Ulgrotha: Darkness Falls Forever

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 U 
Sorcery
Destroy target artifact or enchantment.
If you control a white permanent, you gain life equal to the destroyed permanent's converted mana cost.
 C 
Sorcery
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
 U 
Creature – Human Warrior
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
 U 
Creature – Human
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.
2/3
 U 
Creature – Human Knight
First strike

Aysen Champion's power and toughness are equal to the number of Knights you control.
*/*
 U 
Enchantment
Creatures you control get +0/+2.
{1}{w}: Target creature you control gains flying until end of turn.
 M 
Enchantment
When Brilliant Hope enters the battlefield create two 4/4 white Angel tokens with flying.

[activated ability here? Tap permanents? Gain life? Both? Other?]
 C 
Creature – Human Cleric
Protection from black
"Death speaks to all men...But some choose to listen."
1/1
 C 
Instant
Exile target creature you control until end of turn. (It returns under its owner's control.)"
 C 
Sorcery
You gain 3 life plus 3 life for each card named Grace of the Abbot in your graveyard.
Draw a card.
 R 
Legendary Creature – Human Cleric
Hazdurh can't attack.
{x}{w}, {t}: 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
 C 
Creature – Human
When Heir to Soraya enters the battlefield create a 1/1 white Falcon token with flying.
0/1
 R 
Creature – Human Knight
First strike
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
 U 
Creature – Human Cleric
Knight creatures you control get +1/+1.

{2}{w}, 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
 U 
Creature – Avatar
Flying
{1}{w}: 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
 M 
Sorcery
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.
 U 
Creature – Human Knight
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
 C 
Creature – Human Knight
First strike
2/4
 C 
Sorcery
Gain 1 life. If you control a white permanent gain 3 life instead.

Draw a card.
The taste of revitalization is something not many have experienced.
 U 
Creature – Human Knight
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.
They hold in their souls, the fallen, a prison of faith.
3/4
 C 
Creature – Human
When Serra Disciple enters the battlefield or dies you gain 2 life.
0/2
 C 
Instant
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.
 R 
Legendary Creature – Human Cleric
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.
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
{1}{w}
 
 C 
Instant
Target creature gains protection from the color of your choice until end of turn.
Draw a card.
 C 
Instant
Target creature gets +1/+3 until end of turn.
 R 
Legendary Creature – Bird Spirit
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
 C 
Instant
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.
 R 
Enchantment
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.
 U 
Creature – Gargoyle
Flying
3/6
 R 
Sorcery
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.
 C 
Sorcery
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.
 C 
Creature – Human Cleric
At the end of your turn, if a creature you control died this turn gain 1 life.
1/1
 C 
Enchantment – Aura
Enchant permanent.
{1}{w}:Enchanted permanent gains indestructible until end of turn.
Discard a card, sacrifice Voice’s Favor: Return the enchanted permanent to your hand.
 U 
Creature – Human Cleric Knight
When Wandering Paladin enters the battlefield gain 1 life for each nonblack creature you control.
2/1
{u}
 
 C 
Enchantment – Aura
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.
 C 
Instant
Tap X target permanents.
 C 
Enchantment – Aura
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
 M 
Sorcery
Target player takes an extra turn after this one.
Exile Chronospiral.
 R 
Creature – Drake
Flying
Cliffhollow Drake gets +2/+0 for each other card named Cliffhollow Drake on the battlefield.
{1}{u}: Cliffhollow Drake gains shroud until end of turn.
One of the few predatory animals the School "allows" to live nearby. The drakes are extremely territorial – towards unnatural creatures.
2/2
 C 
Creature – Wall
Defender
{0}: 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
 U 
Instant
As an additional cost to cast Disruptive Bolt, discard a card.
Counter target spell.
f I go down, I'm taking you with me!" – Reveka
 U 
Enchantment
Planeswalker spells can't be played unless their controller pays an additional {2}.
At the beginning of each player’s upkeep that player removes a loyalty counter from a planeswalker they control.
I don't like PWs...
 U 
Sorcery
Search your library for an instant or sorcery card and reveal it. Shuffle your library and put that card on top.
Exile Frantic Mentoring.
 C 
Creature – Human Wizard
Mageguard can't block creatures with trample.
1/3
 C 
Enchantment – Aura
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.
 R 
Creature – Human Wizard
Wizards you control have hexproof.
Tap two untapped wizards you control, {u}{u}{x}: Return target spell with converted mana cost {x} to its owner's hand.
The School's wizards are renowned for being extremely EDH playable.
2/4
 C 
Sorcery
Reveal the top two cards of your library, then put them back in any order.
Draw a card.
 C 
Instant
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.
 U 
Enchantment
All spells opponents cast cost {2} more.

