal it, put it into your hand, then shuffle your library.
T: Untap target artifact.
1U, Remove a counter from an artifact you control: Scry 1.
2/4
Augur of Kre'skal 1UU
Creature — Human Wizard (U)
When Augur of Kre’skal enters the battlefield, you may look at the top X cards of your library and put one of those cards into your hand, where X is the highest converted casting cost among permanents you control. Then put up to X cards from your graveyard on top of your library. Shuffle your library.
1/3
Bind in Eternity 1UU
Instant (U)
Counter target spell. If that spell is countered this way, put that card on the bottom of its owner’s library instead of into that player’s graveyard. Scry 1.
Child of Chak’sh’lara 4U
Creature — Ooze Beast (U)
Flying
Child of Chak’sh’lara can block only creatures with flying.
1U: Until the beginning of your next turn, Child of Chak’sh’lara loses flying and may block creatures without flying. Activate this ability only any time you could cast a sorcery.
4/4
Communal Delusions 3UU
Sorcery (R)
For each player, choose a creature that player controls. Each other creature that player controls become a copy of the chosen creature until the end of turn, except they aren’t legendary if that creature is legendary.
Comprehend Beyond Reason 5UU
Sorcery (M)
Scry X, where X is the number of permanents you control. For each other player, look at the top card of their library, and you may put that card onto the bottom of their library. Take an extra turn after this one. Exile Comprehend Beyond Reason .
Constraining Wonderment 1UU
Enchantment — Aura (C)
Enchant creature
When Constraining Wonderment enters the battlefield, portend. If you reveal a card, tap enchanted creature. (To portend, look at the top card of your library. You may reveal it or draw it.)
Enchanted creature doesn’t untap during its controller’s untap step.
Contradiction Sigil 1U
Instant (C)
Counter target instant or sorcery spell or spell that was not cast from its owner’s hand.
Crushing Renunciation 3UU
Instant (R)
If you control the permanent with the highest converted mana cost or tied for the highest converted mana cost, you may pay UU rather than pay this spell’s mana cost.
Counter target spell. Draw a card.
Darksea Ancient 4UU
Creature — Kraken Horror (U)
Slumber 2U (2U, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Darksea Ancient goes to slumber, if it was put there from your hand, draw a card.
5/7
Delay the Inevitable 5U
Sorcery (C)
Put target creature into its owner’s library second from the top.
Draw a card.
Denying Omen 2U
Instant (C)
Portend. Counter target non-creature spell unless its controller pays 1. If you revealed a card, instead counter that spell unless its controller pays X where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)
Dreamwisp Courier 2U
Creature — Spirit Jellyfish (C)
When Dreamwisp Courier enters the battlefield, target player returns a non-land permanent they control to its owner’s hand.
2/2
Dusktalon Kite 5U
Creature — Bird Nightmare (C)
Dusktalon Kite costs 2 less to cast if you did not cast a spell since the beginning of your last turn.
Flying
4/4
Enrapturing Constellations 2U
Enchantment (U)
At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, draw a card.
Flee the Infinite U
Sorcery (U)
Return target non-land permanent with converted mana cost less than or equal to the highest converted mana cost among permanents you control to its owner’s hand. Draw a card.
Fog of Adrift Desires U
Creature — Illusion (C)
Defender
At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, scry 1.
0/3
Forestalling Phantasm 2U
Creature — Illusion (C)
Flash
0/5
Fortifying Omen U
Instant (C)
Choose target creature, then Portend. If you revealed a card, that creature gains hexproof and gets +0/+X until the end of turn, where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)
Glintdrop Moth 1U
Creature — Insect Illusion (C)
Flying
Glintdrop Moth can only block creatures with flying.
1/2
Hasten Temporality U
Instant (R)
The next spell you cast this turn can be cast as though it had flash. Scry 3.
Knowledge Overwhelming 6UU
Instant (U)
Draw four cards.
You may cast an instant or sorcery card from your hand with converted mana cost X or less without paying its mana cost, where X is the highest converted mana cost among permanents you control.
Kre'skal, the Maddening Deep 4UUU
Legendary Creature — Elder God (M)
At the beginning of each opponent’s upkeep, tap target non-land permanent that player controls.
Slumber 2UU
As long as Kre’skal slumbers or is on the battlefield, whenever an opponent casts their second spell during a turn, counter that spell.
4/6
Mindbending Geometries 1U
Instant (U)
Target player reveals the top three cards of their library. Put one of those cards on the bottom of its owner’s library, and that player puts the rest back on top of their library in any order.
Draw a card.
Omen Sorcerer 3U
Creature — Bird Wizard (C)
Flying
When Omen Sorcerer enters the battlefield, portend. If you reveal a card, put a +1/+1 counter on Omen Sorcerer. (To portend, look at the top card of your library. You may reveal it or draw it.)
2/2
Otherworldly Chill 2UU
Instant (C)
Tap up to two target creatures. Those creatures don’t untap during their controller’s next untap step.
If you cast this spell during your main phase, create a 2/2 blue Illusion creature token.
Persistent Investigator 2U
Creature — Human Scout (C)
When Persistent Investigator deals combat damage to an opponent, Portend. If you reveal a card, put a +1/+1 counter on Persistent Investigator. (To portend, look at the top card of your library. You may reveal it or draw it.)
1/2
Phantasmal Outsider 5UU
Creature — Illusion Nightmare (C)
Hexproof
6/6
Prayers of the Perceptive U
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Scry X, where X is the tapped creature’s power. Draw a card. Put a +1/+1 counter on the creature tapped to pay this spell’s additional cost.
Rain of Figments 3U
Instant (U)
Target player draws two cards.
Target player mills two cards.
Put up to two target cards in a graveyard on the bottom of their owner’s library.
Singer of Undoings 4UU
Creature — Siren Spirit (U)
Flying
Haunt (When this creature dies, exile it haunting target creature.)
You control the creature Singer of Undoings haunts.
1/2
Spawn of Seizing Tides 2UU
Creature — Horror (R)
Flying
Slumber 2UU (2UU, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Spawn of Seizing Tides enters the battlefield, if it was cast from slumber, gain control of target creature.
