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Onslaught - a Complete Review (black)

123. Accursed Centaur B, Creature - Zombie Centaur 2/2 Common
When Accursed Centaur comes into play, sacrifice a creature.
"The Cabal mocks the natural order. For its minions, death is just a pause between duties." - Kamahl, druid acolyte

==> FUN: 1
Accursed Centaur is like Kjeldoran Dead, only worse. And Kjeldoran Dead wasn't all that great to begin with.

--
124. Anurid Murkdiver 4BB, Creature - Zombie Beast 4/3 Common
Swampwalk
Aphetto's swamps are alive with the dead.

==> FUN: 1
Six mana for a 4/3 with swampwalk? I don't think so. Sengir Vampire is cheaper, bigger and has flying.

--
125. Aphetto Dredging 3B, Sorcery Common
Return up to three target creature cards of the creature type of your choice from your graveyard to your hand.
Phage became both executioner and savior, helping others to the same rebirth she had found.

==> FUN: 4
Limited usefulness, but theme decks can make good use out of Aphetto Dredging. Not only is it card advantage, you're also getting three good cards back for it. After all, you're not putting bad creatures in your deck, aren't you?

--
126. Aphetto Vulture 4BB, Creature - Zombie Bird 3/2 Uncommon
Flying
When Aphetto Vulture is put into a graveyard from play, you may put target Zombie card from your graveyard on top of your library.

==> FUN: 2
Would it really have been so bad if the zombie was returned to your hand, instead of your library? Black can do better, especially at six mana.

--
127. Blackmail B, Sorcery Uncommon
Target player reveals three cards from his or her hand and you choose one of them. That player discards that card.
Even the most virtuous person is only one secret away from being owned by the Cabal.

==> FUN: 4
Blackmail isn't a turn one play, but it's pretty good later on, once your opponent is down to three cards, one of which is bound to be something big and bad you want to get rid of. If you play it early, however, you'll get to see the three worst cards in your opponent's hand with no way of knowing which one to pick.

--
128. Boneknitter 1B, Creature - Zombie Cleric 1/1 Uncommon
1B: Regenerate target Zombie.
Morph 2B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
Nothing comes together as easily as it comes apart.

==> FUN: 4
I get it now, black gets zombie version of all the other colors' creature types. Nifty. Boneknitter can be played as a 2/2 if you already have a Boneknitter in play or if you want to surprise your opponent by regenerating one of your zombies that was about to die. The morph is a bit expensive for that, though.

--
129. Cabal Archon 2B, Creature - Cleric 2/2 Uncommon
B, Sacrifice a Cleric: Target player loses 2 life and you gain 2 life.
"You are weak. I am strong. The protocol is obvious."

==> FUN: 4
Nice as a killing blow, or just as a way to get some extra use out of any cleric that's about to die.

--
130. Cabal Executioner 2BB, Creature - Cleric 2/2 Uncommon
Whenever Cabal Executioner deals combat damage to a player, that player sacrifices a creature.
Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

==> FUN: 4
Cabal Executioner will rarely get through to deal its combat damage, except when it's face-down and your opponent doesn't realize the danger or picks the wrong face-down creature to block. But if you manage to make it unblockable with the blue Dwarven Warriors or by giving it flying somehow, it could clean the table.

--
131. Cabal Slaver 2B, Creature - Cleric 2/1 Uncommon
Whenever a Goblin deals combat damage to a player, that player discards a card from his or her hand.
"In its natural habitat, the goblin is stupid, yet devious. Now it's stupid, devious, and powerful."

==> FUN: 4
A black cleric, which gives a combat ability to goblins. Odd, but good. Sadly, Cabal Slaver isn't a goblin itself, so you can't tutor for it with a Goblin Matron or Goblin Recruiter. It would have been a bit too nasty if Cabal Slaver had morph, then any face-down creature in a goblin deck would have been acted as a lightning rod for removal.

