378 Card Core Set
Release Date: Apr 01st 1995
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Showing cards 145 - 192 of 378.

Lost Soul

Lost Soul
Lost Soul
Creature — Spirit Minion

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

Her hand gently beckons, she whispers your name—

But those who go with her are never the same.

2/1

Marsh Gas

Marsh Gas
Marsh Gas
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

Mind Twist

Mind Twist
Mind Twist
Sorcery

Target player discards X cards at random.

Murk Dwellers

Murk Dwellers
Murk Dwellers
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

Nether Shadow

Nether Shadow
Nether Shadow
Creature — Spirit

Haste

At the beginning of your upkeep, if Nether Shadow is in your graveyard with three or more creature cards above it, you may put Nether Shadow onto the battlefield.

1/1

Nightmare

Nightmare
Nightmare
Creature — Nightmare Horse

Flying (This creature can't be blocked except by creatures with flying or reach.)

Nightmare's power and toughness are each equal to the number of Swamps you control.

The Nightmare arises from its lair in the swamps. As the poisoned land spreads, so does the Nightmare's rage and terrifying strength.

*/*

Paralyze

Paralyze
Paralyze
Enchantment — Aura

Enchant creature

When Paralyze enters the battlefield, tap enchanted creature.

Enchanted creature doesn't untap during its controller's untap step.

At the beginning of the upkeep of enchanted creature's controller, that player may pay {4}. If the player does, untap the creature.

Pestilence

Pestilence
Pestilence
Enchantment

At the beginning of the end step, if no creatures are on the battlefield, sacrifice Pestilence.

{B}: Pestilence deals 1 damage to each creature and each player.

Pit Scorpion

Pit Scorpion
Pit Scorpion
Creature — Scorpion

Whenever Pit Scorpion deals damage to a player, that player gets a poison counter. (A player with ten or more poison counters loses the game.)

Sometimes the smallest nuisance can be the greatest pain.

1/1

Plague Rats

Plague Rats
Plague Rats
Creature — Rat

Plague Rats's power and toughness are each equal to the number of creatures named Plague Rats on the battlefield.

During the dark times, the rats seemed to grow ever stronger.

*/*

Rag Man

Rag Man
Rag Man
Creature — Human Minion

{B}{B}{B}, {T}: Target opponent reveals their hand and discards a creature card at random. Activate only during your turn.

"Aw, he's just a silly, dirty little man. What's to be afraid of?"

2/1

Raise Dead

Raise Dead
Raise Dead
Sorcery

Return target creature card from your graveyard to your hand.

Royal Assassin

Royal Assassin
Royal Assassin
Creature — Human Assassin

{T}: Destroy target tapped creature.

Trained in the arts of stealth, the Royal Assassins choose their victims carefully, relying on timing and precision rather than brute force.

1/1

Scathe Zombies

Scathe Zombies
Scathe Zombies
Creature — Zombie

"They groaned, they stirred, they all uprose,

Nor spake, nor moved their eyes;

It had been strange, even in a dream,

To have seen those dead men rise."

—Samuel Coleridge, "The Rime of the Ancient Mariner"

2/2

Scavenging Ghoul

Scavenging Ghoul
Scavenging Ghoul
Creature — Zombie

At the beginning of each end step, put a corpse counter on Scavenging Ghoul for each creature that died this turn.

Remove a corpse counter from Scavenging Ghoul: Regenerate Scavenging Ghoul.

2/2

Sengir Vampire

Sengir Vampire
Sengir Vampire
Creature — Vampire

Flying (This creature can't be blocked except by creatures with flying or reach.)

Whenever a creature dealt damage by Sengir Vampire this turn dies, put a +1/+1 counter on Sengir Vampire.

4/4

Simulacrum

Simulacrum
Simulacrum
Instant

You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn.

Sorceress Queen

Sorceress Queen
Sorceress Queen
Creature — Human Wizard

{T}: Target creature other than Sorceress Queen has base power and toughness 0/2 until end of turn.

1/1

Spirit Shackle

Spirit Shackle
Spirit Shackle
Enchantment — Aura

Enchant creature

Whenever enchanted creature becomes tapped, put a -0/-2 counter on it.

Terror

Terror
Terror
Instant

Destroy target nonartifact, nonblack creature. It can't be regenerated.

Uncle Istvan

Uncle Istvan
Uncle Istvan
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

Unholy Strength

Unholy Strength
Unholy Strength
Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+1.

Vampire Bats

Vampire Bats
Vampire Bats
Creature — Bat

Flying (This creature can't be blocked except by creatures with flying or reach.)

{B}: Vampire Bats gets +1/+0 until end of turn. Activate no more than twice each turn.

"For something is amiss or out of place When mice with wings can wear a human face."

—Theodore Roethke, "The Bat"

0/1

Wall of Bone

Wall of Bone
Wall of Bone
Creature — Skeleton Wall

Defender (This creature can't attack.)

{B}: Regenerate Wall of Bone. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

The Wall of Bone is said to be an aspect of the Great Wall in Hel, where the bones of all sinners wait for Ragnarok, when Hela will call them forth for the final battle.

1/4

Warp Artifact

Warp Artifact
Warp Artifact
Enchantment — Aura

Enchant artifact

At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player.