4/3
Student of Banishments 3U
Creature — Human Wizard (U)
When Student of Banishments enters the battlefield, return target creature to its owner’s hand. That player then shuffles a card from their hand into their library and draws a card.
2/2
Teeming Deep 4U
Sorcery (U)
Create a 1/1 blue Tentacle creature token for each instant and sorcery card in your graveyard.
Draw a card.
Tentacled Deep-Hunter 4UU
Creature — Shark Kraken (R)
Flash, hexproof
When Tentacled Deep-Hunter enters the battlefield, for each opponent, tap up to four target permanents that player controls.
Discard a card: Tentacled Deep-Hunter gains hexproof until end of turn. Tap it.
4/5
Unrestrained Researcher 2U
Creature — Human Wizard (C)
Prowess
When Unrestrained Researcher dies, target player mills X cards where X is Unrestrained Researcher’s power.
2/3
Venerable Deep-Lurker 5UU
Creature — Nightmare Serpent (U)
When Venerable Deep-Lurker enters the battlefield, creatures your opponents control don’t untap during their controllers’ next untap steps.
At the beginning of your upkeep, you may reveal Venerable Deep-Lurker from your hand and pay 1U. If you do, scry 2.
7/7
Wing and Page 2U
Sorcery (C)
Up to one target creature you control gains flying until the end of turn.
Draw two cards.
On a wing, the quill lifts the body. On a page, the soul.
Witness in the Firmament U
Creature — Nightmare Spirit (R)
Flying
At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, the next spell you cast before the beginning of your next turn costs 1 less to cast.
2UU, Sacrifice Witness in the Firmament : Draw a card.
1/1
Sorcery (C)
Choose one —
• Return target creature card from your graveyard to your hand.
• Return two target Horror cards from your graveyard to your hand.
Beckon Unlife Forth 4BB
Sorcery (R)
Each opponent loses 4 life and you gain 4 life. Each opponent mills four cards. You may put a creature card from an opponent’s graveyard onto the battlefield under your control.
Blightchild BB
Creature — Nightmare Beast (U)
Blightchild enters the battlefield tapped.
3/3
Chattering Fangcrawler B
Creature — Horror (U)
Chattering Fangcrawler cannot block.
2/1
Eager Cultist 1B
Creature — Human Cultist (C)
When Eager Cultist dies, create a 2/2 black and red Horror creature token.
1/1
Fang-Sect Acolyte B
Creature — Snake Cultist (C)
At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, gain 2 life.
1/1
Gruesome Tickbeast 3BB
Creature — Insect Horror (C)
Lifelink
When Gruesome Tickbeast enters the battlefield, it deals 1 damage to any target.
3/4
Haunting Horror 1BB
Creature — Horror (C)
Menace
Haunt (When this creature dies, exile it haunting target creature.)
The creature Haunting Horror haunts cannot attack or block alone.
3/1
Hideous Carnage 2BB
Sorcery (U)
All creatures get -2/-2 until the end of turn.
Until the end of turn, whenever a creature an opponent controls dies, that player mills one card.
Hungering Night-Thing 3BB
Creature — Serpent Horror (C)
Deathtouch
2B: Hungering Night-Thing gets +1/+1 until the end of turn.
4/3
Infernal Scarring 1B
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +2/+0 and has “When this creature dies, draw a card.”
It of Cursed Skin 2B
Creature — Horror (C)
When It of Cursed Skin dies, destroy each creature that dealt damage to it this turn.
2/2
Kiss of the Pestilent Mother 2B
Enchantment — Aura (R)
Enchant creature not enchanted by another permanent named Kiss of the Pestilent Mother
Enchanted creature has “At the beginning of your end step, target creature you control gets -1/-1 until the end of turn.” and “When this creature dies, you lose 3 life.”
At the beginning of your upkeep you may create token that is a copy of Kiss of the Pestilent Mother.
Memory Plague 2B
Sorcery (C)
Target player discards two cards. That player mills two cards for each land card discarded this way.
Mindwrenching Dread 4B
Instant (C)
This spell costs 2 less to cast if it targets a Human.
Destroy target creature or planeswalker.
Mireplague Ancient 4BB
Creature — Insect Horror (U)
Slumber 2B (2B, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Mireplague Ancient goes to slumber, if it was put there from your hand, draw a card.
7/5
Montori, Shrewd Kingpin 4B
Legendary Creature — Human Rogue (R)
Menace
When Montori, Shrewd Kingpin deals combat damage to an opponent, look at that player’s hand and the top card of their library, exile one of those cards face down, then put the rest back in their hand. You may look at and cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any type to cast that spell.
3/2
Nauseating Miasma 1B
Instant (C)
Target creature you control gains deathtouch until the end of turn.
If you cast this spell during your main phase, that creature also gains menace until the end of turn.
Nightmare Unending 2B
Creature — Nightmare (U)
Whenever a non-Nightmare creature you control dies, you may pay B. If you do, return Nightmare Unending from your graveyard to your hand.
2/2
Prayers of the Pernicious B
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Target player reveals X card from their hand, where X is the tapped creature’s power. You choose one of those cards. That player discards that card. Put a +1/+1 counter on the creature tapped to pay this spell’s additional cost.
Priest of Stroggoth 3B
Creature — Human Cultist (C)
Menace
1, T, sacrifice another creature: Draw a card.
3/3
Rabid Martyrdom B
Sorcery (U)
Target creature you control gets +2/+0 and gains haste and “When this creature dies, draw a card” until the end of turn.
Ragged Whisperer 1B
Creature — Nightmare Spirit (C)
Flash
Flying
When Ragged Whisperer dies, target player mills 2 cards.
2/1
Reminiscence Gorger 3B
Creature — Nightmare Horror (U)
At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, that player discards a card.
3/2
Rise Again 4B
Sorcery (C)
Return target creature card from your graveyard to the battlefield.
Screeching Ghoul B
Creature — Horror (R)
Screeching Ghoul cannot block.
When Screeching Ghoul dies, each opponent discards a card.
