BETA

13 Cards Found

Call of the Nightwing #GTC-149 Sorcery

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 4
Power/Toughness: /
Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Abilities/Keywords

    Cipher

    Rules

  • You can exile Call of the Nightwing encoded on the Horror creature token it just created.
  • If a creature with an encoded card deals combat damage to more than one player simultaneously (perhaps because some of the combat damage was redirected), the triggered ability will trigger once for each player it deals combat damage to. Each ability will create a copy of the exiled card and allow you to cast it.
  • If another player gains control of the creature, that player will control the triggered ability. That player will create a copy of the encoded card and may cast it.
  • If the creature leaves the battlefield, the exiled card will no longer be encoded on any creature. It will stay exiled.
  • If the spell with cipher doesn’t resolve, none of its effects will happen, including cipher. The card will go to its owner’s graveyard and won’t be encoded on a creature.
  • If you choose not to cast the copy, or you can’t cast it (perhaps because there are no legal targets available), the copy will cease to exist the next time state-based actions are performed. You won’t get a chance to cast the copy at a later time.
  • If you want to encode the card with cipher onto a noncreature permanent such as a Keyrune that can turn into a creature, that permanent has to be a creature before the spell with cipher starts resolving. You can choose only a creature to encode the card onto.
  • The copy of the card with cipher is created in and cast from exile.
  • The exiled card with cipher grants a triggered ability to the creature it’s encoded on. If that creature loses that ability and subsequently deals combat damage to a player, the triggered ability won’t trigger. However, the exiled card will continue to be encoded on that creature.
  • The spell with cipher is encoded on the creature as part of that spell’s resolution, just after the spell’s other effects. That card goes directly from the stack to exile. It never goes to the graveyard.
  • You cast the copy of the card with cipher during the resolution of the triggered ability. Ignore timing restrictions based on the card’s type.
  • You choose the creature as the spell resolves. The cipher ability doesn’t target that creature, although the spell with cipher may target that creature (or a different creature) because of its other abilities.
  • Prices

    Seller Price
    Tcgplayer 0.1 USD
    Cardmarket 0.17 EUR
    Cardkingdom 0.35 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Create a 1/1 blue and black Horror creature token with flying. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

    Defiled Crypt (Defiled Crypt // Cadaver Lab) #91 Enchantment — Room

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Room
  • Languages:
    Layout:
    Split
    Rank:
    Tokens:

    Rules

  • An ability that triggers "when you unlock this door" triggers when that door becomes unlocked. This can happen one of two ways: (1) the door becomes unlocked on the battlefield or (2) the door becomes unlocked as the Room enters the battlefield because you cast the corresponding half. In the latter case, since the door becoming unlocked is what causes the ability to trigger, effects that cause abilities that trigger when a permanent enters to trigger an additional time (such as that of Panharmonicon) won't apply.
  • An ability that triggers "whenever you fully unlock a Room" triggers when a door becomes unlocked and the other door of that Room is already unlocked, or when both doors of that Room become unlocked simultaneously.
  • Any time you have priority during a main phase of your turn and the stack is empty, you may pay the mana cost of a locked door (also called its "unlock cost"). That door becomes unlocked. This is a special action. It doesn't use the stack and can't be responded to.
  • Each Room card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
  • Each Room card is a single card. For example, if you discard a Room card, you've discarded one card, not two. If an effect counts the number of enchantment cards in your graveyard, Bottomless Pool // Locker Room counts once, not twice.
  • If a Room enters from any zone other than the stack, it will enter with both halves locked.
  • If a spell or ability would create a copy of a Room spell on the stack, the copy retains the choice of which door was cast but also retains the full characteristics of the spell. The characteristics of the door that wasn't cast are still ignored while the copy is on the stack, and when the copy resolves, the token it becomes will enter with the appropriate door unlocked.
  • If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the door you're casting. For example, if an effect allows you to cast a permanent spell with mana value 3 or less from among cards in your graveyard, you could cast Bottomless Pool this way, but not Locker Room.
  • If neither door of a Room is unlocked, it's a Room enchantment with no name and no abilities.
  • Room cards have two card faces with a shared type line on a single card. The characteristics of the door you didn't cast are ignored while the spell is on the stack.
  • Some abilities allow you to lock a door of a Room you control. You can't choose to lock a door that's already locked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are locked, but the ability won't do anything when it resolves.
  • Some abilities allow you to unlock a door of a Room you control. You can't choose to unlock a door that's already unlocked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are unlocked, but the ability won't do anything when it resolves.
  • Some doors have abilities that trigger whenever you unlock that door and require one or more targets. You can unlock that door even if there would be insufficient legal targets for that triggered ability. The triggered ability won't go on the stack.
  • To cast a Room spell, choose a half (or "door") to cast. There's no way to cast both halves of a Room card. When the Room spell resolves, the corresponding door becomes unlocked as the Room enters.
  • While in any zone other than the stack or the battlefield, a Room card's characteristics are a combination of its two doors. For example, Bottomless Pool // Locker Room has a mana value of 6 while it's in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Bottomless Pool // Locker Room.
  • While on the battlefield, a Room's characteristics are a combination of the characteristics of its unlocked doors. For example, if Bottomless Pool // Locker Room is on the battlefield with both doors unlocked, its names are Bottomless Pool and Locker Room, its mana value is 6, it's a Room Enchantment, and it has the abilities in each door's text box.
  • Prices

