302 Card Core Set
Release Date: Oct 04th 1993
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Showing cards 97 - 144 of 302.

Contract from Below

Contract from Below
Contract from Below
Sorcery

Remove Contract from Below from your deck before playing if you're not playing for ante.

Discard your hand, ante the top card of your library, then draw seven cards.

Cursed Land

Cursed Land
Cursed Land
Enchantment — Aura

Enchant land

At the beginning of the upkeep of enchanted land's controller, Cursed Land deals 1 damage to that player.

Dark Ritual

Dark Ritual
Dark Ritual
Instant

Add {B}{B}{B}.

Darkpact

Darkpact
Darkpact
Sorcery

Remove Darkpact from your deck before playing if you're not playing for ante.

You own target card in the ante. Exchange that card with the top card of your library.

Deathgrip

Deathgrip
Deathgrip
Enchantment

{B}{B}: Counter target green spell.

Deathlace

Deathlace
Deathlace
Instant

Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.)

Demonic Attorney

Demonic Attorney
Demonic Attorney
Sorcery

Remove Demonic Attorney from your deck before playing if you're not playing for ante.

Each player antes the top card of their library.

Demonic Hordes

Demonic Hordes
Demonic Hordes
Creature — Demon

{T}: Destroy target land.

At the beginning of your upkeep, unless you pay {B}{B}{B}, tap Demonic Hordes and sacrifice a land of an opponent's choice.

Created to destroy Dominia, Demons can sometimes be bent to a more focused purpose.

5/5

Demonic Tutor

Demonic Tutor
Demonic Tutor
Sorcery

Search your library for a card, put that card into your hand, then shuffle.

Drain Life

Drain Life
Drain Life
Sorcery

Spend only black mana on X.

Drain Life deals X damage to any target. You gain life equal to the damage dealt, but not more life than the player's life total before the damage was dealt, the planeswalker's loyalty before the damage was dealt, or the creature's toughness.

Drudge Skeletons

Drudge Skeletons
Drudge Skeletons
Creature — Skeleton

{B}: Regenerate Drudge Skeletons. (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.)

Bones scattered around us joined to form misshapen bodies. We struck at them repeatedly—they fell, but soon formed again, with the same mocking look on their faceless skulls.

1/1

Evil Presence

Evil Presence
Evil Presence
Enchantment — Aura

Enchant land

Enchanted land is a Swamp.

Fear

Fear
Fear
Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)

Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)

Frozen Shade

Frozen Shade
Frozen Shade
Creature — Shade

{B}: Frozen Shade gets +1/+1 until end of turn.

"There are some qualities—some incorporate things,/ That have a double life, which thus is made/ A type of twin entity which springs/ From matter and light, evinced in solid and shade." —Edgar Allan Poe, "Silence"

0/1

Gloom

Gloom
Gloom
Enchantment

White spells cost {3} more to cast.

Activated abilities of white enchantments cost {3} more to activate.

Howl from Beyond

Howl from Beyond
Howl from Beyond
Instant

Target creature gets +X/+0 until end of turn.

Hypnotic Specter

Hypnotic Specter
Hypnotic Specter
Creature — Specter

Flying

Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random.

"...There was no trace/ Of aught on that illumined face..."

—Samuel Coleridge, "Phantom"

2/2

Lich

Lich
Lich
Enchantment

As Lich enters the battlefield, you lose life equal to your life total.

You don't lose the game for having 0 or less life.

If you would gain life, draw that many cards instead.

Whenever you're dealt damage, sacrifice that many nontoken permanents. If you can't, you lose the game.

When Lich is put into a graveyard from the battlefield, you lose the game.

Lord of the Pit

Lord of the Pit
Lord of the Pit
Creature — Demon

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.

7/7

Mind Twist

Mind Twist
Mind Twist
Sorcery

Target player discards X cards at random.

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

Nettling Imp

Nettling Imp
Nettling Imp
Creature — Imp

{T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. Destroy it at the beginning of the next end step if it didn't attack this turn. Activate only during an opponent's turn, before attackers are declared.

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.

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.

"Should you a Rat to madness tease

Why ev'n a Rat may plague you..."

—Samuel Coleridge, "Recantation"

*/*

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

Sacrifice

Sacrifice
Sacrifice
Instant

As an additional cost to cast this spell, sacrifice a creature.

Add an amount of {B} equal to the sacrificed creature's mana value.

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.

Sinkhole

Sinkhole
Sinkhole
Sorcery

Destroy target land.

Terror

Terror
Terror
Instant

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

Unholy Strength

Unholy Strength
Unholy Strength
Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+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 Command

Word of Command
Word of Command
Instant

Look at target opponent's hand and choose a card from it. You control that player until Word of Command finishes resolving. The player plays that card if able. While doing so, the player can activate mana abilities only if they're from lands that player controls and only if mana they produce is spent to activate other mana abilities of lands the player controls and/or to play that card. If the chosen card is cast as a spell, you control the player while that spell is resolving.

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

Burrowing

Burrowing
Burrowing
Enchantment — Aura

Enchant creature

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

Chaoslace

Chaoslace
Chaoslace
Instant

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

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 Demolition Team

Dwarven Demolition Team
Dwarven Demolition Team
Creature — Dwarf

{T}: Destroy target Wall.

Foolishly, Najib retreated to his castle at El-Abar; the next morning he was dead. In just one night, the dwarven forces had reduced the mighty walls to mere rubble.

1/1

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
Showing cards 97 - 144 of 302.
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