--
132. Chain of Smog 1B, Sorcery Uncommon
Target player discards two cards from his or her hand. That player may copy this spell and may choose a new target for that copy.

==> FUN: 4
It doesn't even require a land sacrifice to copy Chain of Smog, but if you copy it, you're bound to end up discarding an additional two cards. Chain of Smog would do well in most flashback/reanimator type decks.

--
133. Cover of Darkness 1B, Enchantment Rare
As Cover of Darkness comes into play, choose a creature type. Creatures of the chosen type have fear. (They can't be blocked except by artifact creatures and/or black creatures.)

==> FUN: 2
I guess that makes fear officially an ability now, where it used to just be a reference to the card Fear. Cover of Darkness can be similar to Levitation at half the cost in the right deck. I'm not crazy about the fact that it's a rare, though. It seems too bland for that.

--
134. Crown of Suspicion 1B, Enchant Creature Common
Enchanted creature gets +2/-1.
Sacrifice Crown of Suspicion: Enchanted creature and other creatures that share a creature type with it get +2/-1 until end of turn.
"Darkness, hide my fear."

==> FUN: 3
A nice combination of Trumpet Blast and Twisted Experiment. If the enchanted creature is about to get killed in combat, you can sacrifice Crown of Suspicion to give all your creatures (you're only playing one creature type, right?) +2/-1. Risky, but in character for black. Crown of Suspicion can also be used as removal. As such, it's especially good if your opponent is playing a lot of 1/1 wizards or clerics.

--
135. Cruel Revival 4B, Instant Common
Destroy target non-Zombie creature. It can't be regenerated. Return up to one target Zombie card from your graveyard to your hand.
Few Cabal fighters fear death. They fear what follows it.

==> FUN: 3
It's a bit too expensive, but it's removal and card advantage at the same time. Still, it'll only work if you happen to be playing with zombies.

--
136. Death Match 3B, Enchantment Rare
Whenever a creature comes into play, that creature's controller may have target creature of his or her choice get -3/-3 until end of turn.
The Cabal breeds many things for the pit fights, but it never breeds compassion.

==> FUN: 4
The combination of Death Match and Shrieking Drake is just too easy. You'll end up wiping out all of your opponent's creatures in one turn. In a weenie deck, Death Match could serve well as reusable creature removal. You can get rid of a big blocker by casting two creatures in one turn or by a suicide attack from one creature and then casting another one to finish off the damaged blocker. Of course your creatures will be vulnerable to the effect as well. One way to limit that problem is to use the green flashback creatures from Odyssey, so you get twice the number of creatures and twice the number of Death Match uses.

--
137. Death Pulse 2BB, Instant Uncommon
Target creature gets -4/-4 until end of turn.
Cycling 1BB (1BB, Discard this card from your hand: Draw a card.) When you cycle Death Pulse, you may have target creature get -1/-1 until end of turn.

==> FUN: 3
Expensive as black removal goes, but the chance of killing off some nasty little pest and getting a card in the process makes up for that.

--
138. Dirge of Dread 2B, Sorcery Common
All creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
Cycling 1B (1B, Discard this card from your hand: Draw a card.) When you cycle Dirge of Dread, you may have target creature gain fear until end of turn.

==> FUN: 3
A solid finisher as long as you're not playing against a black deck. And if you're not ready to deal out a killing blow yet, you can cycle it to give your Cabal Executioner fear.

--
139. Disciple of Malice 1B, Creature - Cleric 1/2 Common
Protection from white
Cycling 2 (2, Discard this card from your hand: Draw a card).
The lantern he carried did not light his way-it signaled his approach.

==> FUN: 3
White had only one of the two original disciples reprinted in Onslaught, so maybe the next set will have the anti-red one and red will have an anti-white one. Protection from white isn't all that useful, though, because black and red are traditionally the colors with the best removal. A 1/2 just isn't a fearsome blocker or attacker.

