31561 cards found
Unholy Citadel

Unholy Citadel

Land
Black legendary creatures you control have "bands with other legendary creatures."
  • Legends
Ur-Drago

Ur-Drago {3}{U}{U}{B}{B}

Legendary Creature - Elemental
First strike
Creatures with swampwalk can be blocked as though they didn't have swampwalk.
4/4
  • Legends
Venarian Gold

Venarian Gold {X}{U}{U}

Enchantment - Aura
Enchant creature
When Venarian Gold enters, tap enchanted creature and put X sleep counters on it.
Enchanted creature doesn't untap during its controller's untap step if it has a sleep counter on it.
At the beginning of the upkeep of enchanted creature's controller, remove a sleep counter from that creature.
  • Legends
Walking Dead

Walking Dead {1}{B}

Creature - Zombie
{B}: Regenerate Walking Dead.
The Walking Dead are the remains of freakish experiments by the Necromantic Lords.
1/1
  • Legends
Wall of Caltrops

Wall of Caltrops {1}{W}

Creature - Wall
Defender
Whenever Wall of Caltrops blocks a creature, if at least one other Wall creature is blocking that creature and no non-Wall creatures are blocking that creature, Wall of Caltrops gains banding until end of turn.
"Ow! Ow ow ow! Oooh, ow, OW!"
2/1
  • Legends
Wall of Earth

Wall of Earth {1}{R}

Creature - Wall
Defender
The ground shuddered violently and the earth seemed to come to life. The elemental force contained in the vast wall of earth was trapped, bent to its controller's will.
0/6
  • Legends
Wall of Putrid Flesh

Wall of Putrid Flesh {2}{B}

Creature - Wall
Defender
Protection from white
Prevent all damage that would be dealt to Wall of Putrid Flesh by enchanted creatures.
2/4
  • Legends
Wall of Tombstones

Wall of Tombstones {1}{B}

Creature - Wall
Defender
At the beginning of your upkeep, change Wall of Tombstones's base toughness to 1 plus the number of creature cards in your graveyard.
0/1
  • Legends
Cleansing

Cleansing {W}{W}{W}

Sorcery
For each land, destroy that land unless any player pays 1 life.
  • The Dark
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 they sacrifice that artifact.
Voska feared the artifact had come too easily.
  • The Dark
Dark Sphere

Dark Sphere {0}

Artifact
{T}, Sacrifice Dark Sphere: The next time a source of your choice would deal damage to you this turn, prevent half that damage, rounded down.
"I was struck senseless for a moment, but revived when the strange curiosity I carried fell to the ground, screaming like a dying animal."
—Barl, Lord Ith
  • The Dark
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.
  • The Dark
Electric Eel

Electric Eel {U}

Creature - Fish
When Electric Eel enters, 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
  • The Dark
Eternal Flame

Eternal Flame {2}{R}{R}

Sorcery
Eternal Flame deals X damage to target opponent or planeswalker and half X damage, rounded up, to you, where X is the number of Mountains you control.
  • The Dark
Fasting

Fasting {W}

Enchantment
At the beginning of your upkeep, put a hunger counter on Fasting. Then destroy Fasting if it has five or more hunger counters on it.
If you would begin your draw step, you may skip that step instead. If you do, you gain 2 life.
When you draw a card, destroy Fasting.
  • The Dark
Festival

Festival {W}

Instant
Cast this spell only during an opponent's upkeep.
Creatures can't attack this turn.
Only after the townsfolk had drawn us into their merry celebration did we discover that their holiday rituals held a deeper purpose.
  • The Dark
Fire and Brimstone

Fire and Brimstone {3}{W}{W}

Instant
Fire and Brimstone deals 4 damage to target player who attacked this turn and 4 damage to you.
  • The Dark
Frankenstein's Monster

Frankenstein's Monster {X}{B}{B}

Creature - Zombie
As Frankenstein's Monster enters, 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 with a +2/+0, +1/+1, or +0/+2 counter on it.
0/1
  • The Dark
Giant Shark

Giant Shark {5}{U}

Creature - Shark
Giant Shark can't attack unless defending player controls an Island.
Whenever Giant Shark blocks or becomes blocked by a creature that has been dealt damage this turn, Giant Shark gets +2/+0 and gains trample until end of turn.
When you control no Islands, sacrifice Giant Shark.
4/4
  • The Dark
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
  • The Dark
Hidden Path

Hidden Path {2}{G}{G}{G}{G}

Enchantment
Green creatures have forestwalk.
"Where moments before we were lost beyond hope, the strange, floating lights showed us the way and restored our morale."
—Vervamon the Elder
  • The Dark
Inquisition

Inquisition {2}{B}

Sorcery
Target player reveals their hand. Inquisition deals damage to that player equal to the number of white cards in their hand.
Many of those entrusted to Primata Delphine's care tended to express themselves with screams.
  • The Dark
Lurker

Lurker {2}{G}

Creature - Beast
Lurker can't be the target of spells unless it attacked or blocked this turn.
"Each night we felt it watching us from the darkness beyond our fire. We only had one pack horse left."
—Maeveen O'Donagh, Memoirs of a Soldier
2/3
  • The Dark
Marsh Goblins

Marsh Goblins {B}{R}

Creature - Goblin
Swampwalk
Even the other Goblin races shun the Marsh Goblins, thanks to certain unwholesome customs they practice.
1/1
  • The Dark
Miracle Worker

Miracle Worker {W}

Creature - Human Cleric
{T}: Destroy target Aura attached to a creature you control.
"Those blessed hands could bring surcease to even the most tainted soul."
—Sister Betje, Miracles of the Saints
1/1
  • The Dark