    Seller Price
    Tcgplayer 0.11 USD / 0.23 USD
    Cardmarket 0.13 EUR / 0.21 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.16 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Whenever one or more cards leave your graveyard, create a 2/2 black Horror enchantment creature token. This ability triggers only once each turn. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

    Cadaver Lab (Defiled Crypt // Cadaver Lab) #91 Enchantment — Room

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Room
  • Languages:
    Layout:
    Split
    Rank:
    Tokens:

    Rules

  • An ability that triggers "when you unlock this door" triggers when that door becomes unlocked. This can happen one of two ways: (1) the door becomes unlocked on the battlefield or (2) the door becomes unlocked as the Room enters the battlefield because you cast the corresponding half. In the latter case, since the door becoming unlocked is what causes the ability to trigger, effects that cause abilities that trigger when a permanent enters to trigger an additional time (such as that of Panharmonicon) won't apply.
  • An ability that triggers "whenever you fully unlock a Room" triggers when a door becomes unlocked and the other door of that Room is already unlocked, or when both doors of that Room become unlocked simultaneously.
  • Any time you have priority during a main phase of your turn and the stack is empty, you may pay the mana cost of a locked door (also called its "unlock cost"). That door becomes unlocked. This is a special action. It doesn't use the stack and can't be responded to.
  • Each Room card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
  • Each Room card is a single card. For example, if you discard a Room card, you've discarded one card, not two. If an effect counts the number of enchantment cards in your graveyard, Bottomless Pool // Locker Room counts once, not twice.
  • If a Room enters from any zone other than the stack, it will enter with both halves locked.
  • If a spell or ability would create a copy of a Room spell on the stack, the copy retains the choice of which door was cast but also retains the full characteristics of the spell. The characteristics of the door that wasn't cast are still ignored while the copy is on the stack, and when the copy resolves, the token it becomes will enter with the appropriate door unlocked.
  • If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the door you're casting. For example, if an effect allows you to cast a permanent spell with mana value 3 or less from among cards in your graveyard, you could cast Bottomless Pool this way, but not Locker Room.
  • If neither door of a Room is unlocked, it's a Room enchantment with no name and no abilities.
  • Room cards have two card faces with a shared type line on a single card. The characteristics of the door you didn't cast are ignored while the spell is on the stack.
  • Some abilities allow you to lock a door of a Room you control. You can't choose to lock a door that's already locked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are locked, but the ability won't do anything when it resolves.
  • Some abilities allow you to unlock a door of a Room you control. You can't choose to unlock a door that's already unlocked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are unlocked, but the ability won't do anything when it resolves.
  • Some doors have abilities that trigger whenever you unlock that door and require one or more targets. You can unlock that door even if there would be insufficient legal targets for that triggered ability. The triggered ability won't go on the stack.
  • To cast a Room spell, choose a half (or "door") to cast. There's no way to cast both halves of a Room card. When the Room spell resolves, the corresponding door becomes unlocked as the Room enters.
  • While in any zone other than the stack or the battlefield, a Room card's characteristics are a combination of its two doors. For example, Bottomless Pool // Locker Room has a mana value of 6 while it's in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Bottomless Pool // Locker Room.
  • While on the battlefield, a Room's characteristics are a combination of the characteristics of its unlocked doors. For example, if Bottomless Pool // Locker Room is on the battlefield with both doors unlocked, its names are Bottomless Pool and Locker Room, its mana value is 6, it's a Room Enchantment, and it has the abilities in each door's text box.
  • Prices

