Fifth Edition

5ED · 460 cards · Released

Sea Sprite
Creature — Faerie

Flying, protection from red

"No one can catch what won't be caught."

—Kakra, sea troll

1/1
Seasinger
Creature — Merfolk

When you control no Islands, sacrifice this creature.

You may choose not to untap this creature during your untap step.

: Gain control of target creature whose controller controls an Island for as long as you control this creature and this creature remains tapped.

0/1
Segovian Leviathan
Creature — Leviathan

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

"Leviathan, too! Can you catch him with a fish-hook or run a line round his tongue?"

The Bible, Job 41:1

3/3
Sibilant Spirit
Creature — Spirit

Flying

Whenever this creature attacks, defending player may draw a card.

She had expected death to roar, to thunder, to growl. She did not recognize it when it came hissing to her side.

5/6
Sleight of Mind
Instant

Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell." This effect lasts indefinitely.)

Soul Barrier
Enchantment

Whenever an opponent casts a creature spell, this enchantment deals 2 damage to that player unless they pay .

"The Soul selects her own Society—

Then—shuts the Door—"

—Emily Dickinson,

"The Soul selects her own Society"

Spell Blast
Instant

Counter target spell with mana value X. (For example, if that spell's mana cost is , X is 5.)

Stasis
Enchantment

Players skip their untap steps.

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

Steal Artifact
Enchantment — Aura

Enchant artifact

You control enchanted artifact.

Time Elemental
Creature — Elemental

When this creature attacks or blocks, at end of combat, sacrifice it and it deals 5 damage to you.

, : Return target permanent that isn't enchanted to its owner's hand.

0/2
Twiddle
Instant

You may tap or untap target artifact, creature, or land.

Unstable Mutation
Enchantment — Aura

Enchant creature

Enchanted creature gets +3/+3.

At the beginning of the upkeep of enchanted creature's controller, put a -1/-1 counter on that creature.

Unsummon
Instant

Return target creature to its owner's hand.

Updraft
Instant

Target creature gains flying until end of turn.

Draw a card at the beginning of the next turn's upkeep.

"Come one, come all! this rock shall fly From its firm base as soon as I."

—Sir Walter Scott, "The Lady of the Lake"

Vodalian Soldiers
Creature — Merfolk Soldier

"Vodalian rank is displayed by the colors and patterns of their skin. Beware the color red; that is the badge of the empress's favor."

—Corbio, pearl diver

1/2
Wall of Air
Creature — Wall

Defender, flying (This creature can't attack, and it can block creatures with flying.)

When no falcons fly, beware the sky.

—Femeref aphorism

1/5
Wind Spirit
Creature — Elemental Spirit

Flying

Menace (This creature can't be blocked except by two or more creatures.)

" . . . [W]hen the trees bow down their heads, / The wind is passing by."

—Christina Rossetti,

"Who Has Seen the Wind?"

3/2
Zephyr Falcon
Creature — Bird

Flying, vigilance

Although greatly prized among falconers, the zephyr falcon is capricious and not easily tamed.

1/1
Zur's Weirding
Enchantment

Players play with their hands revealed.

If a player would draw a card, they reveal it instead. Then any other player may pay 2 life. If a player does, put that card into its owner's graveyard. Otherwise, that player draws a card.

Abyssal Specter
Creature — Specter

Flying

Whenever this creature deals damage to a player, that player discards a card.

"Mystic shadow, bending near me, / Who art thou? / Whence come ye?"

—Stephen Crane, "Mystic shadow, bending near me"

2/3
Animate Dead
Enchantment — Aura

Enchant creature card in a graveyard

When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.

Enchanted creature gets -1/-0.

Ashes to Ashes
Sorcery

Exile two target nonartifact creatures. Ashes to Ashes deals 5 damage to you.

"Kings and beggars, they end the same—

Surrounded by stench, rot, and blame."

—Aline Corralurn, "Legacy"

Ashes to Ashes
Sorcery

Exile two target nonartifact creatures. Ashes to Ashes deals 5 damage to you.

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 Rats
Creature — Rat

This creature can't be blocked by Walls.

Their stench was vile and strong enough, but not nearly as powerful as their hunger.