--
140. Doomed Necromancer 2B, Creature - Cleric Mercenary 2/2 Rare
B, T, Sacrifice Doomed Necromancer: Return target creature card from your graveyard to play.
"His sacrifice shall not be forgotten. Now toss his body over there with the others." - Phage the Untouchable

==> FUN: 3
An ok creature with a solid ability. There are better choices for a Reanimator deck, because Doomed Necromancer is doomed to attract some removal as soon as he enters play. In a normal creature deck, though, Doomed Necromancer can block and kill something and sacrifice itself before it would have died from combat damage. I guess the rebel white got wasn't a coincidence, because black gets a new mercenary.

--
141. Ebonblade Reaper 2B, Creature - Cleric 1/1 Rare
Whenever Ebonblade Reaper attacks, you lose half your life, rounded up.
Whenever Ebonblade Reaper deals combat damage to a player, that player loses half his or her life, rounded up.
Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

==> FUN: 2
Yikes! Ebonblade Reaper gives new meaning to the words "suicide black". Note that playing it face-down has two big advantages. Firstly, your opponent may decide not to block it. Secondly, you avoid having to pay the life yourself if you turn it face-up after you declared your attack. The morph cost of 5 mana is the big disadvantage to that strategy.

--
142. Endemic Plague 3B, Sorcery Rare
As an additional cost to play Endemic Plague, sacrifice a creature. Destroy all creatures that share a creature type with the sacrificed creature. They can't be regenerated.

==> FUN: 1
Without Standardize or a similar trick, Endemic Plague will be very hard to use effectively, even in Onslaught decks. What are the odds that your opponent is playing a creature type that you also happen to have one of? It's a sideboard card at best, which isn't good for a rare.

--
143. Entrails Feaster B, Creature - Zombie Cat 1/1 Rare
At the beginning of your upkeep, you may remove a creature card in a graveyard from the game. If you do, put a +1/+1 counter on Entrails Feaster. If you don't, tap Entrails Feaster.

==> FUN: 4
Not a good first turn play, but later on it can get some key creatures out of your opponent's graveyard, like Wonder or Genesis. At the same time, it's very cheap for what'll quickly become a 3/3 or more. And, when you run out of creature cards, it only taps, without hurting you or itself, as such creatures usually do.

--
144. Fade from Memory B, Instant Uncommon
Remove target card in a graveyard from the game.
Cycling B (B, Discard this card from your hand: Draw a card.)
Proper burial is a luxury Otarians can no longer afford.

==> FUN: 1
Useful, but Fade from Memory can't compete with Cremate.

--
145. Fallen Cleric 4B, Creature - Zombie Cleric 4/2 Common
Protection from Clerics
Morph 4B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
The most terrifying zombies are those with just a hint of their old selves left.

==> FUN: 2
Fallen Cleric is a bit too expensive for a shockable creature.

--
146. False Cure BB, Instant Rare
Until end of turn, whenever a player gains life, that player loses 2 life for each 1 life he or she gained.
"I do unto others as others have done unto me." - Phage the Untouchable

==> FUN: 2
False Cure is a stylish way to win if your opponent is attacking you with a Spirit Linked Serra Avatar. It's not much use other than as a lifegain hoser, though. You could use it in combination with Phelddagrif or some other card that has your opponent gaining life as a drawback to the card's main effect. Armistice also springs to mind. In those cases it's strictly a combo card, though, and not powerful enough to be worth it. On top of that, it's not splashable.

--
147. Feeding Frenzy 2B, Instant Uncommon
Target creature gets -X/-X until end of turn, where X is the number of Zombies in play.
It wasn't as much a strategy as a dim instinct to drown their prey.

==> FUN: 1
Only good in Onslaught decks and maybe type 2. Older sets have much better removal.

--
148. Festering Goblin B, Creature - Zombie Goblin 1/1 Common
When Festering Goblin is put into a graveyard from play, target creature gets -1/-1 until end of turn.
In life, it was a fetid, disease-ridden thing. In death, not much changed.

