Fifth Edition

5ED · 460 cards · Released

Mind Warp
Sorcery

Look at target player's hand and choose X cards from it. That player discards those cards.

The hardest of wizards can have the softest of minds.

Mindstab Thrull
Creature — Thrull

Whenever this creature attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards.

2/2
Mindstab Thrull
Creature — Thrull

Whenever this creature attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards.

2/2
Mole Worms
Creature — Worm

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

: Tap target land. It doesn't untap during its controller's untap step for as long as this creature remains tapped.

1/1
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
Necrite
Creature — Thrull

Whenever this creature attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature defending player controls. It can't be regenerated.

Necrites killed Jherana Rure, ending the counterinsurgency.

2/2
Necrite
Creature — Thrull

Whenever this creature attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature defending player controls. It can't be regenerated.

2/2
Necropotence
Enchantment

Skip your draw step.

Whenever you discard a card, exile that card from your graveyard.

Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.

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.

"Should you a Rat to madness tease Why ev'n a Rat may plague you . . . ."

—Samuel Coleridge, "Recantation"

*/*
Pox
Sorcery

Each player loses a third of their life, then discards a third of the cards in their hand, then sacrifices a third of the creatures they control of their choice, then sacrifices a third of the lands they control of their choice. Round up each time.

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.

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
Sengir Autocrat
Creature — Human

When this creature enters, create three 0/1 black Serf creature tokens.

When this creature leaves the battlefield, exile all Serf tokens.

"Evil is relative. Do sheep think any better of the shepherd?"

—Baron Sengir

2/2
Sorceress Queen
Creature — Human Wizard Sorcerer

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

"We have always counted time with sand; this pinch is your meaningless life."

—Nailah, self-proclaimed Queen of Rabiah

1/1
Stromgald Cabal
Creature — Human Knight

, Pay 1 life: Counter target white spell.

When the alliance between Balduvia and Kjeldor deprived Stromgald of easy victories, its agents were forced to fuel their rituals with their own flesh.

2/2
Terror
Instant

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

The Wretched
Creature — Demon

At end of combat, gain control of all creatures blocking this creature for as long as you control this creature.

Once I had the strength but no wisdom; now I have the wisdom but no strength.

—Persian proverb

2/5
Thrull Retainer
Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1.

Sacrifice this Aura: Regenerate enchanted creature.

"Until the Rebellion, thrulls served their masters faithfully—even at the cost of their own lives."

Sarpadian Empires, vol. II

Torture
Enchantment — Aura

Enchant creature

: Put a -1/-1 counter on enchanted creature.

"It helps pass the time until you die."

—Grandmother Sengir

Touch of Death
Sorcery

Touch of Death deals 1 damage to target player or planeswalker. You gain 1 life.

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

"What was yours is mine. Your land, your people, and now your life."

—Lim-Dûl, the Necromancer

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.)

"Good neighbors make good walls."

—Jakkarak the Maimer

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.

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."

He controlled the zombies even before his own death; now nothing can make them betray him.

2/3
Ambush Party
Creature — Human Rogue

First strike, haste

"Fair fight? I'll take survival over chivalry any day!"

—Tor Wauki, Bandit King

3/1
Atog
Creature — Atog

Sacrifice an artifact: This creature gets +2/+2 until end of turn.

The bane of all artificers, the legendary atogs devoured intricate tools to further their own twisted growth.

1/2
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.

Brassclaw Orcs
Creature — Orc

This creature can't block creatures with power 2 or greater.

"Modern Sarpadia's swarming with thrulls. It's a testament to the orcs that they've survived there so long."

—Elbieta, Argivian scholar

3/2
Brothers of Fire
Creature — Human Shaman

: This creature deals 1 damage to any target and 1 damage to you.

Fire is never a gentle master.

2/2
Cave People
Creature — Human

Whenever this creature attacks, it gets +1/-2 until end of turn.

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

1/4
Conquer
Enchantment — Aura

Enchant land

You control enchanted land.

"Every field watered in warriors' blood is sacred ground. Lay it not to waste, but claim it for our own—for glory, and for Stromgald!"

—Avram Garrisson, Leader of the Knights of Stromgald

Crimson Manticore
Creature — Manticore

Flying

, : This creature deals 1 damage to target attacking or blocking creature.

Manticores divide all beings into two categories: other manticores and dinner.

2/2
Detonate
Sorcery

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

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.

Dwarven Catapult
Instant

Dwarven Catapult deals X damage divided evenly, rounded down, among all creatures target opponent controls.

"Often greatly outnumbered in battle, dwarves relied on catapults as one means of damaging a large army."

Sarpadian Empires, vol. IV

Dwarven Soldier
Creature — Dwarf Soldier

Whenever this creature blocks or becomes blocked by one or more Orcs, this creature gets +0/+2 until end of turn.

"Orc must die / Orc must die / Not an orc? / March on by."

—Dwarven marching song

2/1
Dwarven Warriors
Creature — Dwarf Warrior

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

1/1
Earthquake
Sorcery

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

Errantry
Enchantment — Aura

Enchant creature

Enchanted creature gets +3/+0 and can only attack alone.

"There is no shame in solitude. The lone knight may succeed where a hundred founder."

—Arna Kennerüd, skyknight

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 Drake
Creature — Drake

Flying

: This creature gets +1/+0 until end of turn. Activate only once each turn.

Brimstone marks this drake's territory. Unfortunately for travelers, all of the Burning Isles smell likewise.

1/2
Fireball
Sorcery

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

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

Firebreathing
Enchantment — Aura

Enchant creature

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

"And topples round the dreary west A looming bastion fringed with fire."

—Alfred, Lord Tennyson, "In Memoriam"

Flame Spirit
Creature — Elemental Spirit

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

"The spirit of the flame is the spirit of change."

—Lovisa Coldeyes, Balduvian chieftain

2/3
Flare
Instant

Flare deals 1 damage to any target.

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

The secret of destruction is simple: everything burns.

Flashfires
Sorcery

Destroy all Plains.

Game of Chaos
Sorcery

Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life, and you decide whether to flip again. If you lose the flip, you lose 1 life and that opponent gains 1 life, and that player decides whether to flip again. Double the life stakes with each flip.

Game of Chaos
Sorcery

Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life, and you decide whether to flip again. If you lose the flip, you lose 1 life and that opponent gains 1 life, and that player decides whether to flip again. Double the life stakes with each flip.

Giant Strength
Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2.

"O! it is excellent / To have a giant's strength, but it is tyrannous / To use it like a giant."

—William Shakespeare,

Measure for Measure