    Seller Price
    Tcgplayer 0.11 USD / 0.23 USD
    Cardmarket 0.13 EUR / 0.21 EUR
    Cardsphere 0.16 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When you unlock this door, return target creature card from your graveyard to your hand. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

    Delight in the Hunt #5★ Scheme

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Scheme
  • SubTypes:
    Languages:
    Layout:
    Scheme
    Tokens:

    Rules

  • This scheme’s effect prevents damage that would be dealt to any creature you control this turn, even those that come under your control later in the turn.
  • Prices

    Seller Price
    Tcgplayer 1.4 USD
    Cardmarket 0.22 EUR
    Cardkingdom 0.49 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When you set this scheme in motion, create a 3/3 black Horror creature token and prevent all damage that would be dealt to creatures you control this turn.

    Flesh Carver #22 Creature — Human Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Abilities/Keywords

    Intimidate

    Rules

  • Use Flesh Carver’s power when it died (including any +1/+1 counters it had) to determine the value of X.
  • Prices

    Seller Price
    Tcgplayer 0.35 USD
    Cardmarket 0.71 EUR / 0.59 EUR
    Cardkingdom 0.69 USD
    Cardsphere 0.46 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) ,Sacrificeanother creature: Put two +1/+1 counters on this creature. When this creature dies, create an X/X black Horror creature token, where X is this creature's power.

    For Each of You, a Gift #7★ Scheme

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Scheme
  • SubTypes:
    Languages:
    Layout:
    Scheme
    Tokens:

    Rules

  • Each Horror token can attack only the player it was created for. It can’t attack a planeswalker that player controls.
  • If one of these creatures can’t attack its player during a given turn (perhaps because that player has left the game, or because a member of the opposing team has gained control of it), it may attack another player, attack a planeswalker an opponent controls, or not attack at all. If there’s a cost associated with having that creature attack its player, you aren’t forced to pay that cost, so it may attack another player, attack a planeswalker an opponent controls, or not attack at all.
  • If two or more effects require a creature to attack different players or planeswalkers, such as that of this scheme and that of Gideon Jura’s first ability, that creature’s controller chooses one to fulfill.
  • Prices

    Seller Price
    Tcgplayer 1.43 USD
    Cardmarket 0.4 EUR
    Cardkingdom 0.35 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When you set this scheme in motion, for each opponent, create a 3/3 black Horror creature token that attacks that player each combat if able.

    Hunted Lammasu #94 Creature — Lammasu

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 5/5
    Types:
  • Creature
  • SubTypes:
  • Lammasu
  • Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Abilities/Keywords

    Flying

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.14 USD
    Cardmarket 0.19 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.28 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Flying When this creature enters, target opponent creates a 4/4 black Horror creature token.

    My Forces Are Innumerable #11★ Ongoing Scheme

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Scheme
  • SubTypes:
    Languages:
    Layout:
    Scheme
    Tokens:

    Rules

  • In a Supervillain Rumble game, this scheme’s last ability triggers at the beginning of each opponent’s end step. Only that player may sacrifice creatures.
  • To pay the cost of this scheme’s second ability, your opponents need to sacrifice two creatures total. Those creatures may be controlled by different teammates.
  • Prices

    Seller Price
    Tcgplayer 4.97 USD
    Cardmarket 0.21 EUR
    Cardkingdom 0.35 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    (An ongoing scheme remains face up until it's abandoned.) At the beginning of your end step, create a 3/3 black Horror creature token. At the beginning of your opponents' end step, they maysacrificetwo creatures of their choice. If they do, abandon this scheme.

    Phenomenon Investigators #65 Creature — Human Detective

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 3/4
    Types:
  • Creature
  • SubTypes:
  • Human
  • Detective
  • Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Rules

  • If you somehow control Phenomenon Investigators and no choice was made for it (perhaps because another permanent on the battlefield became a copy of it, or it was manifested and later turned face up), it has neither of the two triggered abilities, no matter how much you want to believe (or doubt).
  • Prices

    Seller Price
    Tcgplayer 0.14 USD
    Cardkingdom 0.49 USD
    Cardsphere 0.15 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    As this creature enters, choose Believe or Doubt. • Believe — Whenever a nontoken creature you control dies, create a 2/2 black Horror enchantment creature token. • Doubt — At the beginning of your end step, you may return a nonland permanent you own to your hand. If you do, draw a card.