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
Bog Wraith
Creature — Wraith

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

3/3
Breeding Pit
Enchantment

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

At the beginning of your end step, create a 0/1 black Thrull creature token.

The thrulls bred at a terrifying pace. In the end, they overwhelmed the Order of the Ebon Hand.

Broken Visage
Instant

Destroy target nonartifact attacking creature. It can't be regenerated. Create a black Spirit creature token. Its power is equal to that creature's power and its toughness is equal to that creature's toughness. Sacrifice the token at the beginning of the next end step.

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
Cloak of Confusion
Enchantment — Aura

Enchant creature you control

Whenever enchanted creature attacks and isn't blocked, you may have it assign no combat damage this turn. If you do, defending player discards a card at random.

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.

Dark Ritual
Instant

Add .

Deathgrip
Enchantment

: Counter target green spell.

"Every forest is carpeted with the corpses of a thousand trees."

—Baron Sengir to Autumn Willow

Derelor
Creature — Thrull

Black spells you cast cost more to cast.

"The derelor's greatest contribution to the Ebon Hand was the inspirational effect its creator's execution had upon the other thrull breeders."

Sarpadian Empires, vol. II

4/4
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.)

"The dead make good soldiers. They can't disobey orders, they never surrender, and they don't stop fighting when a random body part falls off."

—Nevinyrral,

Necromancer's Handbook

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 Eye of Orms-by-Gore
Creature — Eye

Non-Eye creatures you control can't attack.

This creature can't be blocked except by Walls.

The highway of fear is the shortest route to defeat.

3/6
Evil Presence
Enchantment — Aura

Enchant land

Enchanted land is a Swamp.

Fallen Angel
Creature — Angel

Flying

Sacrifice a creature: This creature gets +2/+1 until end of turn.

"Angels are simply extensions of truth upon the fabric of life—and there is far more dark than light."

—Baron Sengir

3/3
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
Funeral March
Enchantment — Aura

Enchant creature

When enchanted creature leaves the battlefield, its controller sacrifices a creature of their choice.

"Turn the key deftly in the oiled wards,

And seal the hushed casket of my soul."

—John Keats, "To Sleep"

Gloom
Enchantment

White spells cost more to cast.

Activated abilities of white enchantments cost more to activate.

Greater Werewolf
Creature — Werewolf

At end of combat, put a -0/-2 counter on each creature blocking or blocked by this creature.

"Two legs by day, four legs by night, eyes raging in storm-gotten might."

—Ancient Northland riddle

2/4
Hecatomb
Enchantment

When this enchantment enters, sacrifice this enchantment unless you sacrifice four creatures.

Tap an untapped Swamp you control: This enchantment deals 1 damage to any target.

Howl from Beyond
Instant

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

Initiates of the Ebon Hand
Creature — Cleric

: Add . If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.

"We are no longer Nature's children, but her masters . . . ."

—Oath of the Ebon Hand

1/1
Initiates of the Ebon Hand
Creature — Cleric

: Add . If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.

1/1
Kjeldoran Dead
Creature — Skeleton

When this creature enters, sacrifice a creature.

: Regenerate this creature.

"They shall drink sorrow's dregs. They shall kill those whom once they loved."

—Lim-Dûl, the Necromancer

3/1
Knight of Stromgald
Creature — Human Knight

Protection from white

: This creature gains first strike until end of turn.

: This creature gets +1/+0 until end of turn.

"Kjeldorans should rule supreme, and to the rest, death!"

—Avram Garrisson, Leader of the Knights of Stromgald

2/1
Krovikan Fetish
Enchantment — Aura

Enchant creature

When this Aura enters, draw a card at the beginning of the next turn's upkeep.

Enchanted creature gets +1/+1.

Some Krovikans find strength in the ears and eyes of their victims and wear such fetishes into battle.

Leshrac's Rite
Enchantment — Aura

Enchant creature

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

"Bind me to thee, my soul to thine. I am your servant and your slave. Blood for blood, flesh for flesh, Leshrac, my lord."

—Lim-Dûl, the Necromancer

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
Mind Ravel
Sorcery

Target player discards a card.

Draw a card at the beginning of the next turn's upkeep.

An end to reason, an end to order. Forget all that has been.