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Select Main Deck Cards

{1}{B}{B}
Blanket of Night
Enchantment
Each land is a Swamp in addition to its other land types.
{2}{B}
Blistergrub
Creature - Phyrexian Horror
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

When Blistergrub dies, each opponent loses 2 life.
2 / 2
{4}{B}
Bog Tatters
Creature - Wraith
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
4 / 2
{3}{B}
Bog Wraith
Creature - Wraith
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
3 / 3
--
Cabal Coffers
Land
{2}, {T}: Add {B} for each Swamp you control.
{3}
Canoptek Wraith
Artifact Creature - Wraith
Wraith Form -- Canoptek Wraith can't be blocked.

Transdimensional Scout -- When Canoptek Wraith deals combat damage to a player, you may pay {3} and sacrifice it. If you do, choose a land you control. Then search your library for up to two basic land cards which have the same name as the chosen land, put them onto the battlefield tapped, then shuffle.
2 / 1
{1}{B}
Contaminated Ground
Enchantment - Aura
Enchant land

Enchanted land is a Swamp.

Whenever enchanted land becomes tapped, its controller loses 2 life.
{4}
Cyclopean Tomb
Artifact
{2}, {T}: Put a mire counter on target non-Swamp land. That land is a Swamp for as long as it has a mire counter on it. Activate only during your upkeep.

When Cyclopean Tomb is put into a graveyard from the battlefield, at the beginning of each of your upkeeps for the rest of the game, remove all mire counters from a land that a mire counter was put onto with Cyclopean Tomb but that a mire counter has not been removed from with Cyclopean Tomb.
{3}{B}
Dirtwater Wraith
Creature - Wraith
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

{B}: Dirtwater Wraith gets +1/+0 until end of turn.
1 / 3
{B}
Evil Presence
Enchantment - Aura
Enchant land

Enchanted land is a Swamp.
{3}{B}
Filth
Creature - Incarnation
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk.
2 / 2
{B}
Leshrac's Rite
Enchantment - Aura
Enchant creature

Enchanted creature has swampwalk. (It can't be blocked as long as defending player controls a Swamp.)
{3}{B}
Moor Fiend
Creature - Horror
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
3 / 3
{2}{B}
Nazgûl
Creature - Wraith Knight
Deathtouch

When Nazgûl enters the battlefield, the Ring tempts you.

Whenever the Ring tempts you, put a +1/+1 counter on each Wraith you control.

A deck can have up to nine cards named Nazgûl.
1 / 2
{2}{B}
Nazgûl
Creature - Wraith Knight
Deathtouch

When Nazgûl enters the battlefield, the Ring tempts you.

Whenever the Ring tempts you, put a +1/+1 counter on each Wraith you control.

A deck can have up to nine cards named Nazgûl.
1 / 2
{2}{B}
Nazgûl
Creature - Wraith Knight
Deathtouch

When Nazgûl enters the battlefield, the Ring tempts you.

Whenever the Ring tempts you, put a +1/+1 counter on each Wraith you control.

A deck can have up to nine cards named Nazgûl.
1 / 2
{2}{B}
Nazgûl
Creature - Wraith Knight
Deathtouch

When Nazgûl enters the battlefield, the Ring tempts you.

Whenever the Ring tempts you, put a +1/+1 counter on each Wraith you control.

A deck can have up to nine cards named Nazgûl.
1 / 2
{2}{B}
Nazgûl
Creature - Wraith Knight
Deathtouch

When Nazgûl enters the battlefield, the Ring tempts you.

Whenever the Ring tempts you, put a +1/+1 counter on each Wraith you control.

A deck can have up to nine cards named Nazgûl.
1 / 2
{2}{B}
Nazgûl
Creature - Wraith Knight
Deathtouch

When Nazgûl enters the battlefield, the Ring tempts you.

Whenever the Ring tempts you, put a +1/+1 counter on each Wraith you control.

A deck can have up to nine cards named Nazgûl.
1 / 2
{2}{B}
Nazgûl
Creature - Wraith Knight
Deathtouch

When Nazgûl enters the battlefield, the Ring tempts you.

Whenever the Ring tempts you, put a +1/+1 counter on each Wraith you control.

A deck can have up to nine cards named Nazgûl.
1 / 2
{2}{B}
Nazgûl
Creature - Wraith Knight
Deathtouch

When Nazgûl enters the battlefield, the Ring tempts you.

Whenever the Ring tempts you, put a +1/+1 counter on each Wraith you control.

A deck can have up to nine cards named Nazgûl.
1 / 2
{2}{B}
Nazgûl
Creature - Wraith Knight
Deathtouch

When Nazgûl enters the battlefield, the Ring tempts you.

Whenever the Ring tempts you, put a +1/+1 counter on each Wraith you control.