    Profane Transfusion #85968 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 9
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • If a player can't gain life, that player can't exchange life totals with a player with a higher life total. Similarly, a player who can't lose life can't exchange life totals with a player with a lower life total.
  • Use the difference between the life totals after the exchange to determine the size of the Horror token. Because replacement effects can modify the life gain and life loss, this number may be different from what it was before the exchange.
  • When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player's life total. For example, if one player has 10 life and the other has 17 life, the first player gains 7 life and the other one loses 7 life. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them.
  • Prices

    Seller Price

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Two target players exchange life totals. You create an X/X colorless Horror artifact creature token, where X is the difference between those players' life totals.

    Spoils of Blood #30 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • Use the number of creatures that died that turn as Spoils of Blood resolves to determine the value of X. In other words, creatures that die in response to Spoils of Blood will count.
  • Prices

    Seller Price
    Tcgplayer 1.24 USD
    Cardmarket 0.93 EUR / 0.25 EUR
    Cardkingdom 1.99 USD
    Cardsphere 1.13 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Create an X/X black Horror creature token, where X is the number of creatures that died this turn.

    The Final Days #101 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Abilities/Keywords

    Flashback

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.11 USD / 0.22 USD
    Cardmarket 0.08 EUR / 0.13 EUR
    Cardkingdom 0.35 USD / 0.49 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Create two tapped 2/2 black Horror creature tokens. If this spell was cast from a graveyard, instead create X of those tokens, where X is the number of creature cards in your graveyard. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

    There Is No Refuge #17★ Scheme

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Scheme
  • SubTypes:
    Languages:
    Layout:
    Scheme
    Tokens:

    Rules

  • If you choose a target creature and it becomes an illegal target by the time this scheme’s triggered ability would resolve, the entire ability doesn’t resolve. You won’t create a Horror token.
  • The effects of this scheme’s triggered ability in multiples within the same turn are cumulative. It’s also cumulative with other effects that let you play additional lands, such as that of Explore.
  • This scheme’s effect allows you to play an additional land during your main phase. Doing so follows the normal timing rules for playing lands.
  • You can choose to target zero creatures. If you do, you’ll still create the Horror token.
  • Prices

    Seller Price
    Tcgplayer 1.19 USD
    Cardmarket 0.37 EUR
    Cardkingdom 0.35 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When you set this scheme in motion, it deals 3 damage to up to one target creature. Create a 3/3 black Horror creature token.

    Zellix, Sanity Flayer #652 Legendary Creature — Horror

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 3
    Power/Toughness: 2/3
    Types:
  • Creature
  • SubTypes:
  • Horror
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Mill

    Rules

  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.
  • If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.
  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.
  • If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders’ combined color identities.
  • If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 combat damage from any one of them, not from both of them combined (although your Background won’t usually be a creature anyway).
  • You can choose two commanders that are the same color or colors.
  • Prices

    Seller Price
    Tcgplayer 17.77 USD
    Cardmarket 4.32 EUR / 16.51 EUR
    Cardkingdom 24.99 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Hive Mind — Whenever a player mills one or more creature cards, you create a 1/1 black Horror creature token. , : Target player mills three cards. Choose a Background (You can have a Background as a second commander.)

    Call of the Nightwing Sorcery Normal - ~$0.21

    Cadaver Lab Enchantment — Room Split - ~$0.17

    Delight in the Hunt Scheme Scheme - ~$0.7

    Flesh Carver Creature — Human Wizard Normal - ~$0.56

    For Each of You, a Gift Scheme Scheme - ~$0.73

    Hunted Lammasu Creature — Lammasu Normal - ~$0.28

    My Forces Are Innumerable Ongoing Scheme Scheme - ~$1.84

    Phenomenon Investigators Creature — Human Detective Normal - ~$0.26

    Profane Transfusion Sorcery Normal

    Spoils of Blood Instant Normal - ~$1.11

    The Final Days Sorcery Normal - ~$0.23

    There Is No Refuge Scheme Scheme - ~$0.64

    Zellix, Sanity Flayer Legendary Creature — Horror Normal - ~$15.9

    Much Abrew: Sephiroth Aristocrats (Standard) Now that blocking is unbanned in Standard, is it time for Sephiroth and ...
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