Spells you cast cost {1} less.
 U 
Sorcery
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.
New knowledge from another plane is very powerful, sometimes.
 U 
Enchantment
At the beginning of your upkeep you may pay {3}{u}, if you do target creature you control becomes a copy of target nonlegendary creature you control until end of turn.
 R 
Sorcery
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.
 C 
Instant
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.
 U 
Creature – Human Wizard
{1}{u}, {t}: Target player choses one: That player puts the top two cards of their library into their graveyard; or puts a card from their hand on top of their library.
2/3
 C 
Creature – Human Wizard
{r},{t}: Reveka's Student deals 1 damage to target creature.
1/1
 R 
Legendary Creature – Dwarf Wizard
{t}: Reveka, the Savant deals 2 damage to target creature or player.
“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
 R 
Instant
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.
 U 
Enchantment
Creature spells can't be cast.
Pay 4 life: Destroy Screaming Æther. Any player may activate this ability.
 U 
Creature – Faerie
Flying, protection from red
1/1
 U 
Creature – Drake
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 “{t}: Add {u} to your mana pool.”)
4/4
 U 
Creature – Human Wizard
{t}: Tap target creature without flying.
2/2
{3}{u}{u}
 
 U 
Sorcery
Draw four cards.
 C 
Instant
Return target creature to its owner's hand.
Shut up and go home!
 C 
Instant
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.
 C 
Creature – Human Wizard
When Wizard Novitiate enters the battlefield Scry 1.
1/1
 R 
Instant
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.
 U 
Sorcery
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.
 M 
Sorcery
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.
 C 
Instant
Return target creature to its owner's hand.
Draw a card.
{2}{b}
 
 C 
Instant
Target creature gets -1/-1 until end of turn.
Draw a card.
 C 
Creature – Human
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.

{1}{b}, {t}, sacrifice An-Havaa Undertaker: Return target creature from your graveyard to your hand.
The undertaker sees only profit these days.
0/2
 U 
Creature – Werewolf
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.
I designed this card long before Gategrash was spoiled, so I did not know about the existence of Glaring Spotlight.
6/4
 R 
Creature – Vampire
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.
2/1
 C 
Instant
Target creature gets +1/-2 until end of turn.
A light touch, of evil?
 C 
Creature – Human
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.
2/3
 U 
Instant
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.
"What madness would cause even the ground itself to fester and turn against us!?" – Asyen Guard.
 C 
Enchantment
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.
 U 
Sorcery
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.
 C 
Sorcery
Put a -1/-1 counter on target creature, its controller discards a card and loses 1 life.
 C 
Instant
Each player discard a card.
Draw a card.
 R 
Sorcery
Create X black 4/4 Vampire tokens with flying onto the battlefield.
{b}{b}{b}, 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.
 R 
Legendary Creature – Human Knight Shade
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."
4/5
 C 
Enchantment – Aura
Enchant creature.
Enchanted creature has lifelink and is a black vampire in addition to its other colors and types.
 C 
Creature – Werewolf
Menace
Whenever it's not your turn and Moonspawned Horror is untapped, if you don't control another black permanent, tap Moonspawned Horror.
4/3
 C 
Enchantment – Aura
Enchant nonartifact creature.

Enchanted creature can't attack, or use activated abilities.
 C 
Creature – Vampire
At the end of each turn, each player loses 1 life if a creature they controlled died that turn.
1/1
 M 
Sorcery
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.
 U 
Creature – Human
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.
2/2
 U 
Creature – Vampire
Flying

Whenever a creature dealt damage by Sengir Vampire this turn dies, put a +1/+1 counter on Sengir Vampire.
4/4
 C 
Sorcery
Each opponent sacrifices a creature.
Put up to one target creature card from your graveyard on top of your library.
 M 
Legendary Creature – Vampire
Flying
Vampire spells you cast cost 1 less.
Other vampires you control get +1/+1.
{b}{b}{b}, {t}: 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.
7/7
 U 
Creature – Vampire Rogue
Shadowstalker can't block and is unblockable.
2/1
 U 
Sorcery
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.
{b}
 
 C 
Enchantment – Aura
Enchant creature
{1}{b}: Put a -1/-1 counter on enchanted creature.
 U 
Sorcery
Target player discards a card.
Draw two cards and lose 2 life.
 C 
Enchantment – Aura
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.
The touch of evil is often permanent, destroying those that are touched is often the only permanent solution.
 U 
Creature – Vampire
Flying, menace.
Discard a card: Vampire Highborn gets +2/+0 and gains lifelink until end of turn. Activate this ability only once each turn.
3/5
 C 
creature – vampire
Flying
At the beginning of your upkeep pay 1 life or tap Vampire Noble.
3/3
 C 
Creature – Vampire
Flying, lifelink
1/1
 U 
Enchantment
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.
 R 
Creature – Werewolf
{b}, {t}, pay 1 life: Put a -1/-1 counter on target creature, then you may have Wolfbitten Spawn fight that creature.
3/2
 C 
Creature – Human Rogue
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
 U 
Creature – Minotaur Wizard
{1}{r}, {t}: Anaba Fireslinger deals 1 damage to target creature and 1 damage to target player.
0/2
 U 
Creature – Minotaur Warrior
Trample
Other Minotaurs you control get +2/-1.
Creatures blocking Anaba Rager lose first strike and double strike until end of turn.
6/3
 C 
Creature – Minotaur Wizard
Minotaur creatures get +1/+0.
1/3
 C 
Creature – Minotaur Warrior
First strike
Anaba Spiritguard can't attack unless you control another Minotaur.
2/2
 C 
Creature – Minotaur
Trample
4/4
 U 
Sorcery
As an additional cost to cast Ancestral Trial, discard two cards; or discard an instant or sorcery card. Draw three cards.
 C 
Sorcery
Target creature gets +1/+0 and gains Menace until end of turn.
 U 
Instant
Each creature deals 2 damage to itself and gets +2/+0 until end of turn.
A blind rage affects all equally.
 C 
Creature – Kobold
2/1
 M 
Instant
Create two 2/2 red Minotaur tokens with haste. If you cast this spell during your first main phase, create three tokens instead.
 C 
Instant
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.
 C 
Sorcery
Destroy target artifact, then add {r}{r} to your mana pool.
 R 
Legendary Creature – Dwarf Warrior
Protection from Enchantments
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
 U 
Creature – Dwarf
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.
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
 U 
Creature – Kobold
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.
4/2
 C 
Enchantment – Aura
Enchant creature.
{r}: Enchanted creature gets +1/+0 until end of turn.
 C 
Creautre – Minotaur Cleric
{1}{r}: Firepalm Shaman 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.
 C 
Enchantment – Aura
Enchant creature.
Enchanted creature gets +3/+0 and gains trample.
 M 
Legendary Creature – Minotaur Warrior
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.
4/4
 U 
Sorcery
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.
 U 
Creature – Minotaur Cleric
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.
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
 R 
Creature – Human Rogue
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.
“We are fighting on two fronts! The Baron’s darkness and the bandit’s greed!” – Asyean Guard
1/1
 C 
Instant
Ragesurge deals 2 damage to target creature you don't control. Then you may have that creature fight target creature you control.
 U 
Sorcery
Never let it be said that the revenge of the guild is in proportion to the slight against it.
 R 
Creature – Human Rogue
Haste
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
 U 
Enchantment
{1}{r}{r}: Target creature gets +1/+0 and gains first strike until end of turn.

Sacrifice Ritual of Anaba: Creatures you control get +1/+0 until end of turn.
 U 
Enchantment
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.
{r}
 
 C 
Instant
Shock deals 2 damage to target creature or player.
 R 
Instant
Spiritfire deals 5 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.
 R 
Instant
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.
 C 
Creature – Minotaur Warrior Cleric
When Spiritforge Master enters the battlefield put a +1/+1 counter on target creature. That creature gains haste until end of turn.
1/2
 C 
Creature – Dwarf Warrior
Strongkeep Guard can't attack unless you control another creature.
2/2
 R 
Instant
Destroy target artifact you control and target artifact you don't control, then return an artifact card from your graveyard to your hand.
 C 
Sorcery
Destroy target land. Creatures can't block this turn.
 C 
Creautre – Human Ranger
{t}: Add {1} to your mana pool.
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
 C 
Sorcery
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.
 U 
Creature – Spirit Bear
When Attendant of Willows enters the battlefield gain 1 life for each card named Attendant of Willows you control.
3/3
 U 
Sorcery
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.
 C 
creature – Human Druid
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
 U 
Enchantment – Aura
Enchant creature or land.
Enchanted permanent has “{t}: Add {g}{g} to your mana pool.” and “At the beginning of each upkeep, untap this permanent.”
 R 
Sorcery
Creatures you control get +2/+3 until the start of your next turn.
Shuffle Blessing of the Mother into its' owner's library.
 C 
Instant
Up to two target creatures get +1/+1 until end of turn. Untap those creatures.
 C 
Creature – Elemental
Whenever an Aura becomes attached to Bramble Elemental, create two 1/1 green Saproling creature tokens.
4/4
 C 
Instant
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.
 U 
Creature – Spider
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
 R 
Creature – Bear Spirit
Trample
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
 U 
Creature – Human Ranger
Hexproof
When Deepwood Ranger enters the battlefield you may pay {2} or {g}, if you do search your library for a basic land card and put it onto the battlefield tapped then shuffle your library.
1/1
 C 
Creature – Spider
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
 C 
Creature – Elemental
5/8
 C 
Creature – Human
Whenever Folk of An-Havva blocks, it gets +2/+0 until end of turn.
1/1
 C 
Creature – Bear
2/2
 C 
Sorcery
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.
 R 
Enchantment
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.
 C 
Instant
Target creature gets +3/+3 until end of turn.
 C 
Creature – Human
Whenever a land enters the battlefield under your control target land produces an additional {1} when tapped for mana this turn.
1/1
 M 
Creature – Elemental
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.
4/4
 U 
Creature – Elemental
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.
The guardians are just that, a thing not even the Baron can corrupt as long as the Mother remains.
2/4
 C 
Creature – Elemental
3/2
 U 
Sorcery
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.
 U 
Enchantment
Creatures you control get +1/+1.

Sacrifice Lady's Path: Creatures you control gain hexproof until end of turn.

 U 
Instant
Choose one:

- Destroy target artifact or enchantment.

- Exile target permanent with indestructible.
 C 
Sorcery
Search your library for a basic land card and put it into play tapped, then shuffle your library.
 R 
Creature – Human Ranger
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.
Rangers never die in Autumn’s service, at least, that is how the myth goes.
2/1
 U 
Sorcery
Shuffle any number of target creature cards from your graveyard into your library.
 C 
Enchantment – Aura
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.”
 C 
Creature – Spider
Reach
{t}: 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
 R 
Sorcery
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.

 R 
Legendary Creature – Elemental
Trample, reach
When Willow's Avenger dies, if you control no other creatures create three 2/2 green Spirit Bear tokens.
4/8
 M 
Legendary Creature – Avatar
Shroud
{g}{g}: Put a green 2/2 Spirit Bear token onto the battlefield. Activate this ability only once each turn and only as a sorcery.
{4}{w}, Exile a Spirit Bear: Prevent all combat damage that would be dealt this turn.
4/4
 M 
Legendary Creature – Human Rogue
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.
4/2
 M 
Legendary Creature – Human Wizard Spirit
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.
{1}{g}{u}{u}: Return Spirit of Feroz to its owner's hand at the end of turn.
1/2
 R 
Legendary Creature – Human Wizard
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.


1/3
Ravi, Last of the Tolgath
 
 R 
Colour indicator UB Planeswalker – Ravi
+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.
3
 C 
Artifact
{t}: Add {1} to your mana pool.
{t}: Add one mana of any color to your mana pool. Aliban's Talisman deals 2 damage to you.
 U 
Artifact
{1}, {t}: Exile target card in your graveyard.
{2}, {t}: Exile target card in any player's graveyard.
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.
 R 
Artifact
{3}, {t}: Put a +1/+1 counter on target creature and it becomes a Vampire in addition to its’ other types.

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.
 R 
Artifact – Equipment
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 – {3}; or discard a card and pay 3 life.
 M 
Legendary Artifact

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, {6}, {t}: Search each player’s library for a card and exile it face down.
 C 
Artifact – Equipment
Equipped creature gets +0/+3.
Equip {3}
Any warrior fighting a vampire should have a shield, a big, heavy, protective shield. – Bazaar Yeller
 C 
Artifact – Equipment
Equipped creature gets +1/+3.
Equip {g} or {3}.
 C 
Artifact – Equipment
Equipped creature gets +1/+1.
Equip {1}
 C 
Artifact – Equipment
Equipped creature gets +1/+0 and has “{2}: This creature gains first strike until end of turn.”
Equip {0}
 U 
Artifact
{t}, Sacrifice Psychomancy Effigy: Target opponent reveals their hand and the top card of their library.
When Psychomancy Effigy is put into a graveyard from the battlefield, draw a card.
 R 
Artifact
{x}, {t}: Target creature you control gets +X/+X until end of turn. Destroy it at the beginning of the next end step.
Shouldn't have sold those fish to the wizards...Of course they weren't going to cook and eat it! – Dwarven Trader.
 U 
Artifact
Whenever an opponent discards a card you may gain 2 life.

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."
 R 
Legendary Artifact – Equipment
Equipped creature gets +2/+2, gains flying and has “{b}{b} or {4}, {t}: Destroy target creature, put a black shade token with power and toughness equal to the destroyed creature’s onto the battlefield.”
Equip {4}
 U 
Artifact
Discard a card, {2}, {t}: 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.
 U 
Artifact – Equipment
Equipped creature is unblockable and gets +1/+0 for each card named Thief’s Tools attached to it.
Equip {2}
 U 
Artifact
 R 
Legendary Land
An-Havva enters the battlefield tapped.
{t}: Add {g} or {w} to your mana pool.
{1}{g}{w}, {t}: 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.”
 U 
Land
An-Havva Market enters the battlefield tapped.
{t}: Add {w} to your mana pool.
{1}, {t}: Add {g}{u} to your mana pool.
 R 
Legendary Land
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.)
{t}: Add {1} to your mana pool.
{t}: Add one mana of any color to your mana pool. An-Zerrin doesn't untap during your next untap step.
 M 
Legendary Land
Basalt Spire enters the battlefield tapped.
{t}: Add {1} to your mana pool.
{x}{x}{5}, {t}, Exile Basalt Spire: Chose a non-land permanent type. Each player sacrifices X permanents of that type.
 U 
Land
Citadel of Ayse enters the battlefield tapped.
{t}: Add {g} to your mana pool.
{1}, {t}: Add {r}{w} to your mana pool.
 R 
Legendary Land
Corrupted Academy enters the battlefield tapped.
{t}: Add {u} or {b} to your mana pool.
{u}{b}, {t}: 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.
 M 
Legendary Land – Swamp
Dark Barony enters the battlefield tapped.
({t}: Add {b} to your mana pool.)
{1}{b}, tap an untapped black creature you control, {t}: Target creature gets -1/-1. If that creature dies, put a +1/+1 counter on a creature you control.
 R 
Legendary Land
Koskun Fort enters the battlefield tapped.
{t}: Add {r} or {g} to your mana pool.
{2}, Sacrifice a non-token creature, {t}: create two 1/1 red Kobold tokens.
 U 
Land
Koskun Mountains enters the battlefield tapped.
{t}: Add {r} to your mana pool.
{1}, {t}: Add {b}{g} to your mana pool.
 U 
Land
Ravi's Library enters the battlefield tapped.
{t}: Add {b} to your mana pool.
{1}, {t}: Add {r}{u} to your mana pool.
 U 
Land
The Floating Isle enters the battlefield tapped.
{t}: Add {u} to your mana pool.
{1}, {t}: Add {w}{b} to your mana pool.

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