A deck can have up to nine cards named Nazgûl.
1 / 2
{B}{B}
Nightcreep
Instant
Until end of turn, all creatures become black and all lands become Swamps.
{B}
Nighthaze
Sorcery
Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)

Draw a card.
{3}{B}
Odylic Wraith
Creature - Wraith
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

Whenever Odylic Wraith deals damage to a player, that player discards a card.
2 / 2
{B}
Plague Beetle
Creature - Insect
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
1 / 1
{B}
Quag Vampires
Creature - Vampire Rogue
Multikicker {1}{B} (You may pay an additional {1}{B} any number of times as you cast this spell.)

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

Quag Vampires enters the battlefield with a +1/+1 counter on it for each time it was kicked.
1 / 1
{2}{B}
Raiding Nightstalker
Creature - Nightstalker
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
2 / 2
{2}{B}
Restless Bones
Creature - Skeleton
{3}{B}, {T}: Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)

{1}{B}: Regenerate Restless Bones.
1 / 1
{2}{B}
Sewer Shambler
Creature - Zombie
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

Scavenge {2}{B} ({2}{B}, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.)
2 / 1
{3}{B}{B}
Sewerdreg
Creature - Spirit
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

Sacrifice Sewerdreg: Exile target card from a graveyard.
3 / 3
{5}{B}{B}
Sheoldred, Whispering One
Legendary Creature - Phyrexian Praetor
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

At the beginning of your upkeep, return target creature card from your graveyard to the battlefield.

At the beginning of each opponent's upkeep, that player sacrifices a creature.
6 / 6
{1}{B}{B}
Slithery Stalker
Creature - Nightmare Horror
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

When Slithery Stalker enters the battlefield, exile target green or white creature an opponent controls.

When Slithery Stalker leaves the battlefield, return the exiled card to the battlefield under its owner's control.
1 / 1
{3}{B}{B}
Street Wraith
Creature - Wraith
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

Cycling--Pay 2 life. (Pay 2 life, Discard this card: Draw a card.)
3 / 4
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
{3}
Sword of Body and Mind
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from green and from blue.

Whenever equipped creature deals combat damage to a player, you create a 2/2 green Wolf creature token and that player mills ten cards.

Equip {2}
{3}
Sword of Feast and Famine
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from black and from green.

Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control.

Equip {2}
{3}
Sword of Fire and Ice
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from red and from blue.

Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to any target and you draw a card.

Equip {2}
{3}
Sword of Forge and Frontier
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from red and from green.

Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn.

Equip {2}
{3}
Sword of Hearth and Home
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from green and from white.

Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.

Equip {2}
{3}
Sword of Light and Shadow
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from white and from black.

Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.

Equip {2}
{3}
Sword of Once and Future
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from blue and from black.

Whenever equipped creature deals combat damage to a player, surveil 2. Then you may cast an instant or sorcery spell with mana value 2 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.

Equip {2}
{3}
Sword of Sinew and Steel
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from black and from red.

Whenever equipped creature deals combat damage to a player, destroy up to one target planeswalker and up to one target artifact.

Equip {2}
{3}
Sword of Truth and Justice
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from white and from blue.

Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Equip {2}
{3}
Sword of War and Peace
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from red and from white.

Whenever equipped creature deals combat damage to a player, Sword of War and Peace deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand.

Equip {2}
{2}{B}
Tainted Well
Enchantment - Aura
Enchant land

When Tainted Well enters the battlefield, draw a card.

Enchanted land is a Swamp.
--
Urborg, Tomb of Yawgmoth
Legendary Land
Each land is a Swamp in addition to its other land types.
{3}{B}
Whispering Shade
Creature - Shade
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

{B}: Whispering Shade gets +1/+1 until end of turn.
1 / 1
{3}{B}{B}
Witch-king of Angmar
Legendary Creature - Wraith Noble
Flying

Whenever one or more creatures deal combat damage to you, each opponent sacrifices a creature that dealt combat damage to you this turn. The Ring tempts you.

Discard a card: Witch-king of Angmar gains indestructible until end of turn. Tap it.
5 / 3
{4}{B}{B}
Witch-king, Bringer of Ruin
Legendary Creature - Wraith Noble
Flying

Whenever Witch-king, Bringer of Ruin attacks, defending player sacrifices a creature with the least power among creatures they control.
5 / 3
{3}{B}
Zodiac Pig
Creature - Boar
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
3 / 3
{B}
Zodiac Rat
Creature - Rat
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
1 / 1
{2}{B}
Zodiac Snake
Creature - Snake
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
2 / 2
{B}{B}{B}
Zombie Trailblazer
Creature - Zombie Scout
Tap an untapped Zombie you control: Target land becomes a Swamp until end of turn.

Tap an untapped Zombie you control: Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)
2 / 2