==> FUN: 3
Festering Goblin isn't as good as Mogg Fanatic, because you don't have direct control over when it'll die. However, it can block and kill creatures with 2 toughness and it's not likely to be blocked if your opponent has a 1 toughness creature he is fond of. A 1/1 isn't a big threat, though. It works better if you have a card like Mind Slash, Goblin Bombardment or even Fodder Cannon to sacrifice creatures to.

--
149. Frightshroud Courier 2B, Creature - Zombie 2/1 Uncommon
You may choose not to untap Frightshroud Courier during your untap step.
2B, T: As long as Frightshroud Courier remains tapped, target Zombie gets +2/+2 and has fear. (It can't be blocked except by artifact creatures and/or black creatures.)

==> FUN: 3
It's too bad Cabal Executioner isn't a zombie.

--
150. Gangrenous Goliath 3BB, Creature - Zombie Giant 4/4 Rare
Tap three untapped Clerics you control: Return Gangrenous Goliath from your graveyard to your hand.
Cabal clerics don't heal the sick-they heal the dead.

==> FUN: 4
Very nice, in a roleplaying way. It won't be very easy to get three clerics into play and keep them there, though.

--
151. Gluttonous Zombie 4B, Creature - Zombie 3/3 Uncommon
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Greed and gluttony led him to death. Now they are his greatest assets.

==> FUN: 2
Like most of the non-rare creatures in Onslaught, Gluttonous Zombie is overcosted and thus not playable, except in limited formats.

--
152. Gravespawn Sovereign 4BB, Creature - Zombie Lord 3/3 Rare
Tap five untapped Zombies you control: Put target creature card from a graveyard into play under your control.
The Cabal never expected its creations to create servants of their own.

==> FUN: 4
It's too hard to set up if you're trying to make some kind of reanimator deck. Besides, for six mana you could just cast something big without bothering with Gravespawn Sovereign. But it's should be fun just trying to pull it off as a challenge. And it's never a bad thing when you beat your opponent with his own Serra Angel.

--
153. Grinning Demon 2BB, Creature - Demon 6/6 ?
At he beginning of your upkeep, you lose 2 life.
Morph 2BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
It's drawn to the scent of screaming.

==> FUN: 2
Although the rarity is missing, it's a safe bet Grinning Demon will be a rare. I don't often complain about this, but in the case of Grinning Demon I just have to say it: it's way undercosted. You'd think the design team would have learned their lesson after Juzam Djinn. If something can hit for six every turn, losing two life yourself is inconsequential. This is too much a must-have-four-of-to-compete card. Odd that the creature type is demon after Wizards have made such a big deal of avoiding anything scarier than "horror" or "minion" for so long. They even got rid of the pentagram on the picture for Unholy Strength.

--
154. Haunted Cadaver 3B, Creature - Zombie 2/2 ?
Whenever Haunted Cadaver deals combat damage to a player, you may sacrifice it. If you do, that player discards three cards from his or her hand.
Morph 1B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

==> FUN: 4
Haunted Cadaver costs one more mana than Mindstab Thrull, but you'll usually want to play it face-down anyway. Turn it face-up _after_ your opponent decided not to block it for maximum effect. It helps if you have a good poker face.

--
155. Head Games 3BB, Sorcery Rare
Target opponent puts the cards from his or her hand on top of his or her library. Search that player's library for that many cards. The player puts those cards into his or her hand, then shuffles his or her library.

==> FUN: 4
Head Games seems a little bit over the top, power-wise. Usually, you can just give your opponent a hand full of land or very expensive spells if he was light on mana to begin with. That should give you enough time to win or at least get a decisive lead. If Head Games becomes a popular card, though, a good defense against it might be to use only cycling lands. That way you'll quickly draw into some spells again.

