Emergent Haunting (Outlaws of Thunder Junction #46)

Emergent Haunting {1}{U}

Enchantment

At the beginning of your end step, if you haven’t cast a spell from your hand this turn and Emergent Haunting isn’t a creature, it becomes a 3/3 Spirit creature with flying in addition to its other types.

{2}{U}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Illustrated by Jorge Jacinto

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Emergent Haunting:
  • At the beginning of your end step, Emergent Haunting’s ability will check to see if you’ve cast a spell from your hand this turn or if Emergent Haunting is a creature. If either is true, the ability won’t trigger at all. If the ability does trigger, it will check again as it tries to resolve. If either is true as the ability tries to resolve, the ability won’t do anything. (2024-04-12)
  • Emergent Haunting’s first ability doesn’t have a duration, which means it remains a creature indefinitely. (2024-04-12)