B, Discard a nonland card: Return Screeching Ghoul from your graveyard to the battlefield. Activate this ability only any time you could cast a sorcery.
2/1
Servant and Slain BB
Sorcery (U)
Destroy up to one target creature with converted mana cost 2 or less. Return up to one target creature card with converted mana cost 2 or less from your graveyard to your hand.
Shackled Veilspawn 1B
Enchantment (U)
At the beginning of your upkeep, if Shackled Veilspawn is not a creature, you lose 1 life.
Shackled Veilspawn is a 5/5 Spawn enchantment creature as long as you control three or more Cultists.
Shadowed Devourer 3BB
Creature — Squid Horror (R)
At the beginning of each end step, create a 1/1 blue Tentacle creature token for each non-token creature you controlled that died this turn.
Shadowed Devourer gets +1/+1 for each Tentacle your control.
Sacrifice three Tentacles: Return Shadowed Devourer from your graveyard to the battlefield tapped. Activate this ability only during your turn.
2/3
Slumberer’s Bane 1B
Creature — Human Cultist (U)
Whenever a Nightmare you control enters the battlefield or dies, each opponent loses 1 life and you gain 1 life.
1/2
Soulwinding Gyre 2B
Enchantment (C)
Whenever a creature card you own is put into exile from the battlefield, your hand, or your graveyard, create a 1/1 white Spirit creature token with flying.
1B: Exile target creature card from a graveyard.
Spawn of Seven Agonies 2BB
Creature — Horror Spawn (R)
Flash
Slumber 2BB (2BB, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Spawn of Seven Agonies enters the battlefield, if it was cast from slumber, create five tapped 1/1 black Cultist creature tokens.
4/3
Staggering Malady 4BB
Sorcery (U)
Each opponent sacrifices a creature, discards a card, mills a card and loses 1 life. You gain 1 life and draw a card.
Stinging Night-Swarmer 1BB
Creature — Scorpion Bat (R)
Flying, deathtouch, lifelink
When Stinging Night-Swarmer dies, each opponent sacrifices a creature.
4BB, Exile Stinging Night-Swarmer from your graveyard: Destroy target creature or planeswalker with converted mana cost 3 or less.
1/3
Stroggoth, the Hungering Void 4BBB
Legendary Creature — Elder God (M)
At the beginning of each upkeep, create a 1/1 black Cultist creature token.
Slumber 2BB
As long as Stroggoth slumbers or is on the battlefield, other creatures you control have “If this creature is attacking and would deal combat damage, you may instead exile that many cards from the defending player’s library.”
4/6
The Tattered Queen's Tragedy 3B
Legendary Enchantment (R)
At the beginning of your upkeep, put an Act counter on The Tattered Queen’s Tragedy, then each opponent loses 1 life if there is one Act counter on The Tattered Queen’s Tragedy, mills three cards if there are two, sacrifices a creature if there are three, and loses the game if there are four or more.
Pay 3 life: Remove an Act counter from The Tattered Queen’s Tragedy. Any player may activate this ability.
Tendrilspawn 1B
Creature — Nightmare Spawn (C)
Lifelink
2/1
Unsettling Omen 1B
Sorcery (U)
Portend. Target player discards a card. If you revealed a card, that player instead reveals a number of cards from their hand equal to the converted manacost of the revealed card. You choose one of those cards. That player discards that card. (To portend, look at the top card of your library. You may reveal it or draw it.)
Vessel of Undying 5BB
Creature — Nightmare Spawn (M)
Menace
Whenever Vessel of Undying becomes blocked by a creature, that creature’s controller loses 2 life and you gain 2 life.
When Vessel of Undying deals combat damage to a player, return target creature card from your graveyard to the battlefield tapped.
8/5
Vorpal Leechfang 2BB
Creature — Nightmare (U)
Deathtouch, Haunt (When this creature dies, exile it haunting target creature.)
The creature Vorpal Leechfang haunts has “At the beginning of your upkeep, sacrifice this creature.”
3/2
Will of the Sect 1B
Sorcery (C)
Target creature gets -2/-2. If you control a Cultist, destroy that creature instead.
Enchantment — Aura (U)
Enchant creature with converted mana cost 3 or less.
Equipped creature gets +2/+0.
When equipped creature becomes blocked by a creature with converted mana cost 6 or greater, it gains double strike and trample until the end of turn.
Ancestral Madness RR
Sorcery (R)
Exile the top three cards of your library. You may play those cards this turn.
Awakened Firemaw 2R
Creature — Elemental Beast (C)
Slumber 2RR (2RR, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
Awakened Firemaw enters the battlefield with three +1/+1 counters on it if it was cast from slumber.
3/2
Being of Revolution 1R
Creature — Elemental (U)
1, Sacrifice Being of Revolution: Choose one —
• Discard a card. If you do, draw two cards.
• Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle their library.
2/2
Bloodshot Prophet R
Creature — Human Shaman (U)
Haste
Whenever you portend, Bloodshot Prophet gets +1/+0 and gains first strike until end of turn.
1/2
Burn in Rage 2R
Sorcery (R)
Burn in Rage deals 4 damage to any target.
Creatures you control gain first strike and trample until the end of turn.
Calimitous Fervor 2RR
Instant (C)
Creatures you control get +2/+0 until end of turn.
Until the end of turn, Horrors you control gain “When this creature dies, it deals 1 damage to target opponent or planeswalker.”
Cataclysmic Awakening 1RRR
Enchantment — Aura (R)
Enchant Mountain
Enchanted Mountain is a 7/7 red Giant Horror creature. It’s still a land.
When Cataclysmic Awakening enters the battlefield, tap enchanted Mountain. It fights up to one target creature.
Echofang 2R
Creature — Elemental (C)
When Echofang enters the battlefield, it deals damage to target creature or planeswalker equal to the number of other creatures named Echofang you control plus the number of cards named Echofang in your graveyard.
A deck can have any number of cards named Echofang.
2/1
Enticing Worm-Young 4R
Creature — Worm Horror (C)
When Enticing Worm-Young enters the battlefield, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
2/3
Eon-touched Madman R
Creature — Human Barbarian (C)
Creature spells you cast from slumber cost 1 less to cast.
