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A Killer Among Us
A Killer Among Us 4Green (5)
Enchantment

When A Killer Among Us enters, create a 1/1 white Human creature token, a 1/1 blue Merfolk creature token, and a 1/1 red Goblin creature token. Then secretly choose Human, Merfolk, or Goblin.

Sacrifice A Killer Among Us, Reveal the creature type you chose: If target attacking creature token is the chosen type, put three +1/+1 counters on it and it gains deathtouch until end of turn.

Murders at Karlov Manor (Uncommon)
Absolving Lammasu
Absolving Lammasu 4White (5)
Creature — Lammasu (4/3)

Flying

When Absolving Lammasu enters, all suspected creatures are no longer suspected.

When Absolving Lammasu dies, you gain 3 life and suspect up to one target creature an opponent controls. (A suspected creature has menace and can't block.)

Murders at Karlov Manor (Uncommon)
Aftermath Analyst
Aftermath Analyst 1Green (2)
Creature — Elf Detective (1/3)

When Aftermath Analyst enters, mill three cards.

3Green, Sacrifice Aftermath Analyst: Return all land cards from your graveyard to the battlefield tapped.

Murders at Karlov Manor (Uncommon)
Agency Coroner
Agency Coroner 4Black (5)
Creature — Ogre Cleric (3/6)

2Black, Sacrifice another creature: Draw a card. If the sacrificed creature was suspected, draw two cards instead.

Murders at Karlov Manor (Common)
Agency Outfitter
Agency Outfitter 4BlueBlue (6)
Creature — Sphinx Detective (4/3)

Flying

When Agency Outfitter enters, you may search your graveyard, hand and/or library for a card named Magnifying Glass and/or a card named Thinking Cap and put them onto the battlefield. If you search your library this way, shuffle.

Murders at Karlov Manor (Uncommon)
Agrus Kos, Spirit of Justice
Agrus Kos, Spirit of Justice 2RedWhite (4)
Legendary Creature — Spirit Detective (2/4)

Double strike, vigilance

Whenever Agrus Kos, Spirit of Justice enters or attacks, choose up to one target creature. If it's suspected, exile it. Otherwise, suspect it. (A suspected creature has menace and can't block.)

Murders at Karlov Manor (Mythic Rare)
Airtight Alibi
Airtight Alibi 2Green (3)
Enchantment — Aura

Flash

Enchant creature

When Airtight Alibi enters, untap enchanted creature. It gains hexproof until end of turn. If it's suspected, it's no longer suspected.

Enchanted creature gets +2/+2 and can't become suspected.

Murders at Karlov Manor (Common)
Alley Assailant
Alley Assailant 2Black (3)
Creature — Vampire Rogue (3/3)

Alley Assailant enters tapped.

Disguise 4BlackBlack (You may cast this card face down for 3 as a 2/2 creature with ward 2. Turn it face up any time for its disguise cost.)

When Alley Assailant is turned face up, target opponent loses 3 life and you gain 3 life.

Murders at Karlov Manor (Common)
Alquist Proft, Master Sleuth
Alquist Proft, Master Sleuth 1WhiteBlue (3)
Legendary Creature — Human Detective (3/3)

Vigilance

When Alquist Proft, Master Sleuth enters, investigate. (Create a Clue token. It's an artifact with "2, Sacrifice this artifact: Draw a card.")

Variable ColorlessWhiteBlueBlue, Tap, Sacrifice a Clue: You draw X cards and gain X life.

Murders at Karlov Manor (Mythic Rare)
Analyze the Pollen
Analyze the Pollen Green (1)
Sorcery

As an additional cost to cast this spell, you may collect evidence 8. (Exile cards with total mana value 8 or greater from your graveyard.)

Search your library for a basic land card. If evidence was collected, instead search your library for a creature or land card. Reveal that card, put it into your hand, then shuffle.

Murders at Karlov Manor (Rare)
Anzrag, the Quake-Mole
Anzrag, the Quake-Mole 2RedGreen (4)
Legendary Creature — Mole God (8/4)

Whenever Anzrag, the Quake-Mole becomes blocked, untap each creature you control. After this phase, there is an additional combat phase.

