When Dark Ascension enters, if you cast it, all creatures get -13/-13 until end of turn. Whenever you cast a black spell, Dark Ascension deals X damage to any target and you gain X life, where X is the number of black mana symbols in that spell's mana cost.
The gloom of night grips tightly at the hope of all mortal hearts.
Enchant creature When Dark Desire enters, target player discards a card. Whenever enchanted creature deals combat damage to a player, you draw a card and you lose 1 life.
Bloodprice {4}{B}(You may cast this card by sacrificing a creature and paying its bloodprice.) At the beginning of your upkeep, if there are five or more creature cards in your graveyard, create a 2/2 black Demon creature token.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create a 1/1 blue Pirate creature token or a 2/2 white Dwarf creature token. III — Until end of turn, creatures you control gain “Whenever this creature attacks, draw a card, then discard a card unless this creature is a Pirate.”
Exile up to six land cards from your graveyard. For each card exiled this way, create a 1/1 black Spirit creature token with flying. Flashback {1}{B}{B}{B}(You may cast this card from your graveyard for its flashback cost. Then exile it.)
All creatures get -3/-2 until end of turn. Coalesce {6}{B}{B}(You may cast this from your graveyard for {6}{B}{B}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
Whenever a creature becomes the target of a spell or ability you control, you may destroy that creature. If you do, you lose 2 life. If you would return a creature card from your graveyard to your hand, you may return it to the battlefield instead. If you do, you lose 2 life.
Between a machi and a kalku there's only one decision.
Return target creature card from your graveyard to the battlefield. Then if you control a creature with toughness 4 or greater, create a 1/1 black Bat creature token with flying and “This creature can't block.”
The Belmords recruit their servants by soliciting greedy souls from among the downtrodden.
Choose one— • Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. • Return target creature card from your graveyard to your hand. • Target creature can't be blocked this turn.
At the beginning of each end step, you gain X life and each opponent loses X life, where X is the number of times you gained life this turn. {2}{B}: Darksand Acolyte gains indestructible and lifelink until end of turn.
Menace When Darna's Atrocity enters, you may pay 2 life. If you do, you draw two cards and mill two cards. {B}, Exile a card from your graveyard: Darna's Atrocity gets +1/+1 until end of turn.
Choose three. You may choose the same mode more than once. • Each opponent sacrifices a creature. • Each opponent loses 2 life and you gain 2 life. • Choose a player and look at their hand. Choose a nonland card from among them. They discard it.
Menace Pay 2 life: Investigate. (Create a colorless Clue artifact token with “{2}, Sacrifice this artifact: Draw a card.”) Sacrifice a permanent: Darna gets +1/+1 until end of turn.
[+1]: Add two mana of any one color. [0]: Put two +1/+1 counters on target creature you control. Then put your choice of a reach, vigilance, or trample counter on it. If you have an insight counter, you may put all of those counters on that creature instead. [0]: You get an insight counter. [–2]: Destroy target noncreature, nonland permanent.
Harness (You may tap a creature you control as you cast this spell. If you do, reduce that spell's mana cost by that creature's power.) When Darutu's Plow enters, if it was harnessed by an Ox, untap that Ox and attach Darutu's Plow to it. Equipped creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power. Equip {3}