Ulgrotha: Darkness Falls Forever
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Create a 2/2 white Knight token and three 1/1 white Townsfolk tokens.
"The castle walls may break and fall, and armies may attack, but cut and scarred the castle guards will always hold them back" – An-Zerrin children's rhyme
Whenever Asyen Guard blocks reveal the top card of your library, if it is a white card, prevent all damage dealt to Asyen Guard by creature it blocks. If it is a non-white card prevent all damage dealt to and by Asyen Guard. You may put the revealed card on top your bottom of your library.
Fast reflexes are a key to living among the Guards. Steel plate is nothing to a werewolf's claws.
3/1
Asyen Militia gets +1/+1 for each other card named Asyen Militia you control.
Asyen Militia can block an additional creature if its' toughness is 4 or more.
Asyen Militia can block an additional creature if its' toughness is 4 or more.
2/3
First strike
Aysen Champion's power and toughness are equal to the number of Knights you control.
Aysen Champion's power and toughness are equal to the number of Knights you control.
*/*
Creatures you control get +0/+2.

: Target creature you control gains flying until end of turn.


When Brilliant Hope enters the battlefield create two 4/4 white Angel tokens with flying.
[activated ability here? Tap permanents? Gain life? Both? Other?]
[activated ability here? Tap permanents? Gain life? Both? Other?]
Protection from black
"Death speaks to all men...But some choose to listen."
1/1
Exile target creature you control until end of turn. (It returns under its owner's control.)"
You gain 3 life plus 3 life for each card named Grace of the Abbot in your graveyard.
Draw a card.
Draw a card.
Hazdurh can't attack.

,
: Prevent the next X damage that would be dealt to target creature or player this turn. If damage is prevented in this way, you gain that much life.



“Hazduhr, how old you are, still awaiting the return of your protector. She will never come old man. Your power can not hold back your age, or me, forever..” – Sengir to Hazduhr
0/6
When Heir to Soraya enters the battlefield create a 1/1 white Falcon token with flying.
0/1
First strike
Knight creatures you control get +1/+1 and have trample.
Knight creatures you control get +1/+1 and have trample.
The first line of defense is a large man, a large horse and a large pointed object hurtling towards the enemy, glorious and brilliant in the sun's light. The second line, is more of the same.
3/3
Knight creatures you control get +1/+1.

, discard a card: Put a +1/+1 counter on target creature you control. If the discarded card is a land, put two +1/+1 counters on that creature instead.


Good armor is expensive. Your life however, is priceless.
2/2
Flying

: Image of the Godess gains protection from the color of your choice until end of turn. Activate this ability only once each turn.


The passing wind shapes clouds as the mana of the land forms into the shape of her image. Long gone but not forgotten she yet watches over the Homelands.
4/6
Destroy all creatures, then create a 3/4 white Angel token with flying and "At the start of each opponent's turn tap target creature or artifact."
True angels are rare on most planes, on Ulgrotha they are even rarer, and they bring with them great changes.
If a creature damaged by Knight of the Order of Soul's Rest would die this turn, exile it instead.
They have been fighting the darkness for longer then your life.
3/3
First strike
2/4
Gain 1 life. If you control a white permanent gain 3 life instead.
Draw a card.
Draw a card.
The taste of revitalization is something not many have experienced.
When Serra Crusader enter the battlefield exile target creature.
When Serra Crusader leaves the battlefield, return the exiled creature to the battlefield. If the returned creature is black, it enters the battlefield with a -1/-1 counter.
When Serra Crusader leaves the battlefield, return the exiled creature to the battlefield. If the returned creature is black, it enters the battlefield with a -1/-1 counter.
They hold in their souls, the fallen, a prison of faith.
3/4
When Serra Disciple enters the battlefield or dies you gain 2 life.
0/2
Prevent all damage that would be dealt this turn.
If you a spell or ability an opponent controls would cause you to lose life this turn, you don't.
If you a spell or ability an opponent controls would cause you to lose life this turn, you don't.
Protection from instants and sorceries.
Black creatures lose flying.
Whenever you cast a spell you may exile the top card of your library, if you do you gain X life, where X is equal to that spell's converted mana cost.
Black creatures lose flying.
Whenever you cast a spell you may exile the top card of your library, if you do you gain X life, where X is equal to that spell's converted mana cost.
The Voice is one of the few clerics of the multiverse I would trust to fight evil – and poverty. – A Guide to Ulgrotha Vol. III
3/6
Target creature gains protection from the color of your choice until end of turn.
Draw a card.
Draw a card.
Target creature gets +1/+3 until end of turn.
Flying, first strike, protection from vampires
After Soraya’s death at the hands of the vampires her falcon stayed by her side until it too died and withered. The vampires in their cruelness took the body of the bird and made it into a puppet to be mocked. A pile of vampire corpses in the morning bespoke of the vengeance visited upon them.
Illus. Because fuck you Vampire Nighthawk.
3/2
Cast Stand Against the Dark only during the declare blockers step.
For each nonwhite creature attacking you, create a 1/1 white Townsfolk creature token that's blocking that creature. Exile those tokens at end of combat.
For each nonwhite creature attacking you, create a 1/1 white Townsfolk creature token that's blocking that creature. Exile those tokens at end of combat.
Tapped creatures you control may block as though they weren't tapped.
Whenever a tapped creature you control blocks it gets +1/+1 and gains defender until the end of your next turn.
Whenever a tapped creature you control blocks it gets +1/+1 and gains defender until the end of your next turn.
Flying
3/6
Tap all creatures you do not control, they do not untap during their controller's next untap step.
“A good spell, but not good enough. You merely delay the inevitable” – Baron Sengir.
Put a +1/+1 counter on target creature you control. Until end of turn, whenever that creature attacks other attacking creatures you control get +1/+0 or +0/+1 until end of turn.
At the end of your turn, if a creature you control died this turn gain 1 life.
1/1
Enchant permanent.