--
156. Headhunter 1B, Creature - Cleric 1/1 Uncommon
Whenever Headhunter deals combat damage to a player, that player discards a card from his or her hand.
Morph B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

==> FUN: 4
Headhunter is no Hypnotic Specter, but its casting cost of two makes it cheaper than the usual three or four mana for a creature with this type of ability. Playing Headhunter face-down will be a good idea in cases where a 1/1 just isn't going to get through your opponent's defenses. Too bad discard is very weak right now, because of the abundance of flashback and threshold decks.

--
157. Infest 1BB, Sorcery Uncommon
All creatures get -2/-2 until end of turn.
"It is from Phage that this evil springs, and to her it shall return." -Akroma, angelic avenger

==> FUN: 3
Infest is a Massacre without the white-hosing aspect, but at a cheaper price. A good way to get rid of a weenie swarm, especially if you first attack with all your own weenies, either dealing damage to your opponent or getting some damage onto his bigger creatures, making them susceptible to your Infest.

--
158. Misery Charm B, Instant Common
Choose one - Destroy target Cleric; or return target Cleric card from your graveyard to your hand; or target player loses 2 life.

==> FUN: 3
As charms go, Misery Charm is pretty miserable. What should be a versatile card ended up a narrow card that only works if cleric decks happen to be popular and you're playing a few clerics yourself.

--
159. Nantuko Husk 2B, Creature - Zombie Insect 2/2 Common
Sacrifice a creature: Nantuko Husk gets +2/+2 until end of turn.
The soul sheds light, and death is its shadow. When the light dims, life and death embrace. -Nantuko teaching

==> FUN: 2
A reprint of Phyrexian Ghoul.

--
160. Oversold Cemetery 1B, Enchantment Rare
At the beginning of your upkeep, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand.

==> FUN: 4
Oversold Cemetery is close to Oath of Ghouls in power. It'll take a while to get enough creatures in your graveyard, but once you do, this is a card your opponent must deal with or lose.

--
161. Patriarch's Bidding 3BB, Sorcery Rare
Each player chooses a creature type. Each player returns all creature cards of a type chosen this way from his or her graveyard to play.
"Family plots are so convenient." -Cabal Patriarch

==> FUN: 4
Living Death effects are always fun. Patriarch's Bidding is a bit narrow outside of a theme deck, but with a bit of luck your opponent won't get more than one creature back, while you get several. Because of the creature type restriction, it won't be worth using a lot of comes-into-play ability creatures, like Bone Shredder and Anarchist.

--
162. Profane Prayers 2BB, Sorcery Common
Profane Prayers deals X damage to target creature or player and you gain X life, where X is the number of Clerics in play.
"We have ways to make you talk, but you have nothing interesting to say."

==> FUN: 3
If you have enough clerics in play to do some serious damage with Profane Prayers, you should be winning already. In which case Profane Prayers will only help you win more, which isn't nearly as useful as a card that can help you when you're not doing very well.

--
163. Prowling Pangolin 3BB, Creature - Beast 6/5 Uncommon
When Prowling Pangolin comes into play, any player may sacrifice two creatures. If a player does, sacrifice Prowling Pangolin.
It's always hungry, yet easily sated.

==> FUN: 3
Prowling Pangolin can't compare to Grinning Demon in power. It's still a good deal to get a 6/5 for five mana, but your opponent gets a relatively easy way of dealing with it if he has a few spare creatures.

--
164. Rotlung Reanimator 2B, Creature - Zombie Cleric 2/2 Rare
Whenever Rotlung Reanimator or another Cleric is put into a graveyard from play, put a 2/2 black Zombie creature token into play.

==> FUN: 4
Penumbra Bobcat, eat your heart out! Not only is Rotlung Reanimator superior because of the extra toughness, it also works on any other clerics you may have. With two of them in play, you'll get two zombies for every cleric that dies. With a Conspiracy set to Cleric, life becomes even more interesting as your zombie tokens are now clerics and will replace themselves when they die.

--
165. Screeching Buzzard 3B, Creature - Bird 2/2 Common
Flying
When Screeching Buzzard is put into a graveyard from play, each opponent discards a card from his or her hand.

