14928 cards found
Tracking Party

Tracking Party {1}{W}

Creature - Human Cleric Soldier
Tracking Party enters with a +1/+1 counter on it.
{T}, Remove a +1/+1 counter from Tracking Party and exert it: Destroy target artifact or enchantment. (An exerted creature won't untap during your next untap step.)
Deep into the Wiedfree, Ghim's trackers were getting closer to the world's saboteur.
1/1
  • End of Wollensie
Transformative Paints

Transformative Paints {1}{R}

Artifact - Equipment
When Transformative Paints enters, create a 1/1 white Human creature token, then attach Transformative Paints to it.
Equipped creature gets +1/+0 and has prowess.
Equip {3}
  • End of Wollensie
Transgressive Ritual

Transgressive Ritual {2}{B}

Sorcery
Kicker—Sacrifice a creature. (You may sacrifice a creature in addition to any other costs as you cast this spell.)
You draw two cards and you lose 2 life. If this spell was kicked, you draw four cards and you lose 4 life instead.
  • End of Wollensie
Trepid Deserters

Trepid Deserters {2}{R}

Creature - Human Warrior
When Trepid Deserters enters, target creature you control gets +2/+0 until end of turn.
“The air is unpleasant, the snow frigid, and our preparations meager. But for now we are fully alive.”
4/2
  • End of Wollensie
Tumultuous Shrine

Tumultuous Shrine {2}{G}

Artifact
When Tumultuous Shrine enters or is put into a graveyard from the battlefield, up to one target land you control becomes a 4/4 Elemental creature with haste. It's still a land.
“It was built. Nature occupied it. And now you are here.”
—Concoquo, to Alida
  • End of Wollensie
Turn to Argument

Turn to Argument {1}{U}

Instant
Until end of turn, target creature loses all abilities and has base power and toughness 1/1. If it's attacking, counter all triggered abilities from that source.
“For the last time, these cells will not work! Bask in your glory once you have a real solution in place.”
  • End of Wollensie
Turned by Fear

Turned by Fear {U}{B}

Enchantment
Flash
When Turned by Fear enters, return up to one target creature to its owner's hand.
At the beginning of combat on your turn, up to one target creature gains menace until end of turn.
  • End of Wollensie
Umbral Hunter

Umbral Hunter {1}{R}{R}

Creature - Horror
Flying
{1}{R}{R}{R}: Return Umbral Hunter from your graveyard to your hand. If it's the declare attackers step, up to one target attacking creature gets +3/+1 until end of turn.
“You're as likely to escape it as you are to escape your own shadow.”
—Darren Hunter
3/1
  • Toll Midnight
Unexplored Wilds

Unexplored Wilds {3}{G}

Sorcery
Search your library for up to four basic land cards, reveal them, put them into your hand, then shuffle. You may play an additional land this turn.
Forever into the unknown.
  • End of Wollensie
Unfathomable Terror

Unfathomable Terror {4}{B}{B}

Creature - Demon Serpent
Whenever one or more creatures you control deal combat damage to a player, that player discards a card. Then that player may discard another card. If they don't, create two 2/1 black Nightmare creature tokens with “This creature can't block.”
Fleeting {1}{B}{B} (You may cast this spell for its fleeting cost. If you do, sacrifice it at the beginning of the next end step.)
6/6
  • End of Wollensie
Unguarded Relics

Unguarded Relics {1}{R}

Enchantment
At the beginning of your upkeep, you may create a Treasure token. If you do, an opponent of your choice creates a tapped Treasure token.
“With the guards dead, you could say I'm doing my part in preserving our city's history.”
  • Toll Midnight
Unwitting Fanatic

Unwitting Fanatic {2}{W}

Creature - Human Warlock Detective
When Unwitting Fanatic enters, create a 3/2 colorless Horror creature token.
Sacrifice Unwitting Fanatic: Another target permanent you control gains hexproof and indestructible until end of turn.
Every night he leads rescued civilians to safety, never realizing what he's done.
1/1
  • Toll Midnight
Valorous Ideal

Valorous Ideal {R}{W}

Enchantment - Aura
Enchant creature
When Valorous Ideal enters, target creature can't block this turn.
Enchanted creature gets +2/+0 and attacks each combat if able.
When Valorous Ideal is put into a graveyard from the battlefield, return Valorous Ideal to its owner's hand.
  • End of Wollensie
Vedu, the Deepdrinker

