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Abyssal Gatekeeper
( 2)
Creature — Horror
(1/1)
When Abyssal Gatekeeper dies, each player sacrifices a creature of their choice.
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Abyssal Specter
( 4)
Creature — Specter
(2/3)
Flying Whenever Abyssal Specter deals damage to a player, that player discards a card.
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Akroma, Angel of Wrath
( 8)
Legendary Creature — Angel
(6/6)
Flying, first strike, vigilance, trample, haste, protection from black and from red
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Angel of Mercy
( 5)
Creature — Angel
(3/3)
Flying When Angel of Mercy enters, you gain 3 life.
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Angelic Benediction
( 4)
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, you may tap target creature.
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Angelic Page
( 2)
Creature — Angel Spirit
(1/1)
Flying : Target attacking or blocking creature gets +1/+1 until end of turn.
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Angelic Protector
( 4)
Creature — Angel
(2/2)
Flying Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn.
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Angel's Feather
( 2)
Artifact
Whenever a player casts a white spell, you may gain 1 life.
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Angelsong
( 2)
Instant
Prevent all combat damage that would be dealt this turn. Cycling (, Discard this card: Draw a card.)
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Barren Moor
( 0)
Land
Barren Moor enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Barter in Blood
( 4)
Sorcery
Each player sacrifices two creatures of their choice.
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Breeding Pit
( 4)
Enchantment
At the beginning of your upkeep, sacrifice Breeding Pit unless you pay . At the beginning of your end step, create a 0/1 black Thrull creature token.
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Cackling Imp
( 4)
Creature — Imp
(2/2)
Flying : Target player loses 1 life.
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Charging Paladin
( 3)
Creature — Human Knight
(2/2)
Whenever Charging Paladin attacks, it gets +0/+3 until end of turn.
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Consume Spirit
( 2)
Sorcery
Spend only black mana on X. Consume Spirit deals X damage to any target and you gain X life.
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Corrupt
( 6)
Sorcery
Corrupt deals damage to any target equal to the number of Swamps you control. You gain life equal to the damage dealt this way.
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Cruel Edict
( 2)
Sorcery
Target opponent sacrifices a creature of their choice.
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Daggerclaw Imp
( 3)
Creature — Imp
(3/1)
Flying Daggerclaw Imp can't block.
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Dark Banishing
( 3)
Instant
Destroy target nonblack creature. It can't be regenerated.
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Demon
( 0)
Creature — Demon
(*/*)
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Demonic Tutor
( 2)
Sorcery
Search your library for a card, put that card into your hand, then shuffle.
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Demon's Horn
( 2)
Artifact
Whenever a player casts a black spell, you may gain 1 life.
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Demon's Jester
( 4)
Creature — Imp
(2/2)
Flying Hellbent — Demon's Jester gets +2/+1 as long as you have no cards in hand.
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Duress
( 1)
Sorcery
Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
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Faith's Fetters
( 4)
Enchantment — Aura
Enchant permanent When Faith's Fetters enters, you gain 4 life. Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
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Fallen Angel
( 5)
Creature — Angel
(3/3)
Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn.
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Foul Imp
( 2)
Creature — Imp
(2/2)
Flying When Foul Imp enters, you lose 2 life.
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Healing Salve
( 1)
Instant
Choose one — • Target player gains 3 life. • Prevent the next 3 damage that would be dealt to any target this turn.
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Lord of the Pit
( 7)
Creature — Demon
(7/7)
Flying, trample At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you.
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Luminous Angel
( 7)
Creature — Angel
(4/4)
Flying At the beginning of your upkeep, you may create a 1/1 white Spirit creature token with flying.
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Oni Possession
( 3)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, sacrifice a creature. Enchanted creature gets +3/+3 and has trample. Enchanted creature is a Demon Spirit.
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Otherworldly Journey
( 2)
Instant — Arcane
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
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Pacifism
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block.
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Plains
( 0)
Basic Land — Plains
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Promise of Power
( 5)
Sorcery
Choose one — • You draw five cards and you lose 5 life. • Create an X/X black Demon creature token with flying, where X is the number of cards in your hand. Entwine (Choose both if you pay the entwine cost.)
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Reiver Demon
( 8)
Creature — Demon
(6/6)
Flying When Reiver Demon enters, if you cast it from your hand, destroy all nonartifact, nonblack creatures. They can't be regenerated.
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Reya Dawnbringer
( 9)
Legendary Creature — Angel
(4/6)
Flying At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield.
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Righteous Cause
( 5)
Enchantment
Whenever a creature attacks, you gain 1 life.
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Secluded Steppe
( 0)
Land
Secluded Steppe enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Serra Advocate
( 4)
Creature — Angel
(2/2)
Flying : Target attacking or blocking creature gets +2/+2 until end of turn.
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Serra Angel
( 5)
Creature — Angel
(4/4)
Flying Vigilance (Attacking doesn't cause this creature to tap.)
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Serra's Boon
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+2 as long as it's white. Otherwise, it gets -2/-1.
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Serra's Embrace
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has flying and vigilance. (Attacking doesn't cause it to tap.)
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Soot Imp
( 3)
Creature — Imp
(1/2)
Flying Whenever a player casts a nonblack spell, that player loses 1 life.
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Souldrinker
( 4)
Creature — Spirit
(2/2)
Pay 3 life: Put a +1/+1 counter on Souldrinker.
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Spirit
( 0)
Creature — Spirit
(1/1)
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Stinkweed Imp
( 3)
Creature — Imp
(1/2)
Flying Whenever Stinkweed Imp deals combat damage to a creature, destroy that creature. Dredge 5 (If you would draw a card, you may mill five cards instead. If you do, return this card from your graveyard to your hand.)
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Sustainer of the Realm
( 4)
Creature — Angel
(2/3)
Flying Whenever Sustainer of the Realm blocks, it gets +0/+2 until end of turn.
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Swamp
( 0)
Basic Land — Swamp
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Thrull
( 0)
Creature — Thrull
(0/1)
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Twilight Shepherd
( 6)
Creature — Angel
(5/5)
Flying, vigilance When Twilight Shepherd enters, return to your hand all cards in your graveyard that were put there from the battlefield this turn. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Unholy Strength
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1.
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Venerable Monk
( 3)
Creature — Human Monk Cleric
(2/2)
When Venerable Monk enters, you gain 2 life.
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