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Torment

 Qualen  Tourment  Tormento  Tormento  Tormento

→ Checklist → Cards

1. Angel of Retribution

Creature - Angel 5/5 6W (7) Torment (Rare)
Flying, first strike

2. Aven Trooper

Creature - Bird Soldier 1/1 3W (4) Torment (Common)
Flying
{2}{W}, Discard a card from your hand: Aven Trooper gets +1/+2 until end of turn.

3. Cleansing Meditation

Sorcery 1WW (3) Torment (Uncommon)
Destroy all enchantments.
Threshold - Instead destroy all enchantments, then return to play all cards in your graveyard destroyed this way. (You have threshold if seven or more cards are in your graveyard.)
  • The local enchantments returning to play are placed on any legal permanent of your choice. Doing this does not target the permanent. If there is no legal permanent for a local enchantment, it remains in the graveyard. [D'Angelo 2003/07/23]
  • Local enchantments (Auras) returning to play can only enchant something that was already in play. An Enchant Enchantment returning to play cannot be placed on an enchantment that is also in the process of returning to play. [D'Angelo 2003/07/23]
  • Note - Also see Threshold, Rule 502.23.

4. Equal Treatment

Instant 1W (2) Torment (Uncommon)
If any source would deal 1 or more damage to a creature or player this turn, it deals 2 damage to that creature or player instead.
Draw a card.

5. Floating Shield

Enchant Creature 2W (3) Torment (Common)
As Floating Shield comes into play, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Floating Shield.
Sacrifice Floating Shield: Target creature gains protection from the chosen color until end of turn.

6. Frantic Purification

Instant 2W (3) Torment (Common)
Destroy target enchantment.
Madness {W} (You may play this card for its madness cost at the time you discard it from your hand.)

7. Hypochondria

Enchantment 1W (2) Torment (Uncommon)
{W}, Discard a card from your hand: Prevent the next 3 damage that would be dealt to target creature or player this turn.
{W}, Sacrifice Hypochondria: Prevent the next 3 damage that would be dealt to target creature or player this turn.

8. Major Teroh

Creature - Bird Soldier Legend 2/3 3W (4) Torment (Rare)
Flying
{3}{W}{W}, Sacrifice Major Teroh: Remove all black creatures from the game.

9. Militant Monk

Creature - Cleric 2/1 1WW (3) Torment (Common)
Attacking doesn't cause Militant Monk to tap.
{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

10. Morningtide

Sorcery 1W (2) Torment (Rare)
Remove all cards in all graveyards from the game.

11. Mystic Familiar

Creature - Bird 1/2 1W (2) Torment (Common)
Flying
Threshold - Mystic Familiar gets +1/+1 and has protection from black. (You have threshold as long as seven or more cards are in your graveyard.)

12. Pay No Heed

Instant W (1) Torment (Common)
Prevent all damage a source of your choice would deal this turn.

13. Possessed Nomad

Creature - Nomad Horror 3/3 2WW (4) Torment (Rare)
Attacking doesn't cause Possessed Nomad to tap.
Threshold - Possessed Nomad gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target white creature." (You have threshold as long as seven or more cards are in your graveyard.)

14. Reborn Hero

Creature - Soldier 2/2 2W (3) Torment (Rare)
Attacking doesn't cause Reborn Hero to tap.
Threshold - When Reborn Hero is put into a graveyard from play, you may pay {W}{W}. If you do, return Reborn Hero to play under your control. (You have threshold if seven or more cards are in your graveyard.)

15. Spirit Flare

Instant 3W (4) Torment (Common)
Tap target untapped creature you control. If you do, it deals damage equal to its power to target attacking or blocking creature an opponent controls.
Flashback - {1}{W}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

16. Stern Judge

Creature - Cleric 2/2 2W (3) Torment (Uncommon)
{T}: Each player loses 1 life for each swamp he or she controls.
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric".

17. Strength of Isolation

Enchant Creature 1W (2) Torment (Uncommon)
Enchanted creature gets +1/+2 and has protection from black.
Madness {W} (You may play this card for its madness cost at the time you discard it from your hand.)

18. Teroh's Faithful

Creature - Cleric 1/4 3W (4) Torment (Common)
When Teroh's Faithful comes into play, you gain 4 life.
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric".

19. Teroh's Vanguard

Creature - Nomad 2/3 3W (4) Torment (Uncommon)
You may play Teroh's Vanguard any time you could play an instant.
Threshold - When Teroh's Vanguard comes into play, creatures you control gain protection from black until end of turn. (You have threshold if seven or more cards are in your graveyard.)

20. Transcendence

Enchantment 3WWW (6) Torment (Rare)
You don't lose the game for having 0 or less life. When you have 20 or more life, you lose the game. Whenever you lose life, you gain 2 life for each 1 life you lost. (Damage dealt to you causes you to lose life.)

21. Vengeful Dreams

Instant WW (2) Torment (Rare)
As an additional cost to play Vengeful Dreams, discard X cards from your hand.
Remove X target attacking creatures from the game.

