The Dark

The Dark contains 119 cards.
Released: 1994-08-08
Ashes to Ashes

Ashes to Ashes {1}{b}{b}

Sorcery
Exile two target nonartifact creatures. Ashes to Ashes deals 5 damage to you.
"All rivers eventually run to the sea. My job is to sort out who goes first."
—Maeveen O'Donagh, Memoirs of a Soldier
Banshee

Banshee {2}{b}{b}

Creature - Spirit
{X}, {T}: Banshee deals half X damage, rounded down, to target creature or player, and half X damage, rounded up, to you.
Some say Banshees are the hounds of Death, baying to herd their prey into the arms of their master.
0/1
Bog Imp

Bog Imp {1}{b}

Creature - Imp
Flying
On guard for larger dangers, we underestimated the power and speed of the Imp's muck-crusted claws.
1/1
Bog Rats

Bog Rats {b}

Creature - Rat
Bog Rats can't be blocked by Walls.
Their stench was vile and strong enough, but not nearly as powerful as their hunger.
1/1
Curse Artifact

Curse Artifact {2}{b}{b}

Enchantment - Aura
Enchant artifact
At the beginning of the upkeep of enchanted artifact's controller, Curse Artifact deals 2 damage to that player unless he or she sacrifices that artifact.
Voska feared the artifact had come too easily.
Eater of the Dead

Eater of the Dead {4}{b}

Creature - Horror
{0}: If Eater of the Dead is tapped, exile target creature card from a graveyard and untap Eater of the Dead.
Even the putrid muscles of the dead can provide strength to those loathsome enough to consume them.
3/4
Frankenstein's Monster

Frankenstein's Monster {x}{b}{b}

Creature - Zombie
As Frankenstein's Monster enters the battlefield, exile X creature cards from your graveyard. If you can't, put Frankenstein's Monster into its owner's graveyard instead of onto the battlefield. For each creature card exiled this way, Frankenstein's Monster enters the battlefield with a +2/+0, +1/+1, or +0/+2 counter on it.
0/1
Grave Robbers

Grave Robbers {1}{b}{b}

Creature - Human Rogue
{B}, {T}: Exile target artifact card from a graveyard. You gain 2 life.
"If you don't have your health, you don't have anything." —Proverb
1/1
Inquisition

Inquisition {2}{b}

Sorcery
Target player reveals his or her hand. Inquisition deals damage to that player equal to the number of white cards in his or her hand.
Many of those entrusted to Primata Delphine's care tended to express themselves with screams.
Marsh Gas

Marsh Gas {b}

Instant
All creatures get -2/-0 until end of turn.
"Comes right outta th' ground. If ya can smell it, it's too late." —Keevy Bogsbury
Murk Dwellers

Murk Dwellers {3}{b}

Creature - Zombie
Whenever Murk Dwellers attacks and isn't blocked, it gets +2/+0 until end of combat.
When Raganorn unsealed the catacombs, he found more than the dead and their treasures.
2/2
Nameless Race

Nameless Race {3}{b}

Creature
Trample
As Nameless Race enters the battlefield, pay any amount of life. The amount you pay can't be more than the total number of white nontoken permanents your opponents control plus the total number of white cards in their graveyards.
Nameless Race's power and toughness are each equal to the life paid as it entered the battlefield.
*/*
Rag Man

Rag Man {2}{b}{b}

Creature - Human Minion
{B}{B}{B}, {T}: Target opponent reveals his or her hand and discards a creature card at random. Activate this ability only during your turn.
"Aw, he's just a silly, dirty little man. What's to be afraid of?"
2/1
Season of the Witch

Season of the Witch {b}{b}{b}

Enchantment
At the beginning of your upkeep, sacrifice Season of the Witch unless you pay 2 life.
At the beginning of the end step, destroy all untapped creatures that didn't attack this turn, except for creatures that couldn't attack.
The Fallen

The Fallen {1}{b}{b}{b}

Creature - Zombie
At the beginning of your upkeep, The Fallen deals 1 damage to each opponent it has dealt damage to this game.
Magic often masters those who cannot master it.
2/3
Uncle Istvan

Uncle Istvan {1}{b}{b}{b}

Creature - Human
Prevent all damage that would be dealt to Uncle Istvan by creatures.
Solitude drove the old hermit insane. Now he only keeps company with those he can catch.
1/3
Word of Binding

Word of Binding {x}{b}{b}

Sorcery
Tap X target creatures.
"That was the worst experience of my days, standing there helpless as they killed my whole troop." —Maeveen O'Donagh, Memoirs of a Soldier
Worms of the Earth

Worms of the Earth {2}{b}{b}{b}

Enchantment
Players can't play lands.
Lands can't enter the battlefield.
At the beginning of each upkeep, any player may sacrifice two lands or have Worms of the Earth deal 5 damage to him or her. If a player does either, destroy Worms of the Earth.
The ground collapsed, leaving nothing but the great Worms' mucous residues.
Amnesia

Amnesia {3}{u}{u}{u}

Sorcery
Target player reveals his or her hand and discards all nonland cards.
"When one has witnessed the unspeakable, 'tis sometimes better to forget." —Vervamon the Elder
Apprentice Wizard

Apprentice Wizard {1}{u}{u}

Creature - Human Wizard
{U}, {T}: Add {C}{C}{C} to your mana pool.
0/1
Dance of Many

Dance of Many {u}{u}

Enchantment
When Dance of Many enters the battlefield, create a token that's a copy of target nontoken creature.
When Dance of Many leaves the battlefield, exile the token.
When the token leaves the battlefield, sacrifice Dance of Many.
At the beginning of your upkeep, sacrifice Dance of Many unless you pay {U}{U}.
Deep Water

Deep Water {u}{u}

Enchantment
{U}: Until end of turn, if you tap a land you control for mana, it produces {U} instead of any other type.
Drowned

Drowned {1}{u}

Creature - Zombie
{B}: Regenerate Drowned.
We asked Captain Soll what became of the Serafina, but all he said was, "Ships that go down shouldn't come back up."
1/1
Electric Eel

Electric Eel {u}

Creature - Fish
When Electric Eel enters the battlefield, it deals 1 damage to you.
{R}{R}: Electric Eel gets +2/+0 until end of turn and deals 1 damage to you.
1/1
Erosion

Erosion {u}{u}{u}

Enchantment - Aura
Enchant land
At the beginning of the upkeep of enchanted land's controller, destroy that land unless that player pays {1} or 1 life.