:Enchanted permanent gains indestructible until end of turn.
Discard a card, sacrifice Voice’s Favor: Return the enchanted permanent to your hand.


Discard a card, sacrifice Voice’s Favor: Return the enchanted permanent to your hand.
When Wandering Paladin enters the battlefield gain 1 life for each nonblack creature you control.
2/1
Enchant creature
Enchanted creature doesn’t untap during its controller’s untap step.
At the beginning of enchanted creatures controller’s upkeep, that player may discard a card at at random to untap enchanted creature.
Enchanted creature doesn’t untap during its controller’s untap step.
At the beginning of enchanted creatures controller’s upkeep, that player may discard a card at at random to untap enchanted creature.
Tap X target permanents.
Enchant creature.
Flash.
When Chain of Imperiment enters the battlefield counter all activated and triggered abilities of the enchanted permanent.
Enchanted permanent loses all abilities and gets -2/-0
Flash.
When Chain of Imperiment enters the battlefield counter all activated and triggered abilities of the enchanted permanent.
Enchanted permanent loses all abilities and gets -2/-0
Target player takes an extra turn after this one.
Exile Chronospiral.
Exile Chronospiral.
Flying
Cliffhollow Drake gets +2/+0 for each other card named Cliffhollow Drake on the battlefield.

: Cliffhollow Drake gains shroud until end of turn.
Cliffhollow Drake gets +2/+0 for each other card named Cliffhollow Drake on the battlefield.


One of the few predatory animals the School "allows" to live nearby. The drakes are extremely territorial – towards unnatural creatures.
2/2
Defender
: Dark Maze can attack this turn as though it didn't have defender. Exile Dark Maze at the beginning of the next end step.

4/5
As an additional cost to cast Disruptive Bolt, discard a card.
Counter target spell.
Counter target spell.
f I go down, I'm taking you with me!" – Reveka
Planeswalker spells can't be played unless their controller pays an additional
.
At the beginning of each player’s upkeep that player removes a loyalty counter from a planeswalker they control.

At the beginning of each player’s upkeep that player removes a loyalty counter from a planeswalker they control.
I don't like PWs...
Search your library for an instant or sorcery card and reveal it. Shuffle your library and put that card on top.
Exile Frantic Mentoring.
Exile Frantic Mentoring.
Mageguard can't block creatures with trample.
1/3
Enchant creature.
Enchanted creature gets +1/+2 and gains protection from spells with converted mana cost 3 or less.
When Magneoarcane Armor is put into your graveyard from the battlefield you may pay 1, if you do return Magneoarcane Armor to your hand.
Enchanted creature gets +1/+2 and gains protection from spells with converted mana cost 3 or less.
When Magneoarcane Armor is put into your graveyard from the battlefield you may pay 1, if you do return Magneoarcane Armor to your hand.
Wizards you control have hexproof.
Tap two untapped wizards you control,

: Return target spell with converted mana cost
to its owner's hand.
Tap two untapped wizards you control,




The School's wizards are renowned for being extremely EDH playable.
2/4
Reveal the top two cards of your library, then put them back in any order.
Draw a card.
Draw a card.
Change the target of target spell that targets only a single target. If that spell targets a creature you may copy that spell if you do, chose another target for that copy.
All spells opponents cast cost
more.
Spells you cast cost
less.