3RedRedGreenGreen: Anzrag must be blocked each combat this turn if able.

Murders at Karlov Manor (Mythic Rare)
Anzrag's Rampage
Anzrag's Rampage 3RedRed (5)
Sorcery

Destroy all artifacts you don't control, then exile the top X cards of your library, where X is the number of artifacts that were put into graveyards from the battlefield this turn. You may put a creature card exiled this way onto the battlefield. It gains haste. Return it to your hand at the beginning of the next end step.

Murders at Karlov Manor (Rare)
Archdruid's Charm
Archdruid's Charm GreenGreenGreen (3)
Instant

Choose one —

• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.

• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.

• Exile target artifact or enchantment.

Murders at Karlov Manor (Rare)
Assassin's Trophy
Assassin's Trophy BlackGreen (2)
Instant

Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.

Murders at Karlov Manor (Rare)
Other Versions
Guilds of Ravnica (Rare)
Double Masters 2022 (Rare)
Assassin's Creed (Rare)
Assemble the Players
Assemble the Players 1White (2)
Enchantment

You may look at the top card of your library any time.

Once each turn, you may cast a creature spell with power 2 or less from the top of your library.

Murders at Karlov Manor (Rare)
Audience with Trostani
Audience with Trostani 2Green (3)
Sorcery

Create a 0/1 green Plant creature token, then draw cards equal to the number of differently named creature tokens you control.

Murders at Karlov Manor (Rare)
Aurelia, the Law Above
Aurelia, the Law Above 3RedWhite (5)
Legendary Creature — Angel (4/4)

Flying, vigilance, haste

Whenever a player attacks with three or more creatures, you draw a card.

Whenever a player attacks with five or more creatures, Aurelia, the Law Above deals 3 damage to each of your opponents and you gain 3 life.

Murders at Karlov Manor (Rare)
Aurelia's Vindicator
Aurelia's Vindicator 2WhiteWhite (4)
Creature — Angel (4/2)

Flying, lifelink, ward 2

Disguise Variable Colorless3White

When Aurelia's Vindicator is turned face up, exile up to X other target creatures from the battlefield and/or creature cards from graveyards.

When Aurelia's Vindicator leaves the battlefield, return the exiled cards to their owners' hands.

Murders at Karlov Manor (Mythic Rare)
Auspicious Arrival
Auspicious Arrival 1White (2)
Instant

Target creature gets +2/+2 until end of turn. Investigate. (Create a Clue token. It's an artifact with "2, Sacrifice this artifact: Draw a card.")

Murders at Karlov Manor (Common)
Axebane Ferox
Axebane Ferox 2GreenGreen (4)
Creature — Beast (4/4)

Deathtouch, haste

Ward—Collect evidence 4. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player exiles cards with total mana value 4 or greater from their graveyard.)

Murders at Karlov Manor (Rare)
Barbed Servitor
Barbed Servitor 3Black (4)
Artifact Creature — Construct (1/1)

Indestructible

When Barbed Servitor enters, suspect it. (It has menace and can't block.)

Whenever Barbed Servitor deals combat damage to a player, you draw a card and you lose 1 life.

Whenever Barbed Servitor is dealt damage, target opponent loses that much life.

Murders at Karlov Manor (Rare)
Basilica Stalker
Basilica Stalker 5Black (6)
Creature — Vampire Detective (3/4)

Flying

Whenever Basilica Stalker deals combat damage to a player, you gain 1 life and surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Disguise 4Black (You may cast this card face down for 3 as a 2/2 creature with ward 2. Turn it face up any time for its disguise cost.)

Murders at Karlov Manor (Common)
Behind the Mask
Behind the Mask Blue (1)
Instant

As an additional cost to cast this spell, you may collect evidence 6. (Exile cards with total mana value 6 or greater from your graveyard.)

Until end of turn, target artifact or creature becomes an artifact creature with base power and toughness 4/3. If evidence was collected, it has base power and toughness 1/1 until end of turn instead.