==> FUN: 3
A smart opponent will prepare for the discard effect by keeping a spare land in his hand.

--
166. Severed Legion 1BB, Creature - Zombie 2/2 Common
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
No one in Aphetto answers a knock at the door after sundown.

==> FUN: 3
Solid, but nothing special.

--
167. Shade's Breath 1B, Instant Uncommon
Until end of turn, each creature you control becomes black, its creature type becomes Shade, and it gains "B: This creature gets +1/+1 until end of turn."
The grim business of the Coliseum casts long shadows.

==> FUN: 4
Because it's an instant, Shade's Breath can be a nasty combat surprise. If you have enough mana, you can save all your creatures and make sure your opponent's creatures don't survive. Any spare mana can be used to pump up one of your unblocked creatures. As a bonus, you can use Shade's Breath to protect your creatures from a Terror or to allow them to block a creature with fear. You can even shrink your opponent's Doubtless One by turning your clerics into shades.

--
168. Shepherd of Rot 1B, Creature - Zombie Cleric 1/1 Common T: Each player loses 1 life for each Zombie in play.
"My priests swore loyalty to the Cabal not until death, but beyond it." -Cabal Patriarch

==> FUN: 3
Could do a lot of damage in the right deck, but it's a bit suicidal as well unless you're well ahead in life.

--
169. Silent Specter 4BB, Creature - Specter 4/4 Rare
Flying
Whenever Silent Specter deals combat damage to a player, that player discards two cards from his or her hand.
Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

==> FUN: 5
It's big, it flies, it eats your opponent's hand and without any extra help, it can attack on turn five. It'll be very hard to recover from more than one attack from Silent Specter and the first attack is likely to come as a complete surprise, especially to people who forgot this creature existed. One more reason to terminate any face-down creature with extreme prejudice.

--
170. Smother 1B, Instant Uncommon
Destroy target creature with converted mana cost 3 or less. It can't be regenerated.
"I can't hear them scream, but at least I don't have to listen to them beg." -Phage the Untouchable

==> FUN: 2
Another bit of mediocre black creature removal. Smother isn't much use if you're facing down a Force of Nature, but at least it'll get rid of face-down creatures and token creatures.

--
171. Soulless One 3B, Creature - Zombie Avatar */* Uncommon
Soulless One's power and toughness are each equal to the number of Zombies in play plus the number of Zombie cards in all graveyards.
"Surrender your soul to me."

==> FUN: 4
Nifty. Unlike the other avatars, Soulless One is pretty good after a Wrath. And it doesn't shrink if your opponent burns a few of your zombies away.

--
172. Spined Basher 2B, Creature - Zombie Beast 3/1 ?
Morph 2B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
"How cute. Does it do any other tricks?" -Braids, dementia summoner

==> FUN: 3
The flavor text pretty much sums up how I feel about this card. Spined Basher is mostly just a filler creature that can help hide your Silent Specter. If you turn Spined Basher face-up, your opponent's reaction will usually be relief.

--
173. Strongarm Tactics 1B, Sorcery Rare
Each player discards a card from his or her hand. Then each player who didn't discard a creature card this way loses 4 life.
"If you can't pay your gambling debts, you just might be tomorrow's main attraction at the Grand Coliseum."

==> FUN: 1
I don't get the intention of Strongarm Tactics. It's more useful in multiplayer, especially if you're playing Lhurgoyffs and Animate Deads, but in one-on-one games, it costs you two cards to make your opponent discard one and possibly lose 4 life. Not useful enough, especially for a rare.

--
174. Swat 1BB, Instant Common
Destroy target creature with power 2 or less. Cycling 2 (2, Discard this card from your hand: Draw a card.)
Few who cross Phage have the chance to repeat the mistake.

==> FUN: 1
Swat has the same drawback as Smother in that it can't get rid of any of the big threats. It's useful for getting rid of face-down creatures, but it's also a reprint.

