Innistrad: Double Feature

Jack-o'-Lantern

Jack-o'-Lantern {1}

Artifact
{1}, {T}, Sacrifice Jack-o'-Lantern: Exile up to one target card from a graveyard. Draw a card.
{1}, Exile Jack-o'-Lantern from your graveyard: Add one mana of any color.
By the end of the festival, it was the only thing still grinning.
Moonsilver Key

Moonsilver Key {2}

Artifact
{1}, {T}, Sacrifice Moonsilver Key: Search your library for an artifact card with a mana ability or a basic land card, reveal it, put it into your hand, then shuffle.
To restore the day-night balance, the Celestus mechanism's Sungold Lock must be reunited with its long-lost key.
Mystic Skull
Mystic Monstrosity

Mystic Skull {2}

Artifact
{1}, {T}: Add one mana of any color.
{5}, {T}: Transform Mystic Skull.
It waited on the barn wall for decades, forgotten, looking for the perfect opportunity.
Card has other part: Mystic Monstrosity
Mystic Monstrosity
Mystic Skull

Mystic Monstrosity

Artifact Creature - Construct
Lands you control have "{T}: Add one mana of any color."
Under the light of an unnatural moon, it walked out on legs of straw with joints of hinges ripped from the barn doors.
5/6
Card has other part: Mystic Skull
Pithing Needle

Pithing Needle {1}

Artifact
As Pithing Needle enters, choose a card name.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
Occasionally a skaab remembers too much of its former life. Luckily, there's an easy cure.
Silver Bolt

Silver Bolt {1}

Artifact
{3}, {T}, Sacrifice Silver Bolt: It deals 3 damage to target creature. If a Werewolf is dealt damage this way, destroy it.
"When a werewolf charges, you'll only have time for one shot. Best make it count."
—Captain Eberheart
Stuffed Bear

Stuffed Bear {2}

Artifact
{2}: Stuffed Bear becomes a 4/4 green Bear artifact creature until end of turn.
It takes a taxidermist of unusual skill to cleanly stuff and mount a beast without severing its primal, predatory drive.
Related card: Big Spender
Deserted Beach

Deserted Beach

Land
Deserted Beach enters tapped unless you control two or more other lands.
{T}: Add {W} or {U}.
Drownyard floods and unnatural frost made the once peaceful boardwalk deceptively treacherous.
Evolving Wilds

Evolving Wilds

Land
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
"Stensia blazes with new heat. Nephalia's tides are chaotic. And everywhere, this unnatural frost. The land is sending a warning."
—Katilda, Dawnhart Prime
Field of Ruin

Field of Ruin

Land
{T}: Add {C}.
{2}, {T}, Sacrifice Field of Ruin: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
Related card: Boseiju Pathlighter
Haunted Ridge

Haunted Ridge

Land
Haunted Ridge enters tapped unless you control two or more other lands.
{T}: Add {B} or {R}.
Swirling eddies of ash hide crumbling cliffs, treacherous drops, and the slavering maws of unknown evils.
Hostile Hostel
Creeping Inn

Hostile Hostel

Land
{T}: Add {C}.
{1}, {T}, Sacrifice a creature: Put a soul counter on Hostile Hostel. Then if there are three or more soul counters on it, remove those counters, transform it, then untap it. Activate only as a sorcery.
Card has other part: Creeping Inn
Creeping Inn
Hostile Hostel

Creeping Inn

Artifact Creature - Horror Construct
(Color indicator: Creeping Inn is black)
Whenever Creeping Inn attacks, you may exile a creature card from your graveyard. If you do, each opponent loses X life and you gain X life, where X is the number of creature cards exiled with Creeping Inn.
{4}: Creeping Inn phases out.
3/7
Card has other part: Hostile Hostel
Overgrown Farmland

Overgrown Farmland

Land
Overgrown Farmland enters tapped unless you control two or more other lands.
{T}: Add {G} or {W}.
A few weed-choked gourd patches are all that remain of the proud, thriving farms that once blanketed the province.
Rockfall Vale

Rockfall Vale

Land
Rockfall Vale enters tapped unless you control two or more other lands.
{T}: Add {R} or {G}.
Cries of panic echo along Kessig's narrow ravines as howlpacks herd their prey.
Shipwreck Marsh

Shipwreck Marsh

Land
Shipwreck Marsh enters tapped unless you control two or more other lands.
{T}: Add {U} or {B}.
The bones of doomed ships jut out from the muck while the bones of their sailors molder below.
Adamant Will

Adamant Will {1}{W}

Instant
Target creature gets +2/+2 and gains indestructible until end of turn.
"I refuse to die before I see the sun rise again."
Related card: Imperial Blademaster
Angelic Quartermaster

Angelic Quartermaster {3}{W}{W}

Creature - Angel Soldier
Flying
When Angelic Quartermaster enters, put a +1/+1 counter on each of up to two other target creatures.
"Stand strong. We will reclaim the dawn."
3/3
Arm the Cathars

Arm the Cathars {1}{W}{W}

Sorcery
Until end of turn, target creature gets +3/+3, up to one other target creature gets +2/+2, and up to one other target creature gets +1/+1. Those creatures gain vigilance until end of turn.
Faith is a cathar's greatest weapon, but a sword of blessed silver is a close second.
Bride's Gown

Bride's Gown {1}{W}

Artifact - Equipment
Equipped creature gets +2/+0. It gets an additional +0/+2 and has first strike as long as an Equipment named Groom's Finery is attached to a creature you control.
Equip {2}
Related card: Groom's Finery
By Invitation Only

By Invitation Only {3}{W}{W}

Sorcery
Choose a number between 0 and 13. Each player sacrifices that many creatures of their choice.
The red envelopes guarantee safe passage through the Lurenbraum barrier. Olivia left strict instructions: no invitation, no entry, no exceptions.
Cemetery Protector

Cemetery Protector {2}{W}{W}

Creature - Human Soldier
Flash
When Cemetery Protector enters, exile a card from a graveyard.
Whenever you play a land or cast a spell, if it shares a card type with the exiled card, create a 1/1 white Human creature token.
3/4
Circle of Confinement

Circle of Confinement {1}{W}

Enchantment
When Circle of Confinement enters, exile target creature an opponent controls with mana value 3 or less until Circle of Confinement leaves the battlefield.
Whenever an opponent casts a Vampire spell with the same name as a card exiled with Circle of Confinement, you gain 2 life.
Dawnhart Geist

Dawnhart Geist {1}{W}

Creature - Spirit Warlock
Whenever you cast an enchantment spell, you gain 2 life.
"Our bodies may lie slain, but perhaps we can still complete the ritual. I'd rather not spend my afterlife in this wretched eternal night."
1/3
Distracting Geist
Clever Distraction

Distracting Geist {2}{W}

Creature - Spirit
Whenever Distracting Geist attacks, tap target creature defending player controls.
Disturb {4}{W}
"I never did enjoy studying."
2/1
Card has other part: Clever Distraction