The Dark

The Dark contains 119 cards.
Released: 1994-08-08
Angry Mob

Angry Mob {2}{W}{W}

Creature - Human
Trample
As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2.
2+*/2+*
Blood of the Martyr

Blood of the Martyr {W}{W}{W}

Instant
Until end of turn, if damage would be dealt to any creature, you may have that damage dealt to you instead.
The willow knows what the storm does not: that the power to endure harm outlives the power to inflict it.
Brainwash

Brainwash {W}

Enchantment - Aura
Enchant creature
Enchanted creature can't attack unless its controller pays {3}.
"They're not your friends; they despise you. I'm the only one you can count on. Trust me."
Cleansing

Cleansing {W}{W}{W}

Sorcery
For each land, destroy that land unless any player pays 1 life.
Dust to Dust

Dust to Dust {1}{W}{W}

Sorcery
Exile two target artifacts.
Tervish never noticed that the amulet had vanished. It had disappeared not only from his possession, but from his memory as well.
Exorcist

Exorcist {W}{W}

Creature - Human Cleric
{1}{W}, {T}: Destroy target black creature.
Though they often bore little greater charm than the demons they battled, exorcists were always welcome in Scarwood.
1/1
Fasting

Fasting {W}

Enchantment
At the beginning of your upkeep, put a hunger counter on Fasting. Then destroy Fasting if it has five or more hunger counters on it.
If you would begin your draw step, you may skip that step instead. If you do, you gain 2 life.
When you draw a card, destroy Fasting.
Festival

Festival {W}

Instant
Cast this spell only during an opponent's upkeep.
Creatures can't attack this turn.
Only after the townsfolk had drawn us into their merry celebration did we discover that their holiday rituals held a deeper purpose.
Fire and Brimstone

Fire and Brimstone {3}{W}{W}

Instant
Fire and Brimstone deals 4 damage to target player who attacked this turn and 4 damage to you.
Holy Light

Holy Light {2}{W}

Instant
Nonwhite creatures get -1/-1 until end of turn.
"Bathed in hallowed light, the infidels looked upon the impurities of their souls and despaired."
—The Book of Tal
Knights of Thorn

Knights of Thorn {3}{W}

Creature - Human Knight
Protection from red; banding
"With a great cry, the Goblin host broke and ran as the first wave of Knights penetrated its ranks."
—Tivadar of Thorn, History of the Goblin Wars
2/2
Martyr's Cry

Martyr's Cry {W}{W}

Sorcery
Exile all white creatures. For each creature exiled this way, its controller draws a card.
"It is only fitting that one such as I should die in pursuit of knowledge."
—Vervamon the Elder
Miracle Worker

Miracle Worker {W}

Creature - Human Cleric
{T}: Destroy target Aura attached to a creature you control.
"Those blessed hands could bring surcease to even the most tainted soul."
—Sister Betje, Miracles of the Saints
1/1
Morale

Morale {1}{W}{W}

Instant
Attacking creatures get +1/+1 until end of turn.
"After Lacjsi's speech, the Knights grew determined to crush their ancient enemies clan by clan."
—Tivadar of Thorn, History of the Goblin Wars
Pikemen

Pikemen {1}{W}

Creature - Human Soldier
First strike; banding
"As the cavalry bore down, we faced them with swords drawn and pikes hidden in the grass at our feet. 'Don't lift your pikes 'til I give the word,' I said."
—Maeveen O'Donagh, Memoirs of a Soldier
1/1
Preacher

Preacher {1}{W}{W}

Creature - Human Cleric
You may choose not to untap Preacher during your untap step.
{T}: For as long as Preacher remains tapped, gain control of target creature of an opponent's choice they control.
1/1
Squire

Squire {1}{W}

Creature - Human Soldier
"Of twenty yeer of age he was, I gesse. Of his stature he was of even lengthe. And wonderly deliver, and greete of strengthe."
—Geoffrey Chaucer, The Canterbury Tales
1/2
Tivadar's Crusade

Tivadar's Crusade {1}{W}{W}

Sorcery
Destroy all Goblins.
Witch Hunter

Witch Hunter {2}{W}{W}

Creature - Human Cleric
{T}: Witch Hunter deals 1 damage to target player or planeswalker.
{1}{W}{W}, {T}: Return target creature an opponent controls to its owner's hand.
1/1
Amnesia

Amnesia {3}{U}{U}{U}

Sorcery
Target player reveals their hand and discards all nonland cards.
"When one has witnessed the unspeakable, 'tis sometimes better to forget."
—Vervamon the Elder
Apprentice Wizard

Apprentice Wizard {1}{U}{U}

Creature - Human Wizard
{U}, {T}: Add {C}{C}{C}.
0/1
Dance of Many

Dance of Many {U}{U}

Enchantment
When Dance of Many enters the battlefield, create a token that's a copy of target nontoken creature.
When Dance of Many leaves the battlefield, exile the token.
When the token leaves the battlefield, sacrifice Dance of Many.
At the beginning of your upkeep, sacrifice Dance of Many unless you pay {U}{U}.
Deep Water

Deep Water {U}{U}

Enchantment
{U}: Until end of turn, if you tap a land you control for mana, it produces {U} instead of any other type.
Drowned

Drowned {1}{U}

Creature - Zombie
{B}: Regenerate Drowned.
We asked Captain Soll what became of the Serafina, but all he said was, "Ships that go down shouldn't come back up."
1/1
Electric Eel

Electric Eel {U}

Creature - Fish
When Electric Eel enters the battlefield, it deals 1 damage to you.
{R}{R}: Electric Eel gets +2/+0 until end of turn and deals 1 damage to you.
1/1