1/1
Flame Sanguinaire 3R
Creature — Elemental Vampire (U)
When a spell or ability you control deals damage to an opponent, Flame Sanguinaire gains double strike until the end of turn.
R, Sacrifice Flame Sanguinaire: Target creature you control gets +3/+0 until the end of turn.
4/2
Flaring Darkfiend 3R
Creature — Horror (C)
Haste, trample
When Flaring Darkfiend enters the battlefield, add RRR.
At the beginning of the end step, sacrifice Flaring Darkfiend.
4/1
Furious Omen 1R
Instant (C)
Portend. Target creature gets +2/+0 and trample until the end of turn. If you revealed a card, it gets +X/+0 instead, where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)
Gnashing Fangs 1R
Instant (C)
Gnashing Fangs deals 2 damage to any target.
If you cast this spell during you main phase, exile the top card of your library. You may play that card this turn.
Howlrender 1RR
Creature — Elemental Horror (U)
At the beginning of combat on your turn, you may have target creature get +2/+0 until end of turn.
When Howlrender dies, it deals damage equal to its power to any target.
1/1
Immolating Mind 3RR
Sorcery (C)
Immolating Mind deals 5 damage to target creature. Exile the top card of your library. You may play that card until the end of your next turn.
Insatiable Rage R
Enchantment — Aura (C)
Enchant creature
When Insatiable Rage enters the battlefield, enchanted creature gains first strike until end of turn.
Enchanted creature gets +1/+1 and must attack each turn if able.
Knowledge Through Pain 1R
Sorcery (C)
As an additional cost to cast Knowledge Through Pain, sacrifice a creature or discard a card.
Draw two cards.
Lashraxx, the Untempered Rage 4RRR
Legendary Creature — Elder God (M)
Attacking creatures you control are indestructible.
Slumber 2RR
As long as Lashraxx slumbers or is on the battlefield, creatures your opponents control must attack each combat if able.
7/3
Mind-torn Berzherker 1R
Creature — Human Berzherker (C)
When Mind-torn Berzherker attacks, it gets +X/+X until the end of turn, where X is equal to the number of creatures with slumber you control plus the number of slumbering creature cards you own.
He’s seen what no man should, and he’ll rage until he can see it no more.
1/1
Nightblaze Ancient 4RR
Creature — Elemental Horror (U)
Slumber 2R (2R, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Nightblaze Ancient goes to slumber, if it was put there from your hand, draw a card.
8/4
Omen Charger 5R
Creature — Elemental (C)
Haste
When Omen Charger enters the battlefield, portend. If you reveal a card, put a +1/+1 counter on Omen Charger. (To portend, look at the top card of your library. You may reveal it or draw it.)
4/4
Order of Aetherblades 2R
Creature — Human Warrior (C)
1R: Order of Aetherblades gains first strike until the end of turn.
If a creature dealt damage by Order of Aetherblades this turn would die, put it on the bottom of its owner’s library instead.
3/2
Prayers of the Passionate R
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Prayers of the Passionate deals X damage to target creature or planeswalker, where X is the tapped creature’s power. Put a +1/+1 counter on the creature tapped to pay this spell’s additional cost.
Purge with Fire 2R
Instant (U)
Players can’t gain life this turn. Damage can’t be prevented this turn. Purge with Fire deals 3 damage to any target.
Recurrent Hysteria 1RR
Sorcery (U)
Target creature gets +1/+0 and gains double strike until the end of turn.
Flip a coin. If you win the flip, return Recurrent Hysteria to its owner’s hand.
Rites of Enflamed Blood RR
Sorcery (U)
If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
Scaled Prey-Stalker 3RR
Creature — Wolf Lizard (R)
First strike, menace
When Scaled Prey-Stalker enters the battlefield, you may discard X cards. If you do, draw X cards.
Whenever you cast an instant or sorcery spell, put a +1/+1 counter on Scaled Prey-Stalker and scry 1.
4/3
Scorching Omen 3R
Sorcery (U)
Portend. Scorching Omen deals 2 damage to target creature or planeswalker and 2 damage to that permanent’s controller. If you revealed a card, Scorching Omen deals X damage to that permanent instead, where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)
Scourge of the Ancient Ones 3RR
Creature — Dragon Horror (M)
Flying, Haste
If a creature dealt damage by Scourge of the Ancient Ones this turn would die, put it on the bottom of its owner’s library instead.
Sacrifice another Horror: Return Scourge of the Ancient Ones to its owner’s hand.
5/4
Screams of Lashraxx 1R
Instant (C)
Choose one or both—
• Target creature attacks this turn if able.
• Target creature cannot block this turn.
Sentinel’s Hound 1R
Creature — Elemental Dog (C)
1R: Sentinel’s Hound gets +1/+0 until the end of turn. If this is the third time this ability has resolved this turn, Sentinel’s Hound gains trample until end of turn.
2/2
Skinless Ragebeast 3RR
Creature — Elemental Beast (U)
Trample
When Skinless Ragebeast attacks, portend. If you reveal a card, create a 3/1 red Horror creature token with trample that is tapped and attacking. (To portend, look at the top card of your library. You may reveal it or draw it.)
4/4
Spawn of Crimson Stars 2RR
Creature — Horror (R)
First strike
Slumber 2RR (2RR, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Spawn of Crimson Stars enters the battlefield, if it was cast from slumber, it deals 3 damage to each other creature.
4/3
Starwalker 3R
Creature — Avatar (R)
First strike
Whenever Starwalker becomes the target of a spell, Starwalker deals 2 damage to that spell’s controller.
Whenever Starwalker deals combat damage to a player or planeswalker, put a +1/+1 counter on Starwalker.
4/3
Stellar Cascade 3R
Sorcery (C)
Stellar Cascade deals 3 damage to target creature. When that creature dies this turn, its controller may sacrifice an artifact or land. If they do not, Stellar Cascade deals 3 damage to them.