Spells you cast cost

As an additional cost to cast Panoptic Lore you may discard a card, if you do Panoptic Lore gains Flash.
Return up to two target sorcery cards from your graveyard to your hand.
Return up to two target sorcery cards from your graveyard to your hand.
New knowledge from another plane is very powerful, sometimes.
At the beginning of your upkeep you may pay 
, if you do target creature you control becomes a copy of target nonlegendary creature you control until end of turn.


Target player puts the top X cards of their library unto their graveyard. If the targeted player is yourself, instead look at the top X cards of your library and put one of those cards into your hand. Put the rest on top of your library in any order.
When Psychic Augury is put into your graveyard, if you didn’t cast it, return it to your hand.
When Psychic Augury is put into your graveyard, if you didn’t cast it, return it to your hand.
Tap target permanent. You may look at the top card of that permanent's controller's library and put that card on the top or bottom of that player's library.



2/3


1/1

“I’m envious of Reveka, she has a position at the School and so is safe from the Baron’s hate...at least for now.” – Halina on her deathbed.
1/2
Choose one: Exile target spell and its controller draws a card; or counter target spell; or return target permanent to its owner's hand and draw a card.
Creature spells can't be cast.
Pay 4 life: Destroy Screaming Æther. Any player may activate this ability.
Pay 4 life: Destroy Screaming Æther. Any player may activate this ability.
Flying, protection from red
1/1
Flying
Whenever Seatide Drake deals combat damage to a player put a tide counter on target land that player controls.
When Seatide Drake leaves play, remove all Tide counters from all permanents.
Lands with Tide counters on them are Islands. (Nonbasic lands will lose any other land types and abilities they had. They will gain the land type Island and gain the ability “
: Add
to your mana pool.”)
Whenever Seatide Drake deals combat damage to a player put a tide counter on target land that player controls.
When Seatide Drake leaves play, remove all Tide counters from all permanents.
Lands with Tide counters on them are Islands. (Nonbasic lands will lose any other land types and abilities they had. They will gain the land type Island and gain the ability “


4/4

2/2
Draw four cards.
Return target creature to its owner's hand.
Shut up and go home!
As an additional cost to play Vision of the Void sacrifice an artifact, enchantment or land.
Draw three cards, then put a card from your hand on the top or bottom of your library.
Draw three cards, then put a card from your hand on the top or bottom of your library.
When Wizard Novitiate enters the battlefield Scry 1.
1/1
Shuffle your hand and all nonland permanents you control into their owner's library, then draw cards equal to the number of cards in your hand as you cast Wizard's Warning.
Return up to X target nonland permanents to their owners' hands, where X is one plus the number of cards named Æther Flare in all graveyards as you cast Æther Flare.
Ætherboil can only be played on your turn before you attack.
Each player shuffles all non-land permanents they own, their hand and their graveyards into their libraries, then draws seven cards.
End your turn and exile Ætherboil.
Each player shuffles all non-land permanents they own, their hand and their graveyards into their libraries, then draws seven cards.
End your turn and exile Ætherboil.
Return target creature to its owner's hand.
Draw a card.
Draw a card.
Target creature gets -1/-1 until end of turn.
Draw a card.
Draw a card.
At the end of your turn if a creature was not put into your graveyard this turn, put the top card of your library into your graveyard.

,
, sacrifice An-Havaa Undertaker: Return target creature from your graveyard to your hand.



The undertaker sees only profit these days.
0/2
At the beginning of your upkeep sacrifice another creature or tap Autumn's Despair and it deals damage equal to its power to you.
All creatures lose hexproof and can't have or gain hexproof.
All creatures lose hexproof and can't have or gain hexproof.
I designed this card long before Gategrash was spoiled, so I did not know about the existence of Glaring Spotlight.
6/4
Bloodghast can't block.
If an opponent has 10 or less life, Bloodghast has haste.
Whenever a land enters the battlefield under your control, you may return Bloodghast from your graveyard to the battlefield.
If an opponent has 10 or less life, Bloodghast has haste.
Whenever a land enters the battlefield under your control, you may return Bloodghast from your graveyard to the battlefield.
2/1
Target creature gets +1/-2 until end of turn.
A light touch, of evil?
Forestwalk
At the end of your turn, if you control a vampire with converted mana cost 4 or more, Corrupt Huntsman becomes a Vampire in addition to its’ other types and gains flying.
At the end of your turn, if you control a vampire with converted mana cost 4 or more, Corrupt Huntsman becomes a Vampire in addition to its’ other types and gains flying.
2/3
As an additional cost to play Corruptive Blast, sacrifice a land.
Target creature gets -1/-1.
Target creature gets -1/-1.
Target creature gets -1/-1.
Target creature gets -1/-1.
Target creature gets -1/-1.
Target creature gets -1/-1.
"What madness would cause even the ground itself to fester and turn against us!?" – Asyen Guard.
Black creatures you control get +1/+0.
Nonblack creatures you don't control get -1/-0.
Whenever a creature with power 4 or greater deals damage to you, sacrifice Creeping Night.
Nonblack creatures you don't control get -1/-0.
Whenever a creature with power 4 or greater deals damage to you, sacrifice Creeping Night.
Feast of Flesh deals X damage to target creature and you gain X life, where X is 1 plus the number of cards named Feast of Flesh in all graveyards.
Put a -1/-1 counter on target creature, its controller discards a card and loses 1 life.
Each player discard a card.
Draw a card.
Draw a card.
Create X black 4/4 Vampire tokens with flying onto the battlefield.


