+Terror (6)

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Deep-Sea Terror
Deep-Sea Terror 4BlueBlue (6)
Creature — Serpent (6/6)

Deep-Sea Terror can't attack unless there are seven or more cards in your graveyard.

Magic Origins (Common)
Night Terrors
Night Terrors 2Black (3)

Target player reveals his or her hand. You choose a nonland card from it. Exile that card.

Innistrad (Common)
Reign of Terror
Reign of Terror 3BlackBlack (5)

Destroy all green creatures or all white creatures. They can't be regenerated. You lose 2 life for each creature that died this way.

Mirage (Uncommon)
Terror 1Black (2)

Destroy target nonartifact, nonblack creature. It can't be regenerated.

Masters Edition IV (Common)
Other Versions
Tenth Edition (Common)Mirrodin (Common)Beatdown Box Set (Common)Starter 2000 (Common)Battle Royale Box Set (Common)Classic Sixth Edition (Common)Fifth Edition (Common)Fourth Edition (Common)Revised Edition (Common)Unlimited Edition (Common)Limited Edition Beta (Common)Limited Edition Alpha (Common)
Terror of Kruin Pass
Terror of Kruin Pass (0)
Creature — Werewolf (3/3)

Double strike

Werewolves you control have menace. (They can't be blocked except by two or more creatures.)

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Terror of Kruin Pass.

Innistrad (Rare)
Wave of Terror
Wave of Terror 2Black (3)

Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

At the beginning of your draw step, destroy each creature with converted mana cost equal to the number of age counters on Wave of Terror. They can't be regenerated.

Weatherlight (Rare)