Tani, Bounty Hunter 2RR
Legendary Creature — Human Warrior (R)
First strike
Whenever a creature dealt damage by Tani, Bounty Hunter this turn leaves the battlefield, create a treasure token.
Discard a card, sacrifice a treasure token: Draw a card.
4/2
Unchained Gnasher 1R
Creature — Horror Beast (U)
Whenever Unchained Gnasher attacks, target creature an opponent controls with power less than or equal to the number of Horrors you control can’t block this turn.
2/2
Vengeful Banebearer 2RR
Creature — Spirit Horror (U)
Haunt (When this creature dies, exile it haunting target creature.)
When Vengeful Banebearer or the creature it haunts dies, Vengeful Banebearer deals 2 damage to target creature or planeswalker.
2/2
Voidflame Spitter 2R
Creature — Elemental Horror (R)
When Voidflame Spitter enters the battlefield, it deals damage to any target equal to the number of Horrors you control.
2RR: Return Voidflame Spitter to your hand at the beginning of the next end step. Activate this ability only any time you could cast a sorcery.
3/2
Creature — Snake (U)
Arisen Snakefather enters the battlefield with X +1/+1 counters on it.
When Arisen Snakefather enters the battlefield, it fights up to one target creature.
0/0
Awakened Swarmfang 2G
Creature — Insect Beast (C)
Slumber 2GG (2GG, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
Awakened Swarmfang enters the battlefield with three +1/+1 counters on it if it was cast from slumber.
2/3
Bloodshed Rite 1G
Sorcery (C)
Target creature you control fights target creature you don’t control. Until the end of turn, when one of those creatures dies, create a 1/1 black Cultist creature token.
Broodclaw Ancient 4GG
Creature — Beast Horror (U)
Slumber 2G (2G, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Broodclaw Ancient goes to slumber, if it was put there from your hand, draw a card.
6/6
Child of the Hive 3G
Creature — Insect Beast (C)
Deathtouch
When Child of the Hive dies, put two +1/+1 counters on target creature you control.
2/2
Conduit of Progenitors 1G
Creature — Human Shaman (U)
At the beginning of your upkeep, mill a card.
At the beginning of combat on your turn, Conduit of Progenitors gets +X/+X until the end of turn, where X is the number of creature cards in your graveyard.
1/1
Consume the Ages 2GG
Sorcery (U)
Return up to one target card from your graveyard to your hand. Put up to one other target card from your graveyard on top of your library. Exile Consume the Ages.
Put up to X cards from target player’s graveyard on the bottom of their library, where X is the highest converted mana cost among permanents you control.
Creeping Blight 1GG
Enchantment (R)
At the beginning of combat on your turn, you may put a creeping counter on a land you control.
If you control three or more lands with creeping counters, lands you control with creeping counters are X/X green creatures with haste, where X is the number of lands you control with creeping counters.
Cult Novice 1G
Creature — Human Cultist (C)
T: Add G
1/3
Deathless Predator 3GGG
Creature — Beast Spirit (U)
Trample
Haunt (When this creature dies, exile it haunting target creature.)
The creature Deathless Predator haunts gets +4/+4 and has trample.
4/4
Devouring Mist 3GG
Creature — Elemental (U)
If Devouring Mist has not been the target of a spell this turn, prevent all damage that would be dealt to it.
6/2
Implaccable Flagellator 4G
Creature — Elemental Spawn (C)
Vigilance, Reach
4/4
Inspired Invigoration G
Instant (C)
You gain life equal to the highest converted mana cost among permanents you control.
Invigorating Omen 3G
Sorcery (U)
Portend. Put two +1/+1 counters on target creature. If you revealed a card, put X +1/+1 counters on that creature instead, where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)
Leyline Manipulator 2G
Creature — Human Cultist (R)
Vigilance
Whenever a land enters the battlefield under your control, create a tapped Treasure token.
T, Sacrifice four Treasure tokens: Create a 5/5 green Elemental creature token with vigilance.
2/3
Limitless Hive's Acolyte 3GG
Creature — Human Cultist (R)
Play with the top card of your library revealed.
You may cast the top card of your library if it’s a creature card.
As long as the top card of your library is a creature card, Limitless Hive’s Acolyte gets +X/+X, where X is that card’s base power.
3/4
Lore of Natural Truth 1G
Sorcery (C)
Choose one—
• Destroy target enchantment.
• Target opponent sacrifices a creature with flying.
• Put target card in a graveyard on the bottom of its owner’s library.
Na'Tak'La, the Limitless Hive 4GGG
Legendary Creature — Elder God (M)
At the beginning of your upkeep, you may have another target creature you control fight target creature you don’t control.
Slumber 2GG
As long as Na’Tak’La slumbers or is on the battlefield, creatures you control have vigilance and trample.
6/4
Prayers of the Primitive G
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Look at the top X cards of your library, where X is the tapped creature’s power. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Put a +1/+1 counter on the creature tapped to pay this spell’s additional cost.
Predatory Blessing G
Instant (U)
Put a +1/+1 counter on target creature you control. Until end of turn, it gains “Whenever this creature deals combat damage to a player, draw a card.”
Primal Bind-Singer 3G
Creature — Human Shaman (U)
Flash
If an opponent would exile a card they own or a card they own in exile or that was cast from exile would enter the battlefield, put that card on the bottom of its owner’s library instead.
2/3
Primeval Relentlessness 1G
Enchantment — Aura (C)
Enchant creature you control
When Primeval Relentlessness enters the battlefield, enchanted creature gains indestructible until the end of turn.
Enchanted creature gets +1/+0 and has trample.
Primeval Spasm 2G
Sorcery (U)
Search your library for a basic land or Portal card and put it onto the battlefield tapped, then shuffle your library.
Primordial Serpent 7GG
Creature — Snake (C)
This spell costs 1 less to cast for each Cultist you control.
Trample
They thought they had prayed hard to summon the creature, but they prayed even harder as it began to feast.
7/6
Revered Skitter-thing 3G
Creature — Insect Spawn (C)
Trample
Whenever one or more Cultists enter the battlefield under your control, put a +1/+1 counter on Revered Skitter-thing.
