29661 cards found
Clinging Mists

Clinging Mists {2}{G}

Instant
Prevent all combat damage that would be dealt this turn.
Fateful hour — If you have 5 or less life, tap all attacking creatures. Those creatures don't untap during their controller's next untap step.
  • Dark Ascension
Curse of Bloodletting

Curse of Bloodletting {3}{R}{R}

Enchantment - Aura Curse
Enchant player
If a source would deal damage to enchanted player, it deals double that damage to that player instead.
It is the demon's mark, an infernal claim on the flesh of the guilty.
  • Dark Ascension
Curse of Exhaustion

Curse of Exhaustion {2}{W}{W}

Enchantment - Aura Curse
Enchant player
Enchanted player can't cast more than one spell each turn.
"I do believe your heresy will prove more difficult now that you have more pressing concerns."
—Bishop Argust
  • Dark Ascension
Curse of Misfortunes

Curse of Misfortunes {4}{B}

Enchantment - Aura Curse
Enchant player
At the beginning of your upkeep, you may search your library for a Curse card that doesn't have the same name as a Curse attached to enchanted player, put it onto the battlefield attached to that player, then shuffle.
  • Dark Ascension
Deadly Allure

Deadly Allure {B}

Sorcery
Target creature gains deathtouch until end of turn and must be blocked this turn if able.
Flashback {G}
What could be more irresistible than death?
  • Dark Ascension
Death's Caress

Death's Caress {3}{B}{B}

Sorcery
Destroy target creature. If that creature was a Human, you gain life equal to its toughness.
The faint smell of cloves, the rustling of the wind, and a paralyzing descent into an airless, fathomless tomb.
  • Dark Ascension
Deranged Outcast

Deranged Outcast {1}{G}

Creature - Human Rogue
{1}{G}, Sacrifice a Human: Put two +1/+1 counters on target creature.
Cast out by his village, he now takes grim offense at refugees who seek shelter in his forest.
2/1
  • Dark Ascension
Elgaud Inquisitor

Elgaud Inquisitor {3}{W}

Creature - Human Cleric
Lifelink
When Elgaud Inquisitor dies, create a 1/1 white Spirit creature token with flying.
"It will take more than steel alone to purge this world of evil."
2/2
  • Dark Ascension
Erdwal Ripper

Erdwal Ripper {1}{R}{R}

Creature - Vampire
Haste
Whenever Erdwal Ripper deals combat damage to a player, put a +1/+1 counter on it.
Savage vampires lurk in the Erdwal's network of passageways where prey is plentiful and easy to catch.
2/1
  • Dark Ascension
Executioner's Hood

Executioner's Hood {2}

Artifact - Equipment
Equipped creature has intimidate.
Equip {2}
  • Dark Ascension
Faith's Shield

Faith's Shield {W}

Instant
Target permanent you control gains protection from the color of your choice until end of turn.
Fateful hour — If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
  • Dark Ascension
Falkenrath Torturer

Falkenrath Torturer {2}{B}

Creature - Vampire
Sacrifice a creature: Falkenrath Torturer gains flying until end of turn. If the sacrificed creature was a Human, put a +1/+1 counter on Falkenrath Torturer.
"There was a time when our cages rang with wailing. Now only a handful of these whimpering fools remain."
2/1
  • Dark Ascension
Favor of the Woods

Favor of the Woods {2}{G}

Enchantment - Aura
Enchant creature
Whenever enchanted creature blocks, you gain 3 life.
Feeling abandoned by Avacyn, some Kessigers turned to the pagan rituals of their ancestors.
  • Dark Ascension
Fires of Undeath

Fires of Undeath {2}{R}

Instant
Fires of Undeath deals 2 damage to any target.
Flashback {5}{B}
"I drink of those who are worthy of my palate. The rest I burn."
  • Dark Ascension
Gavony Ironwright

Gavony Ironwright {2}{W}

Creature - Human Soldier
Fateful hour — As long as you have 5 or less life, other creatures you control get +1/+4.
"I wish my work could shelter everyone, yet I pray we are never so few that it does."
1/4
  • Dark Ascension
Ghastly Haunting
Soul Seizer

Ghastly Haunting

Enchantment - Aura
(Color indicator: Ghastly Haunting is blue)
Enchant creature
You control enchanted creature.
The body often twists and flails spasmodically as the spirit explores its new home.
Card has other part: Soul Seizer
  • Dark Ascension
Ghoultree

Ghoultree {7}{G}

Creature - Zombie Treefolk
This spell costs {1} less to cast for each creature card in your graveyard.
It uproots entire fengrafs to add to its twisted frame.
10/10
  • Dark Ascension
Gravetiller Wurm

Gravetiller Wurm {5}{G}

Creature - Wurm
Trample
Morbid — Gravetiller Wurm enters the battlefield with four +1/+1 counters on it if a creature died this turn.
As the creatures of the night closed in on humanity, Innistrad's primeval forces stirred, as though waking to watch the slaughter.
4/4
  • Dark Ascension
Gruesome Discovery

Gruesome Discovery {2}{B}{B}

Sorcery
Target player discards two cards.
Morbid — If a creature died this turn, instead that player reveals their hand, you choose two cards from it, then that player discards those cards.
  • Dark Ascension
Harrowing Journey

Harrowing Journey {4}{B}

Sorcery
Target player draws three cards and loses 3 life.
"There are always fools who attempt to traverse Kruin Pass before sundown and every time they wind up in a race for their lives."
—Old Rutstein
  • Dark Ascension
Headless Skaab

Headless Skaab {2}{U}

Creature - Zombie Warrior
As an additional cost to cast this spell, exile a creature card from your graveyard.
Headless Skaab enters the battlefield tapped.
A head is a needless encumbrance when muscle is all that's required.
3/6
  • Dark Ascension
Heavy Mattock

Heavy Mattock {3}

Artifact - Equipment
Equipped creature gets +1/+1.
As long as equipped creature is a Human, it gets an additional +1/+1.
Equip {2}
  • Dark Ascension
Highborn Ghoul

Highborn Ghoul {B}{B}

Creature - Zombie
Intimidate
"All the dead sleep lightly here, no matter how refined their beds may be."
—Grafdigger Wulmer
2/1
  • Dark Ascension
Hinterland Hermit
Hinterland Scourge

Hinterland Hermit {1}{R}

Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Hinterland Hermit.
He tried to live far from those he could hurt . . .
2/1
Card has other part: Hinterland Scourge
  • Dark Ascension
Hinterland Scourge
Hinterland Hermit

Hinterland Scourge

Creature - Werewolf
(Color indicator: Hinterland Scourge is red)
Hinterland Scourge must be blocked if able.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Hinterland Scourge.
. . . but the monster within was a tireless hunter.
3/2
Card has other part: Hinterland Hermit
  • Dark Ascension