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Galvanic Iteration
Innistrad: Midnight Hunt
(R)
Collector #: 224
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Instant
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When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
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Reckless Stormseeker
Innistrad: Midnight Hunt
(R)
Collector #: 157
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2/3 Creature - Human Werewolf
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At the beginning of combat on your turn, target creature you control gets +1/+0 and gains haste until end of turn. Daybound Back Storm-Charged Slasher Creature - Werewolf At the beginning of combat on your turn, target creature you control gets +2/+0 and gains trample and haste until end of turn. Nightbound 3/4 |
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Bloodthirsty Adversary
Innistrad: Midnight Hunt
(M)
Collector #: 129
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2/2 Creature - Vampire
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Haste When Bloodthirsty Adversary enters the battlefield, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Bloodthirsty Adversary, then exile up to that many target instant and/or sorcery cards with mana value 3 or less from your graveyard and copy them. You may cast any number of the copies without paying their mana costs. |
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Swamp (272)
Innistrad: Midnight Hunt
(L)
Collector #: 272
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Basic Land - Swamp
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Tainted Adversary
Innistrad: Midnight Hunt
(M)
Collector #: 124
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2/3 Creature - Zombie
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Deathtouch When Tainted Adversary enters the battlefield, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Tainted Adversary, then create twice that many 2/2 black Zombie creature tokens with decayed. (A creature with decayed can't block. When it attacks, sacrifice it at the end of combat.) |
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Consider
Innistrad: Midnight Hunt
(C)
Collector #: 044
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Instant
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Surveil 1. Draw a card. |
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Brutal Cathar
Innistrad: Midnight Hunt
(R)
Collector #: 007
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2/2 Creature - Human Soldier Werewolf
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When this creature enters the battlefield or transforms into Brutal Cathar, exile target creature an opponent controls until this creature leaves the battlefield. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Back Moonrage Brute Creature - Werewolf First strike Ward - Pay 3 life. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 3/3 |
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Champion of the Perished
Innistrad: Midnight Hunt
(R)
Collector #: 091
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1/1 Creature - Zombie
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Whenever another Zombie enters the battlefield under your control, put a +1/+1 counter on Champion of the Perished. | |
Slaughter Specialist
Innistrad: Midnight Hunt
(R)
Collector #: 122
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3/3 Creature - Vampire Warrior
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When Slaughter Specialist enters the battlefield, each opponent creates a 1/1 white Human creature token. Whenever a creature an opponent controls dies, put a +1/+1 counter on Slaughter Specialist. |
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Lunarch Veteran
Innistrad: Midnight Hunt
(C)
Collector #: 027
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1/1 Creature - Human Cleric
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Whenever another creature enters the battlefield under your control, you gain 1 life. Disturb (You may cast this card from your graveyard transformed for its disturb cost.) Back Luminous Phantom Creature - Spirit Cleric Flying Whenever another creature you control leaves the battlefield, you gain 1 life. If Luminous Phantom would be put into a graveyard from anywhere, exile it instead. 1/1 |
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Burn Down the House
Innistrad: Midnight Hunt
(R)
Collector #: 131
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Sorcery
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Choose one -
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Thermo-Alchemist
Innistrad: Midnight Hunt
(U)
Collector #: 164
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0/3 Creature - Human Shaman
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Defender : Thermo-Alchemist deals 1 damage to each opponent. Whenever you cast an instant or sorcery spell, untap Thermo-Alchemist. |
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Rite of Harmony
Innistrad: Midnight Hunt
(R)
Collector #: 236
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Instant
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Whenever a creature or enchantment enters the battlefield under your control this turn, draw a card. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
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Mask of Griselbrand
Innistrad: Midnight Hunt
(R)
Collector #: 111
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Legendary Artifact - Equipment
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Equipped creature has flying and lifelink. Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards. Equip |
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Arlinn, the Pack's Hope
Innistrad: Midnight Hunt
(M)
Collector #: 211
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Legendary Planeswalker - Arlinn
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Daybound (If a player casts no spells during their own turn, it becomes night next turn.) [+1]: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters the battlefield with an additional +1/+1 counter on it. [-3]: Create two 2/2 green Wolf creature tokens. |4| Back Arlinn, the Moon's Fury Legendary Planeswalker - Arlinn Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) [+2]: Add . [0]: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste. |4| |
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Primal Adversary
Innistrad: Midnight Hunt
(M)
Collector #: 194
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4/3 Creature - Wolf
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Trample When Primal Adversary enters the battlefield, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Primal Adversary, then up to that many target lands you control become 3/3 Wolf creatures with haste that are still lands. |
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Moonsilver Key
Innistrad: Midnight Hunt
(U)
Collector #: 255
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Artifact
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, , Sacrifice Moonsilver Key: Search your library for an artifact card with a mana ability or a basic land card, reveal it, put it into your hand, then shuffle. | |
Swamp (273)
Innistrad: Midnight Hunt
(L)
Collector #: 273
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Basic Land - Swamp
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Enduring Angel
Innistrad: Midnight Hunt
(M)
Collector #: 017
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3/3 Creature - Angel
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Flying, double strike You have hexproof. If your life total would be reduced to 0 or less, instead transform Enduring Angel and your life total becomes 3. Then if Enduring Angel didn't transform this way, you lose the game. Back Angelic Enforcer Creature - Angel Flying You have hexproof. Angelic Enforcer's power and toughness are each equal to your life total. Whenever Angelic Enforcer attacks, double your life total. */* |
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Saryth, the Viper's Fang
Innistrad: Midnight Hunt
(R)
Collector #: 197
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3/4 Legendary Creature - Human Warlock
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Other tapped creatures you control have deathtouch. Other untapped creatures you control have hexproof. , : Untap another target creature or land you control. |
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Faithful Mending
Innistrad: Midnight Hunt
(U)
Collector #: 221
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Instant
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You gain 2 life, draw two cards, then discard two cards. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
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Intrepid Adversary
Innistrad: Midnight Hunt
(M)
Collector #: 025
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3/1 Creature - Human Scout
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Lifelink When Intrepid Adversary enters the battlefield, you may pay any number of times. When you pay this cost one or more times, put that many valor counters on Intrepid Adversary. Creatures you control get +1/+1 for each valor counter on Intrepid Adversary. |
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Rite of Oblivion
Innistrad: Midnight Hunt
(U)
Collector #: 237
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Sorcery
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As an additional cost to cast this spell, sacrifice a nonland permanent. Exile target nonland permanent. Flashback (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.) |
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Graveyard Trespasser
Innistrad: Midnight Hunt
(R)
Collector #: 104
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3/3 Creature - Human Werewolf
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Ward - Discard a card. Whenever Graveyard Trespasser enters the battlefield or attacks, exile up to one target card from a graveyard. If a creature card was exiled this way, each opponent loses 1 life and you gain 1 life. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Back Graveyard Glutton Creature - Werewolf Ward - Discard a card. Whenever Graveyard Glutton enters the battlefield or attacks, exile up to two target cards from graveyards. For each creature card exiled this way, each opponent loses 1 life and you gain 1 life. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) 4/4 |
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The Celestus
Innistrad: Midnight Hunt
(R)
Collector #: 252
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Legendary Artifact
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If it's neither day nor night, it becomes day as The Celestus enters the battlefield. : Add one mana of any color. , : If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery. Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card. |
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