3/3
Rites of Rampaging Hordes XXG
Sorcery (R)
As an additional cost to cast Rites of Rampaging Hordes, you may sacrifice any number Cultists. For each Cultist sacrificed in this way, this spell costs 2 less to cast.
Search your library for any number of non-Cultist creature cards with total converted mana cost X or less, put them onto the battlefield, then shuffle your library.
Season of Proliferation 2G
Enchantment (R)
If an effect would create one or more tokens under your control, it creates that many of those tokens plus one instead.
If an effect would put one or more counters on a permanent you control, that many plus one counters are put on it instead.
Slithering Web-Climber 2GG
Creature — Spider Snake (R)
Reach, vigilance
Slithering Web-Climber’s toughness is equal to the number of lands you control.
When Slithering Web-Climber becomes the target of a spell an opponent controls, draw a card.
3/*
Spawn of Hungering Woods 2GG
Creature — Horror (R)
Slumber 2GG (2GG, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
As Spawn of Hungering Woods enters the battlefield, if it was cast from slumber, put a +1/+1 counter on each creature you control.
5/5
Strength of Lost Ages GG
Instant (C)
Target creature gets +3/+3 until end of turn. If you cast this spell during your main phase, that creature gets +5/+5 until end of turn instead.
Supplicant of the Coming G
Creature — Human Cultist (C)
Whenever a creature card you own goes to slumber, gain 2 life. If that card was went to slumber from your hand, put a +1/+1 counter on Supplicant of the Coming.
We hear the symphony of the eons clawing towards its crescendo.
1/1
Swarms Without End 2G
Creature — Insect (C)
When Swarms Without End enters the battlefield, reveal the top six cards of your library. Put any number of cards revealed named Swarms Without End into your hand and the rest on the bottom of your library in a random order.
Swarms Without End gets +1/+1 for each other creature you control named Swarms Without End.
A deck can have any number of cards named Swarms Without End.
1/1
Swelling Thornbeing G
Creature — Elemental Beast (U)
Vigilance
4G: Swelling Thornbeing gets +3/+3 and gains trample until the end of turn.
1/1
Symar, Dream Wanderer 2G
Legendary Creature — Human Scout (R)
Vigilance
If an effect would put one or more counters on a land you control, it puts twice that many of those counters on that land instead.
Lands you control gain “T: Add one mana of any type that a land you control could produce.”
3/3
Thicket Savage 4GG
Creature — Nightmare Treefolk (C)
You may pay G and sacrifice two untapped lands rather than pay this spell’s mana cost.
When Thicket Savage dies, return up to three target land cards from your graveyard to your hand.
6/4
Unified Swarm 3GG
Creature — Insect Beast (M)
Vigilance, Trample
When Unified Swarm deals combat damage to a player, create that many 1/1 green Insect creature tokens.
Sacrifice six Insects: Return Unified Swarm from your graveyard to your the battlefield.
7/6
Unquiet Brush G
Creature — Plant Wall (C)
Defender
When Unquiet Brush dies, create a 1/1 green Insect creature token.
0/3
Unwavering Ritekeeper 1GG
Creature — Human Cultist (U)
Vigilance
Each creature you control that enters the battlefield from exile or was cast from exile enters the battlefield with an additional +1/+1 counter on it.
1/3
Veil of Rage 1G
Enchantment — Aura (U)
Enchanted creature gets +1/+1 and has hexproof and trample.
Venomous Sect-blade G
Creature — Human Cultist (C)
Deathtouch
1/1
Whispers from the Woods G
Instant (C)
Prevent all combat damage that would be dealt to and by target attacking creature this turn.
Sorcery (R)
Exile target non-land permanent. Starting with that permanent’s controller, each player creates a tapped Treasure token. Repeat this process until X tokens have been created, where X is the exiled permanent’s converted mana cost.
Atemoloth, All Becoming One 4GW
Legendary Creature — Elder Beast (R)
Vigilance, trample
Atemoloth, All Becoming One’s power and toughness are each equal to the number of creatures you control.
Other creatures you control have base power and toughness X/X, where X is the number of creatures you control.
*/*
Chak'sh'lara, The Inversion 3GU
Legendary Creature — Elder Ooze (M)
Each creature assigns combat damage equal to its toughness rather than its power.
Lethal damage dealt to creatures is determined by their power rather than their toughness.
5/6
Empowered Mirage 3UR
Creature — Elemental Illusion (R)
Whenever Empowered Mirage becomes the target of a spell, you may copy that spell. Choose new targets not named Empowered Mirage for the copy.
R: Empowered Mirage gets +1/-1 until the end of turn.
U: Empowered Mirage gets +0/+1 until the end of turn.
UR: Return Empowered Mirage to its owner’s hand.
3/3
Endless Ooze XGU
Creature — Ooze (R)
Endless Ooze enters the battlefield with X +1/+1 counters on it.
When Endless Ooze dies, if it had more than one counter on it, create a token that’s a copy of Endless Ooze with X +1/+1 counters on it, where X is the number of counters on Endless Ooze minus one.
0/0
Enthralled Nightcaller 1BR
Creature — Human Shaman (U)
Horrors you control have haste and menace.
2/2
Ever-Hungering Ooze 4GU
Creature — Ooze (U)
Ever-Hungering Ooze’s power and toughness are each equal to the total converted mana cost of other creatures you control.
*/*
Eyes of the Web 3BG
Creature — Spider (U)
Reach
At the beginning of your upkeep, create a 1/1 black Cultist creature token.
Cultists you control get +1/+0.
2/4
Flame-Blind Seer UR
Creature — Human Cleric (U)
When you portend, Flame-Blind Seer deals 1 damage to each opponent. If you revealed a card, you may have any number of target players mill one card.
3/1
Flying Malignancy 1UB
Creature — Germ Horror (U)
U: Flying Malignancy gets +1/+1 and gains flying until the end of turn. Activate this ability only once each turn.
B: Flying Malignancy gets +1/+1 and gains deathtouch until the end of turn. Activate this ability only once each turn.
1/2
Gate of Eldritch Storms RG
Sorcery (U)
Gate of Eldritch Storms deals damage to target creature or planeswalker equal to the number of slumbering creatures you own.
