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  1. Marina Vendrell Magic Cards

    When Marina Vendrell enters, reveal the top seven cards of your library. Put all enchantment cards from among them into your hand and the rest on the bottom of your library in a random order. {T}: Lock or unlock a door of target Room you control. Activate only as a sorcery.

    5 Mana Value 3 Power 5 Toughness Legendary Creature — Human Warlock rare Duskmourn: House of Horror
  2. Waltz of Rage Magic Cards

    Target creature you control deals damage equal to its power to each other creature. Until end of turn, whenever a creature you control dies, exile the top card of your library. You may play it until the end of your next turn.

    5 Mana Value Sorcery rare Duskmourn: House of Horror
  3. Reach {2}{R}, Sacrifice a land: Draw a card.

    4 Mana Value 5 Power 3 Toughness Creature — Human Berserker common Duskmourn: House of Horror
  4. When you unlock this door, exile the top two cards of your library. You may play them until the end of your next 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.)

    5 Mana Value Enchantment — Room uncommon Duskmourn: House of Horror
  5. Impending 5—{1}{B} (If you cast this spell for its impending cost, it enters with five time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.) Whenever this permanent enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.

    5 Mana Value 5 Power 5 Toughness Enchantment Creature — Avatar Horror mythic Duskmourn: House of Horror
  6. Killer's Mask Magic Cards

    When this Equipment enters, manifest dread, then attach this Equipment to that creature. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) Equipped creature has menace. Equip {2}

    3 Mana Value Artifact — Equipment uncommon Duskmourn: House of Horror
  7. Cackling Slasher Magic Cards

    Deathtouch This creature enters with a +1/+1 counter on it if a creature died this turn.

    4 Mana Value 3 Power 3 Toughness Creature — Human Assassin common Duskmourn: House of Horror
  8. Unnerving Grasp Magic Cards

    Return up to one target nonland permanent to its owner's hand. Manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)

    3 Mana Value Sorcery uncommon Duskmourn: House of Horror
  9. Flying, vigilance Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gets +1/+1 until end of turn.

    3 Mana Value 1 Power 3 Toughness Creature — Spirit common Duskmourn: House of Horror
  10. When you unlock this door, return target creature card with mana value 3 or less from your graveyard to the battlefield. (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.)

    6 Mana Value Enchantment — Room uncommon Duskmourn: House of Horror
  11. Living Phone Magic Cards

    When this creature dies, look at the top five cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

    3 Mana Value 2 Power 1 Toughness Artifact Creature — Toy common Duskmourn: House of Horror
  12. Ghostly Dancers Magic Cards

    Flying When this creature enters, return an enchantment card from your graveyard to your hand or unlock a locked door of a Room you control. Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 3/1 white Spirit creature token with flying.

    5 Mana Value 2 Power 5 Toughness Creature — Spirit rare Duskmourn: House of Horror
  13. When you set this scheme in motion, for each card type among permanents your opponents control, you may put a permanent card of that type from your hand onto the battlefield.

    0 Mana Value Scheme common Duskmourn: House of Horror Commander
  14. When you set this scheme in motion, put five +1/+1 counters on a creature you control and it gains flying and vigilance until end of turn. If you control no creatures, instead create a 4/4 colorless Scarecrow artifact creature token with vigilance.

    0 Mana Value Scheme common Duskmourn: House of Horror Commander
  15. Portent Magic Cards

    Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle. Draw a card at the beginning of the next turn's upkeep.

    1 Mana Value Sorcery common Duskmourn: House of Horror Commander
  16. Ponder Magic Cards

    Look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card.

    1 Mana Value Sorcery common Duskmourn: House of Horror Commander
  17. Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost.

    8 Mana Value Sorcery rare Duskmourn: House of Horror Commander
  18. 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.

    4 Mana Value 3 Power 4 Toughness Creature — Human Detective rare Duskmourn: House of Horror Commander
  19. Lifelink When this creature enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it. Miracle {1}{B} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

    6 Mana Value 4 Power 4 Toughness Creature — Human Cleric rare Duskmourn: House of Horror Commander
  20. Each spell you cast that's a Demon, Horror, or Nightmare costs {1} less to cast. Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference.

    3 Mana Value 3 Power 3 Toughness Enchantment Creature — Horror rare Duskmourn: House of Horror Commander