, Tap five untapped vampires you control: Return Horde of Night from your graveyard to your hand unless another player sacrifices three creatures.



The Baron's horde grows by every battle.
Protection from white.
Ihsan, the Fallen One gets +1/+1 for each white creature your opponents control.
If Ihsan's power is 13 or higher he gains trample, lifelink and has "Whenever a nontoken creature dies, crate a 1/1 blackShade token."
Ihsan, the Fallen One gets +1/+1 for each white creature your opponents control.
If Ihsan's power is 13 or higher he gains trample, lifelink and has "Whenever a nontoken creature dies, crate a 1/1 blackShade token."
4/5
Enchant creature.
Enchanted creature has lifelink and is a black vampire in addition to its other colors and types.
Enchanted creature has lifelink and is a black vampire in addition to its other colors and types.
Menace
Whenever it's not your turn and Moonspawned Horror is untapped, if you don't control another black permanent, tap Moonspawned Horror.
Whenever it's not your turn and Moonspawned Horror is untapped, if you don't control another black permanent, tap Moonspawned Horror.
4/3
Enchant nonartifact creature.
Enchanted creature can't attack, or use activated abilities.
Enchanted creature can't attack, or use activated abilities.
At the end of each turn, each player loses 1 life if a creature they controlled died that turn.
1/1
All creatures get -0/-4 until end of turn.
If a creature would be put into an opponent's graveyard from the battlefield this turn, exile it instead and you may pay 1, if you do draw a card.
If a creature would be put into an opponent's graveyard from the battlefield this turn, exile it instead and you may pay 1, if you do draw a card.
When Sengir Autocrat enters the battlefield put three 0/1 black Serf tokens onto the battlefield.
When Sengir Autocrat leaves play, exile all Serf tokens.
When Sengir Autocrat leaves play, exile all Serf tokens.
2/2
Flying
Whenever a creature dealt damage by Sengir Vampire this turn dies, put a +1/+1 counter on Sengir Vampire.
Whenever a creature dealt damage by Sengir Vampire this turn dies, put a +1/+1 counter on Sengir Vampire.
4/4
Each opponent sacrifices a creature.
Put up to one target creature card from your graveyard on top of your library.
Put up to one target creature card from your graveyard on top of your library.
Flying
Vampire spells you cast cost 1 less.
Other vampires you control get +1/+1.


,
: Destroy target creature and put a +1/+1 counter on Sengir, the Dark Baron.
Remove two +1/+1 counters from Sengir: Create a 4/4 black Vampire token with flying.
Vampire spells you cast cost 1 less.
Other vampires you control get +1/+1.




Remove two +1/+1 counters from Sengir: Create a 4/4 black Vampire token with flying.
7/7
Shadowstalker can't block and is unblockable.
2/1
Each player discards a card, sacrifices a creature, sacrifices a land and then loses 1 life for each card put into their graveyard this turn.
Enchant creature

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


Target player discards a card.
Draw two cards and lose 2 life.
Draw two cards and lose 2 life.
Enchant creature.
Enchanted creature gets +2/+0, gains flying and is a black vampire.
When Touch of Sengir is put into your graveyard from play you may discard a card, if you do return it to your hand.
Enchanted creature gets +2/+0, gains flying and is a black vampire.
When Touch of Sengir is put into your graveyard from play you may discard a card, if you do return it to your hand.
The touch of evil is often permanent, destroying those that are touched is often the only permanent solution.
Flying, menace.
Discard a card: Vampire Highborn gets +2/+0 and gains lifelink until end of turn. Activate this ability only once each turn.
Discard a card: Vampire Highborn gets +2/+0 and gains lifelink until end of turn. Activate this ability only once each turn.
3/5
Flying
At the beginning of your upkeep pay 1 life or tap Vampire Noble.
At the beginning of your upkeep pay 1 life or tap Vampire Noble.
3/3
Flying, lifelink
1/1
Whenever an opponent casts a spell that player exiles the top card of their library. At the end of turn, put the exiled cards into their owner's graveyard.
Players who don't own cards exiled with Vindictive Punishment can play those cards as long as they are in exile.
Players who don't own cards exiled with Vindictive Punishment can play those cards as long as they are in exile.