--
175. Syphon Mind 3B, Sorcery Common
Each other player discards a card from his or her hand. You draw a card for each card discarded this way.
When tempers run high, it's easy to lose your head.

==> FUN: 3
Syphon Mind is a _great_ card for multiplayer games, but in normal games it's just a more expensive Mind Ravel.

--
176. Syphon Soul 2B, Sorcery Common
Syphon Soul deals 2 damage to each other player. You gain life equal to the damage dealt this way.
As Phage drank their energy, a vague memory of Jeska stirred. Then she lost herself again in the joy of her victims' suffering.

==> FUN: 1
Another reprint and another card that isn't very good outside multiplayer games.

--
177. Thrashing Mudspawn 3BB, Creature - Beast 4/4 Uncommon
Whenever Thrashing Mudspawn is dealt damage, you lose that much life.
Morph 1BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
It just obeys you. It doesn't like you.

==> FUN: 3
The drawback isn't a big problem, but if you use it as a surprise blocker, it'll cost you some life. The relatively cheap morph cost is what makes Thrashing Mudspawn interesting. It's similar to Cradle Guard in cost and size.

--
178. Undead Gladiator 1BB, Creature - Zombie Barbarian 3/1 Rare
1B, Discard a card from your hand: Return Undead Gladiator from your graveyard to your hand. Play this ability only during your upkeep.
Cycling 1B (1B, Discard this card from your hand: Draw a card.)

==> FUN: 4
Undead Gladiator is no Ashen Ghoul, but what makes it interesting is the cycling. With enough mana, you can use it to search for a card you need and fill your graveyard with flashback cards.

--
179. Visara the Dreadful 3BBB, Creature - Gorgon Legend 5/5 Rare
Flying
T: Destroy target creature. It can't be regenerated.
"My eyes are my strongest feature."

==> FUN: 5
It's big, it flies, what more do you want? You want it to be able to kill creatures simply by tapping? Well, ok then.

--
180. Walking Desecration 2B, Creature - Zombie 1/1 Uncommon
B, T: Creatures of the type of your choice attack this turn if able.
Such sacrilege turns blinding grief into blinding rage.

==> FUN: 2
Inferior to Maddening Imp from Tempest.

--
181. Withering Hex B, Enchant Creature Uncommon
Whenever a player cycles a card, put a plague counter on Withering Hex. Enchanted creature gets -1/-1 for each plague counter on Withering Hex.

==> FUN: 1
Situational and unreliable. Withering Hex should really be an enchantment.

--
182. Words of Waste 2B, Enchantment Rare
1: The next time you would draw a card this turn, each opponent discards a card from his or her hand instead.
"Terror corrupts order and paralyzes instinct." -Volume III, The Book of Decay

==> FUN: 3
That could be a good trade-off if your opponent is sitting on a few good but expensive cards. Once your opponent has emptied his hand, though, he'll just play anything good he draws and will keep extra land and instants in hand, hoping you'll skip your draw for nothing.

--
183. Wretched Anurid 1B, Creature - Zombie Beast 3/3 Common
Whenever another creature comes into play, you lose 1 life.
The only prince inside this frog is the one it ate.

==> FUN: 3
A reverse Soul Warden. Not bad, if you're playing an aggressive deck where you don't care too much about your life total.

 
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The Complete Encyclopedia of Magic the Gathering

For the first time ever, all the existing Magic the Gathering cards are recorded in a single 720 page book. With over 7,200 card pictures, The Complete Encyclopedia of Magic the Gathering is a must for any collector, trader and art-admirer.

Onslaught

Onslaught continues the story of Kamahl, who struggles to cope with what it means to be a druid. At the same time, he has to help his sister, Jeska, who has been transformed into Phage, a being that can kill with a mere touch. At the same time Ixidor, an illusionist with the ability to shape reality is out to kill Phage for killing his one true love. Who will find her first?



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