Murders at Karlov Manor (Common)
Benthic Criminologists
Benthic Criminologists 4Blue (5)
Creature — Merfolk Wizard (4/5)

Whenever Benthic Criminologists enters or attacks, you may sacrifice an artifact. If you do, draw a card.

Murders at Karlov Manor (Common)
Bite Down on Crime
Bite Down on Crime 3Green (4)
Sorcery

As an additional cost to cast this spell, you may collect evidence 6. This spell costs 2 less to cast if evidence was collected. (To collect evidence 6, exile cards with total mana value 6 or greater from your graveyard.)

Target creature you control gets +2/+0 until end of turn. It deals damage equal to its power to target creature you don't control.

Murders at Karlov Manor (Common)
Blood Spatter Analysis
Blood Spatter Analysis BlackRed (2)
Enchantment

When Blood Spatter Analysis enters, it deals 3 damage to target creature an opponent controls.

Whenever one or more creatures die, mill a card and put a bloodstain counter on Blood Spatter Analysis. Then sacrifice it if it has five or more bloodstain counters on it. When you do, return target creature card from your graveyard to your hand.

Murders at Karlov Manor (Rare)
Bolrac-Clan Basher
Bolrac-Clan Basher 4RedRed (6)
Creature — Cyclops Warrior (3/2)

Double strike, trample

Disguise 3RedRed (You may cast this card face down for 3 as a 2/2 creature with ward 2. Turn it face up any time for its disguise cost.)

Murders at Karlov Manor (Uncommon)
Fuss // Bother (Bother)
Fuss // Bother (Bother) 4White or BlueWhite or Blue (6)
Sorcery

Create three 1/1 colorless Thopter artifact creature tokens with flying. Surveil 2.

Murders at Karlov Manor (Uncommon)
Branch of Vitu-Ghazi
Branch of Vitu-Ghazi (0)
Land

Tap: Add Colorless.

Disguise 3 (You may cast this card face down for 3 as a 2/2 creature with ward 2. Turn it face up any time for its disguise cost.)

When Branch of Vitu-Ghazi is turned face up, add two mana of any one color. Until end of turn, you don't lose this mana as steps and phases end.

Murders at Karlov Manor (Uncommon)
Break Out
Break Out RedGreen (2)
Sorcery

Look at the top six cards of your library. You may reveal a creature card from among them. If that card has mana value 2 or less, you may put it onto the battlefield and it gains haste until end of turn. If you didn't put the revealed card onto the battlefield this way, put it into your hand. Put the rest on the bottom of your library in a random order.

Murders at Karlov Manor (Uncommon)
Bubble Smuggler
Bubble Smuggler 1Blue (2)
Creature — Octopus Fish (2/1)

Disguise 5Blue (You may cast this card face down for 3 as a 2/2 creature with ward 2. Turn it face up any time for its disguise cost.)

As Bubble Smuggler is turned face up, put four +1/+1 counters on it.

Murders at Karlov Manor (Common)
Burden of Proof
Burden of Proof 1Blue (2)
Enchantment — Aura

Flash

Enchant creature

Enchanted creature gets +2/+2 as long as it's a Detective you control. Otherwise, it has base power and toughness 1/1 and can't block Detectives.

Murders at Karlov Manor (Uncommon)
Buried in the Garden
Buried in the Garden 2GreenWhite (4)
Enchantment — Aura

Enchant land

When Buried in the Garden enters, exile target nonland permanent you don't control until Buried in the Garden leaves the battlefield.

Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.

Murders at Karlov Manor (Uncommon)
Other Versions
Outlaws of Thunder Junction Breaking News (Uncommon)
Hustle // Bustle (Bustle)
Hustle // Bustle (Bustle) 4Red or GreenRed or Green (6)
Sorcery

Creatures you control get +2/+2 and gain trample until end of turn. You may turn a creature you control face up.

Murders at Karlov Manor (Uncommon)
Call a Surprise Witness
Call a Surprise Witness 1White (2)
Sorcery

Return target creature card with mana value 3 or less from your graveyard to the battlefield. Put a flying counter on it. It's a Spirit in addition to its other types.