Weakness

Weakness
Weakness
Enchantment — Aura

Enchant creature

Enchanted creature gets -2/-1.

Will-o'-the-Wisp

Will-o'-the-Wisp
Will-o'-the-Wisp
Creature — Spirit

Flying (This creature can't be blocked except by creatures with flying or reach.)

{B}: Regenerate Will-o'-the-Wisp. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

"About, about in reel and rout The death-fires danced at night; The water, like a witch's oils, Burnt green, and blue and white."

—Samuel Coleridge, "The Rime of the Ancient Mariner"

0/1

Word of Binding

Word of Binding
Word of Binding
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*

Xenic Poltergeist

Xenic Poltergeist
Xenic Poltergeist
Creature — Spirit

{T}: Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value.

1/1

Zombie Master

Zombie Master
Zombie Master
Creature — Zombie

Other Zombie creatures have swampwalk. (They can't be blocked as long as defending player controls a Swamp.)

Other Zombies have "{B}: Regenerate this permanent."

They say the Zombie Master controlled these foul creatures even before his own death, but now that he is one of them, nothing can make them betray him.

2/3

Ali Baba

Ali Baba
Ali Baba
Creature — Human Rogue

{R}: Tap target Wall.

"When he reached the entrance of the cavern, he pronounced the words, 'Open, Sesame!'"

—*The Arabian Nights*, Junior Classics trans.

1/1

Ball Lightning

Ball Lightning
Ball Lightning
Creature — Elemental

Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)

Haste (This creature can attack and {T} as soon as it comes under your control.)

At the beginning of the end step, sacrifice Ball Lightning.

6/1

Bird Maiden

Bird Maiden
Bird Maiden
Creature — Human Bird

Flying

Four things that never meet do here unite

To shed my blood and to ravage my heart,

A radiant brow and tresses that beguile

And rosy cheeks and a glittering smile."

—*The Arabian Nights*, trans. Haddawy

1/2

Blood Lust

Blood Lust
Blood Lust
Instant

If target creature has toughness 5 or greater, it gets +4/-4 until end of turn. Otherwise, it gets +4/-X until end of turn, where X is its toughness minus 1.

Brothers of Fire

Brothers of Fire
Brothers of Fire
Creature — Human Shaman

{1}{R}{R}: Brothers of Fire deals 1 damage to any target and 1 damage to you.

Fire is never a gentle master.

2/2

Burrowing

Burrowing
Burrowing
Enchantment — Aura

Enchant creature

Enchanted creature has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)

Cave People

Cave People
Cave People
Creature — Human

Whenever Cave People attacks, it gets +1/-2 until end of turn.

{1}{R}{R}, {T}: Target creature gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)

1/4

Chaoslace

Chaoslace
Chaoslace
Instant

Target spell or permanent becomes red. (Its mana symbols remain unchanged.)

Crimson Manticore

Crimson Manticore
Crimson Manticore
Creature — Manticore

Flying

{R}, {T}: Crimson Manticore deals 1 damage to target attacking or blocking creature.

Noted neither for their good looks nor their charm, Manticores can be fearsome allies. As dinner companions, however, they are best left alone.

2/2

Detonate

Detonate
Detonate
Sorcery

Destroy target artifact with mana value X. It can't be regenerated. Detonate deals X damage to that artifact's controller.

Disintegrate

Disintegrate
Disintegrate
Sorcery

Disintegrate deals X damage to any target. If it's a creature, it can't be regenerated this turn, and if it would die this turn, exile it instead.

Dragon Whelp

Dragon Whelp
Dragon Whelp
Creature — Dragon

Flying

{R}: Dragon Whelp gets +1/+0 until end of turn. If this ability has been activated four or more times this turn, sacrifice Dragon Whelp at the beginning of the next end step.

"O to be a dragon . . . of silkworm size or immense . . ." —Marianne Moore, "O to Be a Dragon"

2/3

Dwarven Warriors

Dwarven Warriors
Dwarven Warriors
Creature — Dwarf Warrior

{T}: Target creature with power 2 or less can't be blocked this turn.

1/1

Earth Elemental

Earth Elemental
Earth Elemental
Creature — Elemental

Earth Elementals have the eternal strength of stone and the endurance of mountains. Primordially connected to the land they inhabit, they take a long-term view of things, scorning the impetuous haste of short-lived mortal creatures.

4/5

Earthquake

Earthquake
Earthquake
Sorcery

Earthquake deals X damage to each creature without flying and each player.

Eternal Warrior

Eternal Warrior
Eternal Warrior
Enchantment — Aura

Enchant creature

Enchanted creature has vigilance.

Warriors of the Tsunami-nito School spend years in training to master the way of effortless effort.

Fire Elemental

Fire Elemental
Fire Elemental
Creature — Elemental

Fire Elementals are ruthless infernos, annihilating and consuming their foes in a frenzied holocaust. Crackling and blazing, they sear swift, terrible paths, leaving the land charred and scorched in their wake.

5/4

Fireball

Fireball
Fireball
Sorcery

This spell costs {1} more to cast for each target beyond the first.

Fireball deals X damage divided evenly, rounded down, among any number of targets.

Showing cards 145 - 192 of 378.
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