Black Spells
SPELL TYPE ATTRIBUTES DESCRIPTION
Carnophage 2/2 Creature Carnophage drains 1 life from
its controller each time it respawns.
Dark Banishing Sorcery Dark Banishing destroys the
closest non-black enemy creature.
Death’s-Head Buzzard 2/1 Creature flying When Death’s-Head Buzzard is
destroyed, each creature
temporarily receives -1/-1
until it respawns.
Harbinger of Night 2/3 Creature ability Harbinger of Night causes all
creatures, including itself, to
receive -1/-1 permanently
every 5 seconds.
Havoc Demon 5/5 Creature flying When Havoc Demon is
destroyed, each creature
temporarily receives -5/-5
until it respawns.
Hellfire Sorcery Hellfire destroys all non-black
creatures and drains 3 life, plus
1 life for each creature
destroyed, from the caster.
Infest Sorcery Infest makes each creature
temporarily receive -2/-2 until
it respawns.
Juzám Djinn 5/5 Creature Juzám Djinn drains 1 life from
its controller each time it respawns.
Krovikan Vampire 3/3 Creature blocking change If Krovikan Vampire destroys a creature,
that creature comes into play under
Krovikan Vampire’s controller’s control
and attacks the enemy duelist.
If Krovikan Vampire’s controller
loses control of Krovikan
Vampire, all such controlled
creatures are destroyed.
Liability Enchantment Liability drains 1 life from a
duelist each time one of that
duelist’s creatures is destroyed.
No Mercy Enchantment No Mercy destroys any creature
that deals full damage to No
Mercy’s controller. If No Mercy’s
controller successfully shields the damage,
the creature is unaffected.
Sengir Vampire 4/4 Creature flying Sengir Vampire gains +1/+1
permanently each time it
destroys an enemy creature.
Soul Feast Sorcery Soul Feast drains 4 life from the
enemy duelist and gives it to
the caster.
Vicious Hunger Sorcery Vicious Hunger drains 2 life
from the closest enemy
creature and gives it to the
caster.
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SPELL REFERENCE
Spell Colors
Black
Black spells are best at creature destruction — even regenerating creatures don’t stand a
chance against black’s abilities. A duelist commonly uses black spells to drain life from
opponents and the creatures they summon — this provides the duelist the necessary
strength to cast his or her pain-inflicting creatures.
Blue
Blue spells focus on confusing the enemy by draining mana, canceling spells and even
making copies of other creatures! The blue duelist must always be vigilant toward others
— paying close attention to his opponent’s incantations and Mana Bar — in order to
defend himself against powerful spells.
Green
Green spells do two things extremely well: generate mana and summon creatures with
high power and toughness for a relatively low mana cost. The trample ability is strictly
a green mechanic that boosts a creature’s aggressiveness, and regeneration helps keep
creatures alive at minimal cost. While green duelists can’t cast flying creatures, their
ground creatures are so good that it usually doesn’t matter.
Red
Red spells rely on direct damage to rapidly reduce an enemy’s resources and health.
Creatures with haste move considerably faster than most, getting to an enemy sooner.
Once an enemy is low on health, red direct damage spells can finish the job.
White
White spells are defensive in nature and many can help you gain health and increase the
chances of winning a duel. However, creatures with first strike can be quite fearsome,
since they deal all of their combat damage before other creatures. White is also excellent
at destroying enchantments.
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