Murders at Karlov Manor (Uncommon)
Candlestick
Candlestick Blue (1)
Artifact — Clue Equipment

Equipped creature gets +1/+1 and has "Whenever this creature attacks, surveil 2." (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)

2, Sacrifice Candlestick: Draw a card.

Equip 2

Murders at Karlov Manor (Uncommon)
Other Versions
Ravnica Clue Edition (Uncommon)
Case File Auditor
Case File Auditor 2White (3)
Creature — Human Detective (1/4)

When Case File Auditor enters and whenever you solve a Case, look at the top six cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

You may spend mana as though it were mana of any color to cast Case spells.

Murders at Karlov Manor (Uncommon)
Case of the Burning Masks
Case of the Burning Masks 1RedRed (3)
Enchantment — Case

When this Case enters, it deals 3 damage to target creature an opponent controls.

To solve — Three or more sources you controlled dealt damage this turn. (If unsolved, solve at the beginning of your end step.)

Solved — Sacrifice this Case: Exile the top three cards of your library. Choose one of them. You may play that card this turn.

Murders at Karlov Manor (Uncommon)
Case of the Crimson Pulse
Case of the Crimson Pulse 2Red (3)
Enchantment — Case

When this Case enters, discard a card, then draw two cards.

To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.)

Solved — At the beginning of your upkeep, discard your hand, then draw two cards.

Murders at Karlov Manor (Rare)
Case of the Filched Falcon
Case of the Filched Falcon Blue (1)
Enchantment — Case

When this Case enters, investigate. (Create a Clue token. It's an artifact with "2, Sacrifice this artifact: Draw a card.")

To solve — You control three or more artifacts. (If unsolved, solve at the beginning of your end step.)

Solved — 2Blue, Sacrifice this Case: Put four +1/+1 counters on target noncreature artifact. It becomes a 0/0 Bird creature with flying in addition to its other types.

Murders at Karlov Manor (Uncommon)
Case of the Gateway Express
Case of the Gateway Express 1White (2)
Enchantment — Case

When this Case enters, choose target creature you don't control. Each creature you control deals 1 damage to that creature.

To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.)

Solved — Creatures you control get +1/+0.

Murders at Karlov Manor (Uncommon)
Case of the Gorgon's Kiss
Case of the Gorgon's Kiss Black (1)
Enchantment — Case

When this Case enters, destroy up to one target creature that was dealt damage this turn.

To solve — Three or more creature cards were put into graveyards from anywhere this turn. (If unsolved, solve at the beginning of your end step.)

Solved — This Case is a 4/4 Gorgon creature with deathtouch and lifelink in addition to its other types.

Murders at Karlov Manor (Uncommon)
Case of the Locked Hothouse
Case of the Locked Hothouse 3Green (4)
Enchantment — Case

You may play an additional land on each of your turns.

To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)

Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.

Murders at Karlov Manor (Rare)
Case of the Pilfered Proof
Case of the Pilfered Proof 1White (2)
Enchantment — Case

Whenever a Detective you control enters or is turned face up, put a +1/+1 counter on it.

To solve — You control three or more Detectives. (If unsolved, solve at the beginning of your end step.)

Solved — If one or more tokens would be created under your control, those tokens plus a Clue token are created instead. (It's an artifact with "2, Sacrifice this artifact: Draw a card.")

Murders at Karlov Manor (Uncommon)
Case of the Ransacked Lab
Case of the Ransacked Lab 2Blue (3)
Enchantment — Case

Instant and sorcery spells you cast cost 1 less to cast.

To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.)

Solved — Whenever you cast an instant or sorcery spell, draw a card.

Murders at Karlov Manor (Rare)
Case of the Shattered Pact
Case of the Shattered Pact 2 (2)
Enchantment — Case

When this Case enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.

To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.)

Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.

Murders at Karlov Manor (Uncommon)
Case of the Stashed Skeleton
Case of the Stashed Skeleton 1Black (2)
Enchantment — Case

When this Case enters, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.)

To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.)

Solved — 1Black, Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.

Murders at Karlov Manor (Rare)
Case of the Trampled Garden
Case of the Trampled Garden 2Green (3)
Enchantment — Case

When this Case enters, distribute two +1/+1 counters among one or two target creatures you control.