3/2
First strike, haste
These rogues do not know honor, nor do they know fear, we must turn them somehow against the Baron’s forces.
3/1



0/2
Trample
Other Minotaurs you control get +2/-1.
Creatures blocking Anaba Rager lose first strike and double strike until end of turn.
Other Minotaurs you control get +2/-1.
Creatures blocking Anaba Rager lose first strike and double strike until end of turn.
6/3
Minotaur creatures get +1/+0.
1/3
First strike
Anaba Spiritguard can't attack unless you control another Minotaur.
Anaba Spiritguard can't attack unless you control another Minotaur.
2/2
Trample
4/4
As an additional cost to cast Ancestral Trial, discard two cards; or discard an instant or sorcery card. Draw three cards.
Target creature gets +1/+0 and gains Menace until end of turn.
Each creature deals 2 damage to itself and gets +2/+0 until end of turn.
A blind rage affects all equally.
2/1
Create two 2/2 red Minotaur tokens with haste. If you cast this spell during your first main phase, create three tokens instead.
Put a +1/+1 counter on target attacking creature you control. If that creature deals combat damage to a player this turn put two +1/+1 counters on it.
A calm-headed minotaur? I thought it was a joke. Till I met one as it tore through rank after rank of Eron’s goblins, calmly.
Destroy target artifact, then add 
to your mana pool.


Protection from Enchantments
Dwarfs you control gets +X/+X, where X is half the number of artifacts you control rounded up.
Dwarfs you control gets +X/+X, where X is half the number of artifacts you control rounded up.
"some good flavor text here."
3/4
Defender, protection from instants and sorceries with converted mana cost 2 or less.
If you control at least 3 other dwarves, Dwarven Survivor can attack as though it didn't have defender.
If you control at least 3 other dwarves, Dwarven Survivor can attack as though it didn't have defender.
After the corruption of Irini, the dwarven presence on Ulgrotha faded; only a few of the stout folk now remain, hidden away in deep refuges far below the southern mountains.
2/3
Haste, trample.
When Eron's Cohort enters the battlefield sacrifice a permanent or sacrifice Eron's Cohort. If the sacrificed permanent was a creature, put a +1/+1 counter on Eron's Cohort.
When Eron's Cohort enters the battlefield sacrifice a permanent or sacrifice Eron's Cohort. If the sacrificed permanent was a creature, put a +1/+1 counter on Eron's Cohort.
4/2
Enchant creature.
: Enchanted creature gets +1/+0 until end of turn.



1/4
Flame Burst deals X damage to target creature or player, where X is 2 plus the number of cards named Flame Burst in all graveyards.
As hot as a dwarf's rage.
Enchant creature.
Enchanted creature gets +3/+0 and gains trample.
Enchanted creature gets +3/+0 and gains trample.
Haste, trample
Other Minotaurs you control get +1/+1 and gain haste.
When Grolthlek, Night’s Bane dies, put the top card of your library into your graveyard, if it is not a land card, repeat this process and creat 2/2 red Minotaur token.
Other Minotaurs you control get +1/+1 and gain haste.
When Grolthlek, Night’s Bane dies, put the top card of your library into your graveyard, if it is not a land card, repeat this process and creat 2/2 red Minotaur token.
4/4
Creatures you control get +5/+0 and gain trample until end of turn.
As if minotaurs weren’t terrifying enough, now they are angry with a very good reason to be.
When Master of Spirit and Fire enters the battlefield it deals 3 damage to target creature.
When Master of Spirit and Fire leaves the battlefield, create two 2/2 red Minotaur Warrior tokens.
When Master of Spirit and Fire leaves the battlefield, create two 2/2 red Minotaur Warrior tokens.
The calm after the rage; and the storm on the wind. The path of the ancestors, who's spirit became one with the fires of life beseech us the task of family and tribe.
5/3
Mountain Bandit gets +1/+0 for each equipment attached to it.
If Mountain Bandit has two or more equipment attached to it, it has first strike and hexproof.
If Mountain Bandit has two or more equipment attached to it, it has first strike and hexproof.
“We are fighting on two fronts! The Baron’s darkness and the bandit’s greed!” – Asyean Guard
1/1
Ragesurge deals 2 damage to target creature you don't control. Then you may have that creature fight target creature you control.
Never let it be said that the revenge of the guild is in proportion to the slight against it.
Haste
When Ridgeraider enters the battlefield it deals damage to target creature equal to the half the number of mountains you control rounded down.
When Ridgeraider enters the battlefield it deals damage to target creature equal to the half the number of mountains you control rounded down.
2/1



