Creature — Spirit (2/3)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Infernal Phantom gets +2/+0 until end of turn.
When Infernal Phantom dies, it deals damage equal to its power to any target.
Creature — Vampire Warrior (2/5)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Dashing Bloodsucker gets +2/+0 and gains lifelink until end of turn.
Creature — Human Doctor (3/3)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Cult Healer gains lifelink until end of turn.
Enchantment Creature — Nightmare (2/2)
Flying, lifelink
Fear of Infinity can't block.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return Fear of Infinity from your graveyard to your hand.
Creature — Spirit (2/5)
Flying
When Ghostly Dancers 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.
Creature — Human Scout (1/2)
Constellation — Whenever an enchantment you control enters, target creature gets +1/+1 until end of turn.
Creature — Human Warrior (2/1)
Constellation — Whenever an enchantment you control enters, Setessan Skirmisher gets +1/+1 until end of turn.
Creature — Human Knight (1/1)
Whenever an enchantment you control enters, scry 1.
: Slumbering Keepguard gets +1/+1 until end of turn for each enchantment you control.
Creature — Insect Skeleton (1/4)
Flying
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Human Wizard (3/3)
Defender
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Stalked Researcher can attack this turn as though it didn't have defender.
Creature — Human Wizard (3/2)
Vigilance
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, put a possession counter on Unwilling Vessel.
When Unwilling Vessel dies, create an X/X blue Spirit creature token with flying, where X is the number of counters on Unwilling Vessel.
Legendary Creature — Human Warlock (3/3)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 2 if this is the first time this ability has resolved this turn. If it's the second time, each opponent discards a card. If it's the third time, put a creature card from a graveyard onto the battlefield under your control.
Creature — Leech (2/2)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, each opponent loses 1 life.
Creature — Human Scout (2/3)
Flash
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, draw a card.
Creature — Human Scout (2/2)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 1/1 red Gremlin creature token.
Creature — Human Scout (1/1)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, put a +1/+1 counter on target creature.
Creature — Crab Skeleton (0/3)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, target player mills two cards. (They put the top two cards of their library into their graveyard.)
Legendary Creature — Human Wizard (2/2)
Constellation — Whenever an enchantment you control enters, put a +1/+1 counter on target creature. That creature gains flying until end of turn.
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