(Color indicator: Malady Invoker is black and green)
When this creature transforms into Malady Invoker, target creature an opponent controls gets -0/-X until end of turn, where X is this creature's power.
Spells and abilities you control can't destroy, exile, target, or cause you to sacrifice A Good Thing. At the beginning of your upkeep, double your life total. Then, if you have 1,000 or more life, you lose the game.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) {T}: Add {G}, {U}, or {R}. If you don't have the city's blessing, you lose 1 life.
Target opponent sacrifices a creature of their choice. Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent."
"Kuja called them black mages, dark spawn of the mist." —The Soulcage
Tap an untapped snow land you control: This creature gets +1/+1 until end of turn.
"They aren't the brightest or the quickest of Giants. For that matter, the same holds true if you compare them to rocks." —Disa the Restless, journal entry
Put three -1/-1 counters on target creature. Its controller loses 3 life unless they sacrifice another nonland permanent of their choice or discard a card.
The Scorpion God's sting sends venom strong enough to poison blood, bone, and spirit.
Trample Cultivator Colossus's power and toughness are each equal to the number of lands you control. When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
The Underworld erodes memory, identity, and eventually the physical form, leaving only crumbling statues called misera—hollow monuments to mortal futility.