Vedu, the Deepdrinker {4}{U}{U}{U}

Legendary Creature - Elder Horror
Once each turn, when Vedu, the Deepdrinker enters or you attack with one or more Horrors, you may tap up to two target permanents. If Vedu isn't a token, put two stun counters on each of those permanents.
{2}{U}{U}, Discard Vedu: Create a token that's a copy of Vedu, the Deepdrinker, except it's 4/4 and isn't legendary. Activate only as a sorcery.
7/7
  • Toll Midnight
Venerated Sanctity

Venerated Sanctity {W}

Creature - Whale Spirit
Flying
Whenever Venerated Sanctity deals combat damage to a player, put a faith counter on it. Then you may pay {X}{W} and sacrifice Venerated Sanctity. When you do, exile target nonland permanent with mana value less than or equal to X plus the number of faith counters on Venerated Sanctity.
1/2
  • End of Wollensie
Vigorous Caldera

Vigorous Caldera {3}{R}{R}

Enchantment
Whenever you attack, create an X/X red Elemental creature token that's tapped and attacking, where X is the number of attacking creatures.
Fleeting {1}{R} (You may cast this spell for its fleeting cost. If you do, sacrifice it at the beginning of the next end step.)
  • End of Wollensie
Vile Progenitor

Vile Progenitor {4}{G}

Creature - Beast Horror
When Vile Progenitor enters, create a 3/2 colorless Horror creature token.
As long as you control five or more lands, Horrors you control get +1/+1 and have trample.
Evoke {1}{G} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
3/2
  • Toll Midnight
Vision Beyond the Waters

Vision Beyond the Waters {5}{B}{B}

Creature - Demon
Deathtouch
When Vision Beyond the Waters enters, each player sacrifices two creatures other than this creature.
Reaching out across the waves you can sense certain death, but there's something else waiting for you.
7/7
  • End of Wollensie
Visions of the End

Visions of the End {B}

Instant
Target player mills a card. Create a 3/2 colorless Horror creature token. Put a decayed counter on it. (It can't block. When it attacks, sacrifice it at end of combat.)
“ I see it! I see it! N'gha! N'gha!”
  • Toll Midnight
Vivid Bloom

Vivid Bloom {1}{U}

Creature - Jellyfish Spirit
Whenever you cast your second spell each turn, create a 1/1 blue Jellyfish Spirit creature token with flying.
“Some claim such are souls of sailors, while others believe they guide them.”
—On Spirits and Demons
2/1
  • End of Wollensie
Voracious Spawn
Fleshweaver's Domain

Voracious Spawn {1}{G}

Creature - Horror
Whenever Voracious Spawn enters or attacks, exile up to one target card from a graveyard. If you exile a permanent card, put a +1/+1 counter on Voracious Spawn. If you exile a nonpermanent card, you gain 1 life.
1/1
Card has other part: Fleshweaver's Domain
  • Toll Midnight
Wall of Notes

Wall of Notes {1}{U}

Artifact Creature - Wall
Defender
Whenever one or more creatures you control deal combat damage to a player, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
When Wall of Notes dies, draw a card.
0/3
  • End of Wollensie
Ward of Seclusion

Ward of Seclusion {3}{W}

Enchantment
At the beginning of combat on each opponent's turn, that player may exile a card from their graveyard and pay {2}. If the player doesn't, creatures they control can't attack you or planeswalkers you control this turn.
The Order of the Eternitarian Soul protects what they can, but even they aren't infallible.
  • Toll Midnight
Warped Physiognomist

Warped Physiognomist {1}{U}

Creature - Shapeshifter Horror
You may have Warped Physiognomist enter as a copy of any creature on the battlefield with mana value 3 or less.
It wears your face; or at least, the best attempt it can make at it.
0/0
  • Toll Midnight
Warping Relic

Warping Relic {2}{U}

Artifact
When Warping Relic enters or is put into a graveyard from the battlefield, choose one —
• Draw two cards, then discard a card.
• Return another target nonland permanent to its owner's hand.
• Choose any number of target creatures. Switch their power and toughness until end of turn.
  • End of Wollensie