Put a copy of a slumbering creature card you own onto the battlefield. It gains haste. Exile that creature at the beginning of the next end step. (A copy of a permanent card becomes a token)
Glashakh, Erupting Within 4UB
Legendary Creature — Elder Nightmare (R)
2UB, Sacrifice a blocked or blocking creature: Put Glashakh, Erupting Within into play blocking or tapped, attacking and blocked by the same creatures as the creature sacrificed.
7/5
The Harbinger of Legions 3BR
Legendary Creature — Elder Horror (R)
Haste, menace, deathtouch
When The Harbinger of Legions deals combat damage to a player or planeswalker, reveal the top card of your library until you reveal a Horror card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
2/6
Herald of Abyss 1WB
Creature — Angel Horror (R)
Flying, deathtouch
Non-creature spells cost 1 more to cast.
Whenever Herald of Abyss or another creature you control dies, each opponent loses 1 life and you gain 1 life.
3/3
Inspiring Hallucination 2WU
Creature — Illusion (U)
Flying
At the beginning of your upkeep, create a 1/1 blue Illusion creature token with flying.
Sacrifice Inspiring Hallucination: Creatures you control gain flying until the end of turn.
2/2
Khoas, Sentinel Timeless 3RW
Legendary Creature — Elder Avatar (M)
When Khoas, Sentinel Timeless deals combat damage to a player, you may pay RW. When you do, Khoas deals damage to any target equal to the number of cards that player owns in exile.
Cards your opponents own in libraries, graveyards and exile lose all abilities.
Opponents can’t cast spells from libraries, graveyards or exile.
6/4
M’lakka the Unanswerable 3UR
Legendary Creature — Elder Illusion (M)
Flying
At the beginning of your upkeep, portend.
When you portend, other creatures you control get +1/+0 until the end of turn. If you revealed a card, instead they get +X/+0 until the end of turn, where X is the revealed card’s converted mana cost.
4/4
Nexus of the Unsleeping 1WB
Creature — Spirit (U)
When Nexus of the Unsleeping enters the battlefield, gain 1 life for each card you own haunting a creature.
When Nexus of the Unsleeping dies, you may put target card with haunt in exile that you own into your hand.
2/3
N’Fthegn, Swelling Calamity 3RG
Legendary Creature — Elder Elemental (R)
Slumber RG
Haste, Trample
At the beginning of your upkeep, while N’Fthegn, Swelling Calamity slumbers, put a +1/+1 counter on N’Fthegn.
Counters remain on N’Fthegn as it moves to any zone other than a player’s hand or library.
3/3
Perversion of Rebirth 5BG
Sorcery (R)
For each permanent type, destroy up to one target permanent of that type.
For each permanent type, return up to one target card of that type from your graveyard to your hand.
Sealing Helix RW
Instant (U)
Sealing Helix deals 2 damage to any target and you gain 2 life.
If a creature or planeswalker dealt damage by Sealing Helix would die this turn, put it on the bottom of its owner’s library instead.
Slassasa, Maw and Fangs 4BG
Legendary Creature — Elder Snake (M)
As long as you control four or more Cultists, Slassasa, Maw and Fangs has hexproof.
Sacrifice X Cultists: Target creature gets -X/-X until the end of turn. Activate this ability only any time you could cast a sorcery.
3BG: Create a 1/1 black Cultist creature token.
6/5
Unite Against Catastprohe 1GW
Sorcery (U)
Until the end of turn, creatures you control gain vigilance and “T: This creature gains indestructible until the end of turn. Gain 1 life.”
The Watcher on the Precipice 2WB
Legendary Creature — Elder Specter (M)
Flying, vigilance, menace
When a creature dealt damage by The Watcher on the Precipice this turn dies, put X +1/+1 counters on The Watcher, where X is that creature’s power.
Remove all counters from The Watcher: Exile The Watcher until the beginning of your next turn. You must remove at least one counter to activate this ability.
3/4
Zhonstur, Dust of Immortality 1WU
Legendary Creature — Elder Spirit (R)
As Zhonstur, Dust of Immortality enters the battlefield, choose another creature you control.
The chosen creature has indestructible and hexproof.
If Zhonstur would leave the battlefield, instead return it to its owner’s hand and sacrifice the chosen creature.
0/4
Creature — Spider (C)
Haste, Reach
2/4
Doomed Ibis 1W/UW/U
Creature — Bird Spirit (C)
Flying
When Doomed Ibis dies, scry 2.
“A portent of blessing, disguised in a tragedy.”
2/1
Paired Sentries 1G/WG/W
Creature — Human Soldier (C)
Vigilance
When Paired Sentries enters the battlefield, create a 1/2 green and white Human Soldier creature token with vigilance.
1/2
Raging Disciple 1B/RB/R
Creature — Cultist Horror (C)
Menace
Raging Disciple cannot block.
4/2
Whisperer of Insanity 1U/BU/B
Creature — Human Wizard (C)
Flash
When Whisperer of Insanity enters the battlefield, target player mills two cards.
1/3
Legendary Artifact — Tome (U)
2, T: Bloodstained Journal deals 1 damage to any target.
When Bloodstained Journal becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Bloodstained Journal and, if it has two or more insanity counters on it, it deals 3 damage to you.
Book of Silent Screams 2
Artifact — Tome (U)
2, T: Draw a card.
When Book of Silent Screams becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Book of Silent Screams and, if it has two or more insanity counters on it, discard two cards.
Flickering Tome 2
Artifact — Tome (C)
Flickering Tome enters the battlefield tapped.
T: Add one mana of any color.
When Flickering Tome becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Flickering Tome and, if it has two or more insanity counters on it, choose an opponent to gain control of Flickering Tome.
Greater Servitor 4
Artifact Creature — Construct (C)
When Greater Servitor dies, each player draws a card.
Machines of forgotten purpose still roam, waiting patiently that they may enact their creators’ will once more.
4/4
Grimore En Tchagalach 3
Legendary Artifact — Tome (R)
X2, T: Create an X/X black Horror creature token.
