Print Options

Please select the cards that you want to print. This box will not show up on the printed page. Print in Landscape orientation to fit up to eight cards per A4 page. Click on a card to not print it. We recommend Firefox or Internet Explorer for text proxies, as cards printed by Chrome may appear slightly too large.

« back to the full deck page

Proxy type: switch to full card images | text proxies

Select Main Deck Cards

--
Barren Moor
Land
Barren Moor enters the battlefield tapped.

{T}: Add {B}.

Cycling {B} ({B}, Discard this card: Draw a card.)
{1}{W}
Battlefield Medic
Creature - Human Cleric
{T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics on the battlefield.
1 / 1
{1}{W}
Battlefield Medic
Creature - Human Cleric
{T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics on the battlefield.
1 / 1
{1}{B}
Cabal Ritual
Instant
Add {B}{B}{B}.

Threshold -- Add {B}{B}{B}{B}{B} instead if seven or more cards are in your graveyard.
{1}{B}
Cabal Ritual
Instant
Add {B}{B}{B}.

Threshold -- Add {B}{B}{B}{B}{B} instead if seven or more cards are in your graveyard.
{W}{B}
Castigate
Sorcery
Target opponent reveals their hand. You choose a nonland card from it and exile that card.
{W}{B}
Castigate
Sorcery
Target opponent reveals their hand. You choose a nonland card from it and exile that card.
{1}{W}
Daru Spiritualist
Creature - Human Cleric
Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn.
1 / 1
{1}{W}
Daru Spiritualist
Creature - Human Cleric
Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn.
1 / 1
{1}{W}
Daru Spiritualist
Creature - Human Cleric
Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn.
1 / 1
{4}{W}
Daunting Defender
Creature - Human Cleric
If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.
3 / 3
{4}{W}
Daunting Defender
Creature - Human Cleric
If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.
3 / 3
{3}{B}
Dimir House Guard
Creature - Skeleton
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)

Sacrifice a creature: Regenerate Dimir House Guard.

Transmute {1}{B}{B} ({1}{B}{B}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
2 / 3
{3}{B}
Dimir House Guard
Creature - Skeleton
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)

Sacrifice a creature: Regenerate Dimir House Guard.

Transmute {1}{B}{B} ({1}{B}{B}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
2 / 3
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{B}
Fatal Blow
Instant
Destroy target creature that was dealt damage this turn. It can't be regenerated.
{B}
Fatal Blow
Instant
Destroy target creature that was dealt damage this turn. It can't be regenerated.
{B}
Fatal Blow
Instant
Destroy target creature that was dealt damage this turn. It can't be regenerated.
{B}
Fatal Blow
Instant
Destroy target creature that was dealt damage this turn. It can't be regenerated.
{B}{B}
Grasp of Darkness
Instant
Target creature gets -4/-4 until end of turn.
{1}{W}
Obsidian Acolyte
Creature - Human Cleric
Protection from black

{W}: Target creature gains protection from black until end of turn.
1 / 1
{1}{W}
Obsidian Acolyte
Creature - Human Cleric
Protection from black

{W}: Target creature gains protection from black until end of turn.
1 / 1
{2}{B}{B}
Pestilence
Enchantment
At the beginning of the end step, if no creatures are on the battlefield, sacrifice Pestilence.

{B}: Pestilence deals 1 damage to each creature and each player.
{2}{B}{B}
Pestilence
Enchantment
At the beginning of the end step, if no creatures are on the battlefield, sacrifice Pestilence.

{B}: Pestilence deals 1 damage to each creature and each player.
{2}{B}{B}
Pestilence
Enchantment
At the beginning of the end step, if no creatures are on the battlefield, sacrifice Pestilence.

{B}: Pestilence deals 1 damage to each creature and each player.
{2}{B}{B}
Pestilence
Enchantment
At the beginning of the end step, if no creatures are on the battlefield, sacrifice Pestilence.

{B}: Pestilence deals 1 damage to each creature and each player.
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{2}{B}{B}
Profane Prayers
Sorcery
Profane Prayers deals X damage to any target and you gain X life, where X is the number of Clerics on the battlefield.
{2}{B}
Read the Bones
Sorcery
Scry 2, then draw two cards. You lose 2 life.
{2}{W}
Renewed Faith
Instant
You gain 6 life.

Cycling {1}{W} ({1}{W}, Discard this card: Draw a card.)

When you cycle Renewed Faith, you may gain 2 life.
--
Scoured Barrens
Land
Scoured Barrens enters the battlefield tapped.

When Scoured Barrens enters the battlefield, you gain 1 life.

{T}: Add {W} or {B}.
--
Secluded Steppe
Land
Secluded Steppe enters the battlefield tapped.

{T}: Add {W}.

Cycling {W} ({W}, Discard this card: Draw a card.)
--
Secluded Steppe
Land
Secluded Steppe enters the battlefield tapped.

{T}: Add {W}.

Cycling {W} ({W}, Discard this card: Draw a card.)
--
Secluded Steppe
Land
Secluded Steppe enters the battlefield tapped.

{T}: Add {W}.

Cycling {W} ({W}, Discard this card: Draw a card.)
--
Secluded Steppe
Land
Secluded Steppe enters the battlefield tapped.

{T}: Add {W}.

Cycling {W} ({W}, Discard this card: Draw a card.)
{B}{B}
Sign in Blood
Sorcery
Target player draws two cards and loses 2 life.
{B}{B}
Sign in Blood
Sorcery
Target player draws two cards and loses 2 life.
{B}{B}
Sorin's Thirst
Instant
Sorin's Thirst deals 2 damage to target creature and you gain 2 life.
--
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}.)
{2}{B}{B}
Vile Deacon
Creature - Human Cleric
Whenever Vile Deacon attacks, it gets +X/+X until end of turn, where X is the number of Clerics on the battlefield.
2 / 2
{2}{B}{B}
Vile Deacon
Creature - Human Cleric
Whenever Vile Deacon attacks, it gets +X/+X until end of turn, where X is the number of Clerics on the battlefield.
2 / 2
{2}{B}{B}
Vile Deacon
Creature - Human Cleric
Whenever Vile Deacon attacks, it gets +X/+X until end of turn, where X is the number of Clerics on the battlefield.
2 / 2
{W}
Wall of Hope
Creature - Wall
Defender (This creature can't attack.)

Whenever Wall of Hope is dealt damage, you gain that much life.
0 / 3
{W}
Wall of Hope
Creature - Wall
Defender (This creature can't attack.)

Whenever Wall of Hope is dealt damage, you gain that much life.
0 / 3
{W}
Wall of Hope
Creature - Wall
Defender (This creature can't attack.)

Whenever Wall of Hope is dealt damage, you gain that much life.
0 / 3
{W}
Wall of Hope
Creature - Wall
Defender (This creature can't attack.)

Whenever Wall of Hope is dealt damage, you gain that much life.
0 / 3
{2}{W}
Zealous Inquisitor
Creature - Human Cleric
{1}{W}: The next 1 damage that would be dealt to Zealous Inquisitor this turn is dealt to target creature instead.
2 / 2
{2}{W}
Zealous Inquisitor
Creature - Human Cleric
{1}{W}: The next 1 damage that would be dealt to Zealous Inquisitor this turn is dealt to target creature instead.
2 / 2
{2}{W}
Zealous Inquisitor
Creature - Human Cleric
{1}{W}: The next 1 damage that would be dealt to Zealous Inquisitor this turn is dealt to target creature instead.
2 / 2