The first thing The Harrowing does is grab you—literally. That spectral hand lunging out of the void doesn’t look like it’s asking permission.
It’s forceful, urgent, desperate. The image alone suggests this isn’t resurrection as comfort.
This is resurrection as power. It sets the tone perfectly for a card that reanimates units not with grace, but with raw, necromantic reach.
There’s no softness here—just a grasp that dares to defy the grave.
Illustration Breakdown
The composition is tight, with the glowing hand dominating the frame in a burst of translucent blues and jagged energy. There’s movement in the fingers—curled, mid-clutch, not yet complete.
The shadows around it don’t recede. They press in, as if the act of rising from the trash demands darkness as its price.
Artist Rafael Zanchetin plays with contrast in a way that evokes unease. That soft teal glow is beautiful, but it’s framed in horror—jagged shadows, trailing mist, and a silhouette rising from what looks like spiritual decay.
The closer you look, the more it feels like this isn’t some noble act of resurrection, but something haunted. Like what’s being pulled back shouldn’t be.
Gameplay Integration
The Harrowing lets you play a unit from your trash, ignoring its Energy cost—but not its Power cost.
It’s a clean mechanic with ruthless implications. You’re not waiting until the late game to bring something massive back.
You’re skipping the turn tax, dodging Energy gates, and reaching into the abyss with one hand.
And that’s exactly what the art mirrors: an unrelenting grab for what’s been lost.
Mechanically, it opens up tempo-positive plays in midrange Shadow Isles decks. Bring back a 9-Energy bruiser for the cost of 6 and a Power tax?
That’s a huge swing. Especially when your deck is built around feeding the trash pile early.
The fact that it’s a Spell also gives it surprise factor—your opponent might see an empty board and drop their guard, only to eat a resurrected nightmare next turn.
Collector Details / Value Mention
The Harrowing is card number 198 out of 298 in the core set. It’s a Spell, Shadow Isles aligned, and almost certainly Rare or higher—especially given its game-changing recursion effect.
No foil or alt art is confirmed yet, but this is the kind of card that quietly becomes a sleeper hit. A clean effect, incredible synergy with trash-based decks, and chillingly strong visual identity.
Don’t be surprised if The Harrowing gets a showcase foil or special reprint down the line.
Its clarity and utility make it prime candidate material for collectors and deckbuilders alike.
Read more – The art of Sabotage from Riftbound TCG
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