Sacrifice Ritual of Anaba: Creatures you control get +1/+0 until end of turn.
Whenever a creature you control attacks and is blocked, it gets +2/+0 for each creature blocking it.
Sacrifice Rush of Battle: Creatures you control gain trample until the end of turn. At the end of turn, sacrifice all of your creatures that attacked this turn.
Sacrifice Rush of Battle: Creatures you control gain trample until the end of turn. At the end of turn, sacrifice all of your creatures that attacked this turn.
Shock deals 2 damage to target creature or player.
Spiritfire deals 5 damage to target creature.
Spiritfire deals 3 damage to target creature.
Spiritfire deals 1 damage to target creature.
Spiritfire deals 3 damage to target creature.
Spiritfire deals 1 damage to target creature.
The fires of the Anaba are not just arcane, they are spiritual as well. The fires are the Anaba, just as the Dark is the evil of the Baron.
Chose target creature or player; and another target creature or player. Spiritfire Burst deals 2 damage to each target.
Shuffle Spiritfire Burst into your library.
Shuffle Spiritfire Burst into your library.
When Spiritforge Master enters the battlefield put a +1/+1 counter on target creature. That creature gains haste until end of turn.
1/2
Strongkeep Guard can't attack unless you control another creature.
2/2
Destroy target artifact you control and target artifact you don't control, then return an artifact card from your graveyard to your hand.
Destroy target land. Creatures can't block this turn.


The guides of An-Hava lead those who would fight the Baron along the safest paths, imparting wisdom and safety along the way.
0/2
Look at the top three cards of your library, if one of them is a creature card you may reveal it and create a 2/2 green Spirit Bear token, then put those cards back in any order.
When Attendant of Willows enters the battlefield gain 1 life for each card named Attendant of Willows you control.
3/3
Search your library for a land card and put it into your hand, search your library for a basic land card and put it into play. Shuffle your library.
Whenever Avenging Druid deals damage to an opponent, you may reveal cards from the top of your library until you reveal a land card. If you do, put that card onto the battlefield and put all other cards revealed this way into your graveyard.
The druids don’t quite share Autumn’s pacifistic ways, not when their groves are threatened and their animal friends are suffering and dying around them.
1/3
Enchant creature or land.
Enchanted permanent has “
: Add 
to your mana pool.” and “At the beginning of each upkeep, untap this permanent.”
Enchanted permanent has “



Creatures you control get +2/+3 until the start of your next turn.
Shuffle Blessing of the Mother into its' owner's library.
Shuffle Blessing of the Mother into its' owner's library.
Up to two target creatures get +1/+1 until end of turn. Untap those creatures.
Whenever an Aura becomes attached to Bramble Elemental, create two 1/1 green Saproling creature tokens.
4/4
Create a 2/2 green Spirit Bear token.
Whenever a non-token Spirit or Elemental you control dies return Call the Spirits from your graveyard to your hand at the end of turn.
Whenever a non-token Spirit or Elemental you control dies return Call the Spirits from your graveyard to your hand at the end of turn.
Whenever Canopy-Web Spider blocks a creature, that creature gets -1/-0 and loses first strike until end of turn.
Stay away from the larger trees children, lest the root spider eat you!
3/3
Trample
Whenever Deepwood Bears deals combat damage to a player, create two 2/2 green Spirit Bear tokens.
Whenever Deepwood Bears deals combat damage to a player, create two 2/2 green Spirit Bear tokens.
Deep in the woods are the last guardians of Ulgrotha, tended by Willow and her daughters, the spirits hold back the darkness.
6/6
Hexproof
When Deepwood Ranger enters the battlefield you may pay
or
, if you do search your library for a basic land card and put it onto the battlefield tapped then shuffle your library.
When Deepwood Ranger enters the battlefield you may pay


1/1
Reach
Can't be blocked except by creatures with flying or reach.
Can't be blocked except by creatures with flying or reach.
The spiders of the Deepwood are known for their naturally tough shells, though their bite isn’t much to think about.
1/5
5/8
Whenever Folk of An-Havva blocks, it gets +2/+0 until end of turn.
1/1
2/2
Search your library for a basic forest and put it into the battlefield tapped, then shuffle your library.
You gain 1 life for each land you control.
You gain 1 life for each land you control.
Genesis Grove enters the battlefield with X Lifeforce counters on it.
Whenever a creature you control enters the battlefield or attacks, if it had no Lifeforce counters on it, put a Lifeforce counters on it.
Creatures you control get +1/+1 for each Lifeforce counter on Genesis Grove.
Whenever a creature you control enters the battlefield or attacks, if it had no Lifeforce counters on it, put a Lifeforce counters on it.
Creatures you control get +1/+1 for each Lifeforce counter on Genesis Grove.
Target creature gets +3/+3 until end of turn.
Whenever a land enters the battlefield under your control target land produces an additional
when tapped for mana this turn.

