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  1. If this card is in your opening hand, you may begin the game with it on the battlefield. As this enchantment enters, choose a creature type. Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.

    4 Mana Value Enchantment rare Duskmourn: House of Horror
  2. Flash When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)

    3 Mana Value 3 Power 2 Toughness Enchantment Creature — Nightmare uncommon Duskmourn: House of Horror
  3. When you unlock this door, search your library for a Room card that doesn't have the same name as a Room you control, reveal it, put it into your hand, then shuffle. (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.)

    7 Mana Value Enchantment — Room rare Duskmourn: House of Horror
  4. Survival — At the beginning of your second main phase, if this creature is tapped, put a flying counter on it. This ability triggers only once.

    2 Mana Value 2 Power 2 Toughness Creature — Human Survivor common Duskmourn: House of Horror
  5. Flying, myriad Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.

    4 Mana Value 4 Power 4 Toughness Creature — Angel Knight mythic Secret Lair Drop
  6. Flash Whenever an opponent searches their library, you gain 1 life and draw a card.

    2 Mana Value 2 Power 2 Toughness Creature — Halfling Cleric rare Secret Lair Drop
  7. Flash Whenever a creature you control deals combat damage to a player, draw a card. When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)

    4 Mana Value 4 Power 3 Toughness Enchantment Creature — Cat Glimmer mythic Duskmourn: House of Horror
  8. Flash Whenever a creature you control deals combat damage to a player, draw a card. When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)

    4 Mana Value 4 Power 3 Toughness Enchantment Creature — Cat Glimmer mythic Duskmourn: House of Horror
  9. Undead Sprinter Magic Cards

    Trample, haste You may cast this card from your graveyard if a non-Zombie creature died this turn. If you do, this creature enters with a +1/+1 counter on it.

    2 Mana Value 2 Power 2 Toughness Creature — Zombie rare Duskmourn: House of Horror
  10. When you unlock this door, create a token that's a copy of target creature you control, except it's a Reflection in addition to its other creature types. (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.)

    10 Mana Value Enchantment — Room mythic Duskmourn: House of Horror
  11. This land enters tapped unless a player has 13 or less life. {T}: Add {B} or {G}.

    0 Mana Value Land common Duskmourn: House of Horror
  12. Razortrap Gorge Magic Cards

    This land enters tapped unless a player has 13 or less life. {T}: Add {B} or {R}.

    0 Mana Value Land common Duskmourn: House of Horror
  13. Raucous Carnival Magic Cards

    This land enters tapped unless a player has 13 or less life. {T}: Add {R} or {W}.

    0 Mana Value Land common Duskmourn: House of Horror
  14. This land enters tapped unless a player has 13 or less life. {T}: Add {U} or {R}.

    0 Mana Value Land common Duskmourn: House of Horror
  15. Murky Sewer Magic Cards

    This land enters tapped unless a player has 13 or less life. {T}: Add {U} or {B}.

    0 Mana Value Land common Duskmourn: House of Horror
  16. Lakeside Shack Magic Cards

    This land enters tapped unless a player has 13 or less life. {T}: Add {G} or {U}.

    0 Mana Value Land common Duskmourn: House of Horror
  17. Undead Sprinter Magic Cards

    Trample, haste You may cast this card from your graveyard if a non-Zombie creature died this turn. If you do, this creature enters with a +1/+1 counter on it.

    2 Mana Value 2 Power 2 Toughness Creature — Zombie rare Duskmourn: House of Horror
  18. At the beginning of your first main phase, add {R}{R}. Spend this mana only to cast Room spells and unlock doors. (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.)

    7 Mana Value Enchantment — Room uncommon Duskmourn: House of Horror
  19. Infernal Phantom Magic Cards

    Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gets +2/+0 until end of turn. When this creature dies, it deals damage equal to its power to any target.

    4 Mana Value 2 Power 3 Toughness Creature — Spirit uncommon Duskmourn: House of Horror
  20. Unwilling Vessel Magic Cards

    Vigilance Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, put a possession counter on this creature. When this creature dies, create an X/X blue Spirit creature token with flying, where X is the number of counters on this creature.

    3 Mana Value 3 Power 2 Toughness Creature — Human Wizard uncommon Duskmourn: House of Horror