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Reaper of Night // Harvest Fear

~$0.11 low · ~$0.52 high

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Black. Creature — Specter // Sorcery — Adventure

five generic manaone black manaone black mana // three generic manaone black mana

102 · ELD · C · ENWhat the codes mean

Reaper of Night // Harvest Fear

Throne of Eldraine #102 · Illustrated by Jeff Simpson

What is Reaper of Night // Harvest Fear worth?

Cheapest copy

~$0.11

Non-foil · Throne of Eldraine #102

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Highest TCGplayer price

~$0.52

Showcase foil · Throne of Eldraine #289

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5 prices from $0.11 to $0.52. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle text

Reaper of Night

five generic manaone black manaone black mana

Creature — Specter

Whenever this creature attacks, if defending player has two or fewer cards in hand, it gains flying until end of turn.

4/5

Harvest Fear

three generic manaone black mana

Sorcery — Adventure

Target opponent discards two cards. (Then exile this card. You may cast the creature later from exile.)

All 3 printings of Reaper of Night // Harvest Fear

PrintingRarityNon-foilFoilCardmarket (EUR)My collection
The List #ELD-102
The List
plst #ELD-102· 2019common· Cardmarket €0.06
common$0.16No foil printing€0.06
Throne of Eldraine #289
Throne of Eldraine
eld #289· 2019Showcasecommon· Cardmarket €0.19 · €0.22 foil
common$0.20$0.52€0.19€0.22 foil

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

Where to buy Reaper of Night // Harvest Fear

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Card details

First printed
2019
Printings
3
Mana value
7
EDHREC rank
#24,490 on EDHREC (Commander popularity)
Artists
Jeff Simpson, Olena Richards

What the codes mean

The small print at the bottom of the Throne of Eldraine card (#102).

102 · ELD · C · EN

  • 102Collector number: this card's place in the set list. Main-set cards print it over the set's card count.
  • ELDSet code for Throne of Eldraine
  • CCommon
  • ENPrinted in English

How to read a Magic card: every part and code, on real cards.

Rulings (13)

  1. October 4, 2019

    You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty.

  2. October 4, 2019

    When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

  3. October 4, 2019

    If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell.

  4. October 4, 2019

    If Reaper of Night attacks a planeswalker, the controller of the planeswalker is the defending player.

  5. October 4, 2019

    If the defending player has three or more cards in hand as Reaper of Night attacks, its ability won't trigger at all. If that player has three or more cards in hand as the ability resolves, it doesn't gain flying.

  6. October 4, 2019

    Once Reaper of Night's ability has resolved, the number of cards in defending player's hand no longer matters. Reaper of Night won't gain or lose flying if that number changes later in the turn.

  7. October 4, 2019

    If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if Giant Killer is exiled with the last ability of Vivien, Champion of the Wilds, you can't cast it as Chop Down.

  8. October 4, 2019

    Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

  9. October 4, 2019

    If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.

  10. October 4, 2019

    If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.

  11. October 4, 2019

    If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent.

  12. October 4, 2019

    An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Giant Killer is a white creature card whose mana value is 1. It can't be the target of the triggered ability of Mystic Sanctuary.

  13. October 4, 2019

    If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

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