When Grimore En Tchagalach becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Grimore En Tchagalach and, if it has two or more insanity counters on it, sacrifice a creature.
Necroknowlycia 3
Legendary Artifact — Tome (R)
2, T: Put a creature card from your graveyard onto the battlefield. It gains haste and trample. Exile it at the beginning of the next end step. Activate this ability only any time you can cast a sorcery.
When Necroknowlycia becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Necroknowlycia and, if it has two or more insanity counters on it, exile all cards from your graveyard.
Runed Servitor 3
Artifact Creature — Construct (C)
When Runed Servitor dies, each player draws a card.
2/2
Utility Knife 1
Artifact — Equipment (C)
1: Equipped creature gains your choice of haste, first strike, vigilance, or trample until the end of turn. Activate this ability only any time you could cast a sorcery and only once per turn.
Equip 1
Land — Portal (U)
Cairn of Crying Hands enters the battlefield tapped with a portal counter on it.
T: Add B.
3BB, T, Remove a portal counter from a land you control: Target opponent loses 2 life and you gain 2 life.
City of Wandering Lights
Land — Portal (U)
City of Wandering Lights enters the battlefield tapped with a portal counter on it.
T: Add W.
3WW, T, Remove a portal counter from a land you control: Return target creature card with converted mana cost 2 or less from your graveyard to the battlefield.
Delerium Paths
Land (U)
Delerium Paths enters the battlefield tapped.
When Delerium Paths enters the battlefield, create a Treasure token.
T: Add C.
Fragile Schism
Land (C)
T: Add C.
5, Tap, Sacrifice Fragile Schism: Create a 3/3 black Nightmare creature token. Activate this ability only any time you could cast a sorcery.
Garden of Restless Dreams
Land — Portal (U)
Garden of Restless Dreams enters the battlefield tapped with a portal counter on it.
T: Add G.
2GG, T, Remove a portal counter from a land you control: Target land you control becomes a 4/4 Elemental creature with haste. It’s still a land.
Lost Crypt of the Overgods
Legendary Land — Portal (R)
Lost Crypt of the Overgods enters the battlefield with a portal counter on it.
T: Add C.
T: Add two mana of any color. Spend this mana only to cast slumbering cards.
T, Remove a portal counter from a land you control, return a land you control to its owner’s hand: Each player discards a card.
Pool of Blinding Murmurs
Land — Portal (U)
Pool of Blinding Murmurs enters the battlefield tapped with a portal counter on it.
T: Add U.
2UU, T, Remove a portal counter from a land you control: Tap target creature. It does not untap during its controller’s next untap step.
Spire of Grasping Winds
Land — Portal (U)
Spire of Grasping Winds enters the battlefield tapped with a portal counter on it.
T: Add R.
1RR, T, Remove a portal counter from a land you control: Target creature gains double strike and trample until the end of turn.
Unknowable Realms
Land — Portal (C)
Unknowable Realms enters the battlefield with a portal counter on it.
T: Add C.
1, T: Add one mana of any color.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Regulators have a responsibility to deploy injunction conspiracy.
They have a responsibility to provide regulatory fair warning and positive encouragement (via Regulatory Fair Warning Act).
They are not permitted to entice people to imminent lawless action or allow them to carry out imminent lawless action. They are not permitted to defraud people with false information and hoaxes. They are not permitted to prey on the desperate hearts of civilians with solicitations. They are not permitted to lead people on criminal expeditions; against other people, or friendly nations, or anyone else. Doing so (and failing to do so) constitutes for negligence and malpractice.
If I might suggest, consider some ideas for your next set in this block that advocate positive moral guidance; against doing these things. The spirit of the law doesn't extend to protect us, but explicitly convict us when we provide negative encouragement instead.
Any good flavor text among any of that?
I would send a lot of this stuff back and ask you to make it more creative or more interactive. A few things might get prompted to strip down. In the old days, you will often see spells that didn't do enough; or did something decent, but was too expensive. Good cards need a happy medium. And very often, a spell doesn't need to do too much, but only really needs to do one thing or another; to preserve interactivity, and help a player make that hard pass into the next turn.
I think that this is way over the top...
The idea that you think a MtG fictional set, a card game, at that, is going to encourage police to stalk people is pretty far-fetched. Although this happens in real life, I am pretty sure rowanalpha is not trying to justify or induce anything of that nature.
---
I love the set, I do think that Slumber feels more like a BGU ability that a RG one; Red just doesn't strike me as a color that cares about slumbering for power.
Its best to just ignore Reap - He thinks he's god's gift to magic design, and also that magic is terrible and hasn't played or payed attention to gameplay in more than a decade, so his opinion is pretty much irrelevant.
---
Yeah, slumber in RG came more from where the other mechanics landed. The ability show up some in every color, but Red tends to be more cards that are stronger (driven mad) by the slumbering old ones where green gains the long-term benefits.
I think my biggest issues are:
- RG does seem a bit weird for the Slumber mechanic, but it makes sense as you had mentioned why.
- Some of the cards do "too much". I think you could cut an ability or two from a lot of the creatures (even like an evergreen) where they double up, just for simplicity and to lower the power a bit across the board.
- I noticed an issue with a blue card, I think it was a Kraken or Leviathan, that had hexproof but then also had an additional ability that let it gain hexproof for discarding a card. Im guessing this is an error.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Yeah I'm sure the power levels will need some tweaks. After I get around to printing out some cards to draft/sealed with I'm sure I'll be tweaking in places.
And good catch on the hexproof thing, that was a typo on the Shark Kraken.
I'm not sure what websites allow it, but I do remember some cube websites being able to upload custom sets for draft. If you manage to find one and the time to do it, I would definitely draft it out and see how it looks from a limited standpoint.
Plus, get some art on these bad boys! Id be excited to see what some of these monsters look like.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
I'll probably print these out to sleeve up over basic lands, and then doodle stick figures when I'm bored. Sourcing 200+ pieces of art is a real chore.
Yeah I feel that. I do think throwing it on some kind of draft sim online or "cube" would be pretty cool though.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries