Fourth Edition

4ED · 380 cards · Released

Bad Moon
Enchantment

Black creatures get +1/+1.

Black Knight
Creature — Human Knight

First strike (This creature deals combat damage before creatures without first strike.)

Protection from white (This creature can't be blocked, targeted, dealt damage, or enchanted by anything white.)

Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight.

2/2
Blight
Enchantment — Aura

Enchant land

When enchanted land becomes tapped, destroy it.

Bog Imp
Creature — Imp

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

On guard for larger dangers, we underestimated the power and speed of the Imp's muck-crusted claws.

1/1
Bog Wraith
Creature — Wraith

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

'Twas in the bogs of Cannelbrae My mate did meet an early grave 'Twas nothing left for us to save In the peat-filled bogs of Cannelbrae.

3/3
Carrion Ants
Creature — Insect

: This creature gets +1/+1 until end of turn.

"War is no picnic," my father liked to say. But the Ants seemed to disagree.

0/1
Cosmic Horror
Creature — Horror

First strike

At the beginning of your upkeep, destroy this creature unless you pay . If this creature is destroyed this way, it deals 7 damage to you.

". . . [S]creams of horror rend th' affrighted skies." —Alexander Pope, The Rape of the Lock

7/7
Cursed Land
Enchantment — Aura

Enchant land

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

Cyclopean Mummy
Creature — Zombie

When this creature dies, exile it.

The ritual of plucking out an eye to gain future sight is but a curse that enables the living to see their own deaths.

2/1
Dark Ritual
Instant

Add .

Deathgrip
Enchantment

: Counter target green spell.

Deathlace
Instant

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

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
Creature — Skeleton

: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)

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
El-Hajjâj
Creature — Human Wizard

Whenever this creature deals damage, you gain that much life.

1/1
El-Hajjâj
Creature — Human Wizard

Whenever this creature deals damage, you gain that much life.

1/1
Erg Raiders
Creature — Human Warrior

At the beginning of your end step, if this creature didn't attack this turn, it deals 2 damage to you unless it came under your control this turn.

2/3
Evil Presence
Enchantment — Aura

Enchant land

Enchanted land is a Swamp.

Fear
Enchantment — Aura

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

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

Frozen Shade
Creature — Shade

: This creature 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
Enchantment

White spells cost more to cast.

Activated abilities of white enchantments cost more to activate.

Greed
Enchantment

, Pay 2 life: Draw a card.

"There is no calamity greater than lavish desires.... And there is no greater disaster than greed."

Tao Tê Ching 46

Howl from Beyond
Instant

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

Hypnotic Specter
Creature — Specter

Flying

Whenever this creature 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
Junún Efreet
Creature — Efreet

Flying

At the beginning of your upkeep, sacrifice this creature unless you pay .

3/3
Lord of the Pit
Creature — Demon

Flying, trample

At the beginning of your upkeep, sacrifice a creature other than this creature. If you can't, this creature deals 7 damage to you.

7/7
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
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
Sorcery

Target player discards X cards at random.

Murk Dwellers
Creature — Zombie

Whenever this creature 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
Creature — Spirit

Haste

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

1/1
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
Enchantment — Aura

Enchant creature

When this Aura enters, 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 . If the player does, untap the creature.

Pestilence
Enchantment

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

: This enchantment deals 1 damage to each creature and each player.

Pit Scorpion
Creature — Scorpion

Whenever this creature 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
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
Creature — Human Minion

, : 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
Sorcery

Return target creature card from your graveyard to your hand.

Royal Assassin
Creature — Human Assassin

: 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
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
Creature — Zombie

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

Remove a corpse counter from this creature: Regenerate this creature.

2/2
Sengir Vampire
Creature — Vampire

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

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

4/4
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
Creature — Human Wizard Sorcerer

: Target creature other than this creature has base power and toughness 0/2 until end of turn.

1/1
Spirit Shackle
Enchantment — Aura

Enchant creature

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

Terror
Instant

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

Uncle Istvan
Creature — Human

Prevent all damage that would be dealt to this creature by creatures.

Solitude drove the old hermit insane. Now he only keeps company with those he can catch.

1/3
Unholy Strength
Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+1.

Vampire Bats
Creature — Bat

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

: This creature 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
Creature — Skeleton Wall

Defender (This creature can't attack.)

: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)

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
Enchantment — Aura

Enchant artifact

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

Weakness
Enchantment — Aura

Enchant creature

Enchanted creature gets -2/-1.

Will-o'-the-Wisp
Creature — Spirit

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

: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)

"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
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
Creature — Spirit

: 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
Creature — Zombie

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

Other Zombies have ": 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
Creature — Human Rogue

: 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
Creature — Elemental

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

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

At the beginning of the end step, sacrifice this creature.

6/1
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
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.