1/1
Grove of Willows can’t be the target of spells or abilities that would exile it.
When Grove of Willows dies if it had two or less -1/-1 counters on it, return it to the battlefield at the end of your next turn with a -1/-1 counter on it.
-1/-1 counters remain on Grove of Willows as it moves to any other zone other then a players hand or library.
When Grove of Willows dies if it had two or less -1/-1 counters on it, return it to the battlefield at the end of your next turn with a -1/-1 counter on it.
-1/-1 counters remain on Grove of Willows as it moves to any other zone other then a players hand or library.
4/4
Guardian of the Forest enters the battlefield with X Lifeforce counters on it.
Other creatures you control get +1/+1 for each Lifefroce counter on Guardian of the Forest.
Other creatures you control get +1/+1 for each Lifefroce counter on Guardian of the Forest.
The guardians are just that, a thing not even the Baron can corrupt as long as the Mother remains.
2/4
3/2
Return target card from your graveyard to your hand; or put two target cards in your graveyard on top of your library in any order.
Exile Harmonius Revivial.
Exile Harmonius Revivial.
Creatures you control get +1/+1.
Sacrifice Lady's Path: Creatures you control gain hexproof until end of turn.
Sacrifice Lady's Path: Creatures you control gain hexproof until end of turn.
Choose one:
- Destroy target artifact or enchantment.
- Exile target permanent with indestructible.
- Destroy target artifact or enchantment.
- Exile target permanent with indestructible.
Search your library for a basic land card and put it into play tapped, then shuffle your library.
First strike, forestwalk
When Ranger of Lady’s Path dies, search your library for a card named Ranger of Lady’s Path, reveal it, and put it into your hand. Shuffle your library.
When Ranger of Lady’s Path dies, search your library for a card named Ranger of Lady’s Path, reveal it, and put it into your hand. Shuffle your library.
Rangers never die in Autumn’s service, at least, that is how the myth goes.
2/1
Shuffle any number of target creature cards from your graveyard into your library.
Enchant creature.
Enchanted creature gets +0/+1 and has “Whenever another creature deals damage to enchanted creature, Rose-Thorn Armor deals 1 damage to that creature.”
Enchanted creature gets +0/+1 and has “Whenever another creature deals damage to enchanted creature, Rose-Thorn Armor deals 1 damage to that creature.”
Reach
: Tap target creature, that creature and Screeching Spider fight.

The spider's horrifying screech can rend the flesh and tear at ligaments with ease.
3/4
Search your library for two creature cards with converted mana cost 5 or less and reveal them. You gain life equal to their total converted mana cost. Shuffle your library and put those cards on top in any order.
Trample, reach
When Willow's Avenger dies, if you control no other creatures create three 2/2 green Spirit Bear tokens.
When Willow's Avenger dies, if you control no other creatures create three 2/2 green Spirit Bear tokens.
4/8
Shroud

: Put a green 2/2 Spirit Bear token onto the battlefield. Activate this ability only once each turn and only as a sorcery.

, Exile a Spirit Bear: Prevent all combat damage that would be dealt this turn.




4/4
If Eron, Baron's Servant dies and it wasn't sacrificed, exile it instead, return Eron to the battlefield under its owner's control at the start of that player's upkeep.
When Eron enters the battlefield you may pay XX, if you do create and tap X 1/1 red and black Goblin tokens.
When Eron enters the battlefield you may pay XX, if you do create and tap X 1/1 red and black Goblin tokens.
4/2
Flash
When Spirit of Feroz enters the battlefield chose one: Return target spell on the stack to its owner’s hand; or exile target planeswalker. At end of turn return the exiled card to play with 1 loyalty counter on it.



: Return Spirit of Feroz to its owner's hand at the end of turn.
When Spirit of Feroz enters the battlefield chose one: Return target spell on the stack to its owner’s hand; or exile target planeswalker. At end of turn return the exiled card to play with 1 loyalty counter on it.