To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.)

Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.

Murders at Karlov Manor (Uncommon)
Case of the Uneaten Feast
Case of the Uneaten Feast White (1)
Enchantment — Case

Whenever a creature you control enters, you gain 1 life.

To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.)

Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.

Murders at Karlov Manor (Rare)
Caught Red-Handed
Caught Red-Handed 4Red (5)
Instant

This spell can't be countered. (This includes by the ward ability.)

Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Suspect it. (It has menace and can't block.)

Murders at Karlov Manor (Uncommon)
Cease // Desist (Cease)
Cease // Desist (Cease) 1Black or Green (2)
Instant

Exile up to two target cards from a single graveyard. Target player gains 2 life and draws a card.

Murders at Karlov Manor (Uncommon)
Cerebral Confiscation
Cerebral Confiscation 2Black (3)
Sorcery

Choose one —

• Target opponent discards two cards.

• Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.

Murders at Karlov Manor (Common)
Chalk Outline
Chalk Outline 3Green (4)
Enchantment

Whenever one or more creature cards leave your graveyard, create a 2/2 white and blue Detective creature token, then investigate. (Create a Clue token. It's an artifact with "2, Sacrifice this artifact: Draw a card.")

Murders at Karlov Manor (Uncommon)
Clandestine Meddler
Clandestine Meddler 2Black (3)
Creature — Vampire Rogue (3/2)

When Clandestine Meddler enters, suspect up to one other target creature you control. (A suspected creature has menace and can't block.)

Whenever one or more suspected creatures you control attack, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Murders at Karlov Manor (Uncommon)
Coerced to Kill
Coerced to Kill 3BlueBlack (5)
Enchantment — Aura

Enchant creature

You control enchanted creature.

Enchanted creature has base power and toughness 1/1, has deathtouch, and is an Assassin in addition to its other types.

Murders at Karlov Manor (Uncommon)
Cold Case Cracker
Cold Case Cracker 3Blue (4)
Creature — Spirit Detective (3/3)

Flying

When Cold Case Cracker dies, investigate. (Create a Clue token. It's an artifact with "2, Sacrifice this artifact: Draw a card.")

Murders at Karlov Manor (Common)
Commercial District
Commercial District (0)
Land — Mountain Forest

(Tap: Add Red or Green.)

Commercial District enters tapped.

When Commercial District enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Murders at Karlov Manor (Rare)
Concealed Weapon
Concealed Weapon 1Red (2)
Artifact — Equipment

Equipped creature gets +3/+0.

Disguise 2Red (You may cast this card face down for 3 as a 2/2 creature with ward 2. Turn it face up any time for its disguise cost.)

When Concealed Weapon is turned face up, attach it to target creature you control.

Equip 1Red

Murders at Karlov Manor (Uncommon)
Connecting the Dots
Connecting the Dots 1Red (2)
Enchantment

Whenever a creature you control attacks, exile the top card of your library face down. (You can't look at it.)

1Red, Discard your hand, Sacrifice Connecting the Dots: Put all cards exiled with Connecting the Dots into their owners' hands.

Murders at Karlov Manor (Rare)
Conspiracy Unraveler
Conspiracy Unraveler 5BlueBlue (7)
Creature — Sphinx Detective (6/6)

Flying

You may collect evidence 10 rather than pay the mana cost for spells you cast. (To collect evidence 10, exile cards with total mana value 10 or greater from your graveyard.)

Murders at Karlov Manor (Mythic Rare)
Convenient Target
Convenient Target Red (1)
Enchantment — Aura

Enchant creature

When Convenient Target enters, suspect enchanted creature. (It has menace and can't block.)

Enchanted creature gets +1/+1.

2Red: Return Convenient Target from your graveyard to your hand.

Murders at Karlov Manor (Uncommon)
Cornered Crook
Cornered Crook 4Red (5)
Creature — Lizard Warrior (5/4)

When Cornered Crook enters, you may sacrifice an artifact. When you do, Cornered Crook deals 3 damage to any target.

Murders at Karlov Manor (Uncommon)
Coveted Falcon
Coveted Falcon 1BlueBlue (3)
Artifact Creature — Bird (1/4)

Flying

Whenever Coveted Falcon attacks, gain control of target permanent you own but don't control.

Disguise 1Blue

When Coveted Falcon is turned face up, target opponent gains control of any number of target permanents you control. Draw a card for each one they gained control of this way.

Murders at Karlov Manor (Rare)
Crime Novelist
Crime Novelist 2Red (3)
Creature — Goblin Bard (1/3)

Whenever you sacrifice an artifact, put a +1/+1 counter on Crime Novelist and add Red.

Murders at Karlov Manor (Uncommon)
Crimestopper Sprite
Crimestopper Sprite 2Blue (3)
Creature — Faerie Detective (2/2)

As an additional cost to cast this spell, you may collect evidence 6. (Exile cards with total mana value 6 or greater from your graveyard.)

Flying

When Crimestopper Sprite enters, tap target creature. If evidence was collected, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)

Murders at Karlov Manor (Common)
Crowd-Control Warden
Crowd-Control Warden 3GreenWhite (5)
Creature — Centaur Soldier (4/4)

As Crowd-Control Warden enters or is turned face up, put X +1/+1 counters on it, where X is the number of other creatures you control.

Disguise 3Green or WhiteGreen or White (You may cast this card face down for 3 as a 2/2 creature with ward 2. Turn it face up any time for its disguise cost.)

Murders at Karlov Manor (Common)
Cryptex
Cryptex 2 (2)
Artifact

Tap, Collect evidence 3: Add one mana of any color. Put an unlock counter on Cryptex. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.)

Sacrifice Cryptex: Surveil 3, then draw three cards. Activate only if Cryptex has five or more unlock counters on it.

Murders at Karlov Manor (Rare)
Cryptic Coat
Cryptic Coat 2Blue (3)
Artifact — Equipment

When Cryptic Coat enters, cloak the top card of your library, then attach Cryptic Coat to it. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward 2. Turn it face up any time for its mana cost if it's a creature card.)

Equipped creature gets +1/+0 and can't be blocked.

1Blue: Return Cryptic Coat to its owner's hand.

Murders at Karlov Manor (Rare)
Culvert Ambusher
Culvert Ambusher 3GreenGreen (5)
Creature — Wurm Horror (4/5)

When Culvert Ambusher enters or is turned face up, target creature blocks this turn if able.

Disguise 4Green (You may cast this card face down for 3 as a 2/2 creature with ward 2. Turn it face up any time for its disguise cost.)

Murders at Karlov Manor (Uncommon)
Curious Cadaver
Curious Cadaver 2BlueBlack (4)
Creature — Zombie Detective (3/1)

Flying

When you sacrifice a Clue, return Curious Cadaver from your graveyard to your hand.

Murders at Karlov Manor (Uncommon)
Curious Inquiry
Curious Inquiry Blue (1)
Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, investigate." (Create a Clue token. It's an artifact with "2, Sacrifice this artifact: Draw a card.")

Murders at Karlov Manor (Uncommon)
Deadly Complication
Deadly Complication 1BlackRed (3)
Sorcery

Choose one or both —

• Destroy target creature.

• Put a +1/+1 counter on target suspected creature you control. You may have it become no longer suspected.

Murders at Karlov Manor (Uncommon)
Deadly Cover-Up
Deadly Cover-Up 3BlackBlack (5)
Sorcery

As an additional cost to cast this spell, you may collect evidence 6.

Destroy all creatures. If evidence was collected, exile a card from an opponent's graveyard. Then search its owner's graveyard, hand, and library for any number of cards with that name and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.

Murders at Karlov Manor (Rare)
Deduce
Deduce 1Blue (2)
Instant

Draw a card. Investigate. (Create a Clue token. It's an artifact with "2, Sacrifice this artifact: Draw a card.")

Murders at Karlov Manor (Common)
Defenestrated Phantom
Defenestrated Phantom 4WhiteWhite (6)
Creature — Spirit (4/3)

Flying

Disguise 4White (You may cast this card face down for 3 as a 2/2 creature with ward 2. Turn it face up any time for its disguise cost.)

Murders at Karlov Manor (Common)
Delney, Streetwise Lookout
Delney, Streetwise Lookout 2White (3)
Legendary Creature — Human Scout (2/2)

Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater.

If an ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.

Murders at Karlov Manor (Mythic Rare)
Demand Answers
Demand Answers 1Red (2)
Instant

As an additional cost to cast this spell, sacrifice an artifact or discard a card.

Draw two cards.

Murders at Karlov Manor (Common)
Cease // Desist (Desist)
Cease // Desist (Desist) 4Green or WhiteGreen or White (6)
Sorcery

Destroy all artifacts and enchantments.

Murders at Karlov Manor (Uncommon)
Detective's Satchel
Detective's Satchel 2BlueRed (4)
Artifact

When Detective's Satchel enters, investigate twice. (To investigate, create a Clue token. It's an artifact with "2, Sacrifice this artifact: Draw a card.")

Tap: Create a 1/1 colorless Thopter artifact creature token with flying. Activate only if you've sacrificed an artifact this turn.

Murders at Karlov Manor (Uncommon)
Dog Walker
Dog Walker RedWhite (2)
Creature — Human Citizen (3/1)

Vigilance

Disguise Red or WhiteRed or White (You may cast this card face down for 3 as a 2/2 creature with ward 2. Turn it face up any time for its disguise cost.)

When Dog Walker is turned face up, create two tapped 1/1 white Dog creature tokens.

Murders at Karlov Manor (Common)
Doorkeeper Thrull
Doorkeeper Thrull 1White (2)
Creature — Thrull (1/2)

Flash

Flying

Artifacts and creatures entering don't cause abilities to trigger.

Murders at Karlov Manor (Rare)
Doppelgang
Doppelgang Variable ColorlessVariable ColorlessVariable ColorlessGreenBlue (2)
Sorcery

For each of X target permanents, create X tokens that are copies of that permanent.

Murders at Karlov Manor (Rare)
Drag the Canal
Drag the Canal BlueBlack (2)
Instant

Create a 2/2 white and blue Detective creature token. If a creature died this turn, you gain 2 life, surveil 2, then investigate. (Create a Clue token. It's an artifact with "2, Sacrifice this artifact: Draw a card.")

Murders at Karlov Manor (Rare)
Dramatic Accusation
Dramatic Accusation 2Blue (3)
Enchantment — Aura

Enchant creature

When Dramatic Accusation enters, tap enchanted creature.

Enchanted creature doesn't untap during its controller's untap step.

BlueBlue: Shuffle enchanted creature into its owner's library.

Murders at Karlov Manor (Common)
Due Diligence
Due Diligence 2White (3)
Enchantment — Aura

Enchant creature

When Due Diligence enters, target creature you control other than enchanted creature gets +2/+2 and gains vigilance until end of turn.

Enchanted creature gets +2/+2 and has vigilance.

Murders at Karlov Manor (Common)
Elegant Parlor
Elegant Parlor (0)
Land — Mountain Plains

(Tap: Add Red or White.)

Elegant Parlor enters tapped.

When Elegant Parlor enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Murders at Karlov Manor (Rare)
Eliminate the Impossible
Eliminate the Impossible 1Blue (2)
Instant

Investigate. Creatures your opponents control get -2/-0 until end of turn. If any of them are suspected, they're no longer suspected. (To investigate, create a Clue token. It's an artifact with "2, Sacrifice this artifact: Draw a card.")

Murders at Karlov Manor (Uncommon)
Escape Tunnel
Escape Tunnel (0)
Land

Tap, Sacrifice Escape Tunnel: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Tap, Sacrifice Escape Tunnel: Target creature with power 2 or less can't be blocked this turn.

Murders at Karlov Manor (Common)
Essence of Antiquity
Essence of Antiquity 3WhiteWhite (5)
Artifact Creature — Golem (1/10)

Disguise 2White (You may cast this card face down for 3 as a 2/2 creature with ward 2. Turn it face up any time for its disguise cost.)

When Essence of Antiquity is turned face up, creatures you control gain hexproof until end of turn. Untap them.

Murders at Karlov Manor (Uncommon)
Etrata, Deadly Fugitive
Etrata, Deadly Fugitive 1BlueBlack (3)
Legendary Creature — Vampire Assassin (1/4)

Deathtouch

Face-down creatures you control have "2BlueBlack: Turn this creature face up. If you can't, exile it, then you may cast the exiled card without paying its mana cost."

Whenever an Assassin you control deals combat damage to an opponent, cloak the top card of that player's library.

Murders at Karlov Manor (Mythic Rare)
Evidence Examiner
Evidence Examiner GreenBlue (2)
Creature — Merfolk Detective (2/2)

At the beginning of combat on your turn, you may collect evidence 4. (Exile cards with total mana value 4 or greater from your graveyard.)

Whenever you collect evidence, investigate. (Create a Clue token. It's an artifact with "2, Sacrifice this artifact: Draw a card.")

Murders at Karlov Manor (Uncommon)
Exit Specialist
Exit Specialist 1Blue (2)
Creature — Human Detective (2/1)

Exit Specialist can't be blocked by creatures with power 3 or greater.

Disguise 1Blue (You may cast this card face down for 3 as a 2/2 creature with ward 2. Turn it face up any time for its disguise cost.)

When Exit Specialist is turned face up, return another target creature to its owner's hand.

Murders at Karlov Manor (Uncommon)
Expedited Inheritance
Expedited Inheritance RedRed (2)
Enchantment

Whenever a creature is dealt damage, its controller may exile that many cards from the top of their library. They may play those cards until the end of their next turn.

Murders at Karlov Manor (Mythic Rare)
Expose the Culprit
Expose the Culprit 1Red (2)
Instant

Choose one or both —

• Turn target face-down creature face up.

• Exile any number of face-up creatures you control with disguise in a face-down pile, shuffle that pile, then cloak them. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward 2. Turn it face up any time for its mana cost if it's a creature card.)

Murders at Karlov Manor (Uncommon)
Extract a Confession
Extract a Confession 1Black (2)
Sorcery

As an additional cost to cast this spell, you may collect evidence 6. (Exile cards with total mana value 6 or greater from your graveyard.)

Each opponent sacrifices a creature of their choice. If evidence was collected, instead each opponent sacrifices a creature with the greatest power among creatures they control.

Murders at Karlov Manor (Common)
Ezrim, Agency Chief
Ezrim, Agency Chief 1WhiteWhiteBlueBlue (5)
Legendary Creature — Archon Detective (5/5)

Flying

When Ezrim, Agency Chief enters, investigate twice. (To investigate, create a Clue token. It's an artifact with "2, Sacrifice this artifact: Draw a card.")

1, Sacrifice an artifact: Ezrim gains your choice of vigilance, lifelink, or hexproof until end of turn.

Murders at Karlov Manor (Rare)
Fae Flight
Fae Flight 1Blue (2)
Enchantment — Aura

Flash

Enchant creature

When Fae Flight enters, enchanted creature gains hexproof until end of turn.

Enchanted creature gets +1/+0 and has flying.

Murders at Karlov Manor (Uncommon)
Faerie Snoop
Faerie Snoop 1BlueBlack (3)
Creature — Faerie Detective (1/4)

Flying

Disguise 1Blue or BlackBlue or Black (You may cast this card face down for 3 as a 2/2 creature with ward 2. Turn it face up any time for its disguise cost.)

When Faerie Snoop is turned face up, look at the top two cards of your library. Put one into your hand and the other into your graveyard.

Murders at Karlov Manor (Common)
Fanatical Strength
Fanatical Strength 1Green (2)
Instant

Target creature gets +3/+3 and gains trample until end of turn.

Murders at Karlov Manor (Common)
Felonious Rage
Felonious Rage Red (1)
Instant

Target creature you control gets +2/+0 and gains haste until end of turn. When that creature dies this turn, create a 2/2 white and blue Detective creature token.

Murders at Karlov Manor (Common)
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