1/2
When Ravi, The Mad Grandmother enters the battlefield you may discard your hand, if you do draw that many cards and gain that much life.
Whenever a creature dies, put a Loyalty counter on Ravi. If Ravi has 5 or more Loyalty counters, remove all counters from Ravi and transform her.
Whenever a creature dies, put a Loyalty counter on Ravi. If Ravi has 5 or more Loyalty counters, remove all counters from Ravi and transform her.
1/3
+1Each player discards a card and puts the top card of their library into their graveyard.
-2Search your library for two cards, shuffle your library. Put one card into your graveyard and the other on top of your library.
-6Each player discards their hand, then you may return three creature cards from your graveyard to your hand.
-2Search your library for two cards, shuffle your library. Put one card into your graveyard and the other on top of your library.
-6Each player discards their hand, then you may return three creature cards from your graveyard to your hand.
3







The Asyean Abbey developed a powerful artifact against the Baron’s hordes; depriving him of the dead to raise as new minions in his army.


At the beginning of each player's upkeep if you control a Legendary Vampire creature you may pay pay 1 life, if you do untap Chalice of Sengir.
Whenever a Vampire creature enters the battlefield under your control you may attach Claws of the Vampire to it.
Equipped creature gets +2/+1, and gains flying and lifelink.
Equip –
; or discard a card and pay 3 life.
Equipped creature gets +2/+1, and gains flying and lifelink.
Equip –

Dwarven Gate enters the battlefield tapped.
Sacrifice four non-token permanents: Untap Dwarven Gate.
You may look at and play cards exiled with Dwarven Gate. You may spend mana as though it were mana of any color when playing cards exiled with Dwarven Gate.
Sacirfice a non-token permanent,


Equipped creature gets +0/+3.
Equip
Equip

Any warrior fighting a vampire should have a shield, a big, heavy, protective shield. – Bazaar Yeller
Equipped creature gets +1/+3.
Equip
or
.
Equip


Equipped creature gets +1/+1.
Equip
Equip

Equipped creature gets +1/+0 and has “
: This creature gains first strike until end of turn.”
Equip

Equip


When Psychomancy Effigy is put into a graveyard from the battlefield, draw a card.


Shouldn't have sold those fish to the wizards...Of course they weren't going to cook and eat it! – Dwarven Trader.
Whenever an opponent discards a card you may gain 2 life.
Sacrifice Ravi's Strongbox: Draw a card, then discard a card.
Sacrifice Ravi's Strongbox: Draw a card, then discard a card.
"Many men have speculated, just what the strongbox holds, from riches, gems and silver, to poor tormented souls."
Equipped creature gets +2/+2, gains flying and has “
or
,
: Destroy target creature, put a black shade token with power and toughness equal to the destroyed creature’s onto the battlefield.”
Equip




Equip

Discard a card,
,
: Draw a card.


A shard, sharp and strong.
A shard, glittering and gone.
A shard, dark as the night, bright as the light.
A shard holding all our dreams.
A shard, glittering and gone.
A shard, dark as the night, bright as the light.
A shard holding all our dreams.
Equipped creature is unblockable and gets +1/+0 for each card named Thief’s Tools attached to it.
Equip
Equip

An-Havva enters the battlefield tapped.
: Add
or
to your mana pool.


,
: If you control 5 or fewer creatures, create a 1/1 green and white Townsfolk Guard token, it has “This creature gets +0/+1 for each other Townsfolk Guard you control.”







An-Havva Market enters the battlefield tapped.
: Add
to your mana pool.
,
: Add 
to your mana pool.






You may search for An-Zerrin, the Forgotten City as if it had a basic land type. (The basic land types are: Island, Mountain, Forest, Plains, and Swamp.)
: Add
to your mana pool.
: Add one mana of any color to your mana pool. An-Zerrin doesn't untap during your next untap step.



Basalt Spire enters the battlefield tapped.
: Add
to your mana pool.


,
, Exile Basalt Spire: Chose a non-land permanent type. Each player sacrifices X permanents of that type.






Citadel of Ayse enters the battlefield tapped.
: Add
to your mana pool.
,
: Add 
to your mana pool.






Corrupted Academy enters the battlefield tapped.
: Add
or
to your mana pool.

,
: Scry 1 and then for each card put onto the bottom of your library this turn target opponent puts that many cards from the top of their library into their graveyard.






Dark Barony enters the battlefield tapped.
(
: Add
to your mana pool.)

, tap an untapped black creature you control,
: Target creature gets -1/-1. If that creature dies, put a +1/+1 counter on a creature you control.
(





Koskun Fort enters the battlefield tapped.
: Add
or
to your mana pool.
, Sacrifice a non-token creature,
: create two 1/1 red Kobold tokens.





Koskun Mountains enters the battlefield tapped.
: Add
to your mana pool.
,
: Add 
to your mana pool.






Ravi's Library enters the battlefield tapped.
: Add
to your mana pool.
,
: Add 
to your mana pool.






The Floating Isle enters the battlefield tapped.
: Add
to your mana pool.
,
: Add 
to your mana pool.






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If you control a white permanent, you gain life equal to the destroyed permanent's converted mana cost.