22. Alter Reality

Instant 1U (2) Torment (Rare)
Change the text of target permanent or spell by replacing all instances of one color word with another. (This effect doesn't end at end of turn.)
Flashback {1}{U} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

23. Ambassador Laquatus

Creature - Merfolk Legend 1/3 1UU (3) Torment (Rare)
{3}: Target player puts the top three cards of his or her library into his or her graveyard.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was creature type "Legend" until Oracle 2004/10/01. Then it was "Merfolk" until Oracle 2007/07/13 when it became "Merfolk Wizard".

24. Aquamoeba

Creature - Beast 1/3 1U (2) Torment (Common)
Discard a card from your hand: Switch Aquamoeba's power and toughness until end of turn.
  • As per Rule 418.5a, power and toughness switching is applied after any effects that modify power/toughness. This means that even if new spells and abilities are played to modify power/toughness, they are applied before the switch. [D'Angelo 2006/01/01]
  • Note - This card was creature type "Beast" until Oracle 2008/01/01, when it became "Elemental Beast".

25. Balshan Collaborator

Creature - Bird Soldier 2/2 3U (4) Torment (Uncommon)
Flying
{B}: Balshan Collaborator gets +1/+1 until end of turn.

26. Breakthrough

Sorcery XU (1) Torment (Uncommon)
Draw four cards, then choose X cards in your hand and discard the rest from it.

27. Cephalid Aristocrat

Creature - Cephalid 3/3 4U (5) Torment (Common)
Whenever Cephalid Aristocrat becomes the target of a spell or ability, put the top two cards of your library into your graveyard.

28. Cephalid Illusionist

Creature - Cephalid Wizard 1/1 1U (2) Torment (Uncommon)
Whenever Cephalid Illusionist becomes the target of spell or ability, put the top three cards of your library into your graveyard.
{2}{U}, {T}: This turn prevent all combat damage that would be dealt to and dealt by target creature you control.

29. Cephalid Sage

Creature - Cephalid 2/3 3U (4) Torment (Uncommon)
Threshold - When Cephalid Sage comes into play, draw three cards, then discard two cards from your hand. (You have threshold if seven or more cards are in your graveyard.)

30. Cephalid Snitch

Creature - Cephalid Wizard 1/1 1U (2) Torment (Common)
Sacrifice Cephalid Snitch: Target creature loses protection from black until end of turn.

31. Cephalid Vandal

Creature - Cephalid 1/1 1U (2) Torment (Rare)
At the beginning of your upkeep, put a shred counter on Cephalid Vandal. Then put the top card of your library into your graveyard for each shred counter on Cephalid Vandal.
  • Note - This card was creature type "Cephalid" until Oracle 2007/10/01, when it became "Cephalid Rogue".

32. Churning Eddy

Sorcery 3U (4) Torment (Common)
Return target creature and target land to their owners' hands.

33. Circular Logic

Instant 2U (3) Torment (Uncommon)
Counter target spell unless its controller pays {1} for each card in your graveyard.
Madness {U} (You may play this card for its madness cost at the time you discard it from your hand.)

34. Compulsion

Enchantment 1U (2) Torment (Uncommon)
{1}{U}, Discard a card from your hand: Draw a card.
{1}{U}, Sacrifice Compulsion: Draw a card.

35. Coral Net

Enchant Creature U (1) Torment (Common)
Coral Net can enchant only a green or white creature.
Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you discard a card from your hand."

36. Deep Analysis

Sorcery 3U (4) Torment (Common)
Target player draws two cards.
Flashback - {1}{U}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

37. False Memories

Instant 1U (2) Torment (Rare)
Put the top seven cards of your library into your graveyard. At end of turn, remove seven cards in your graveyard from the game.

38. Ghostly Wings

Enchant Creature 1U (2) Torment (Common)
Enchanted creature gets +1/+1 and has flying.
Discard a card from your hand: Return enchanted creature to its owner's hand.

39. Hydromorph Guardian

Creature - Guardian 2/2 2U (3) Torment (Common)
{U}, Sacrifice Hydromorph Guardian: Counter target spell that targets one or more creatures you control.
  • Note - This card was creature type "Guardian" until Oracle 2007/10/01, when it became "Elemental".

40. Hydromorph Gull

Creature - Bird Guardian 3/3 3UU (5) Torment (Uncommon)
Flying
{U}, Sacrifice Hydromorph Gull: Counter target spell that targets one or more creatures you control.
  • Note - This card was creature type "Bird Guardian" until Oracle 2007/10/01, when it became "Elemental Bird".

41. Liquify

Instant 2U (3) Torment (Common)
Counter target spell with converted mana cost 3 or less. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard.

42. Llawan, Cephalid Empress

Creature - Cephalid Legend 2/3 3U (4) Torment (Rare)
When Llawan, Cephalid Empress comes into play, return all blue creatures your opponents control to their owners' hands.
Your opponents can't play blue creature spells.

43. Obsessive Search

Instant U (1) Torment (Common)
Draw a card.
Madness {U} (You may play this card for its madness cost at the time you discard it from your hand.)

44. Plagiarize

Instant 3U (4) Torment (Rare)
Until end of turn, if target player would draw a card, instead that player skips that draw and you draw a card.
  • If you target yourself, this spell has no useful effect. It will not cause an infinite loop since a replacement effect cannot modify the same event more than once. This effect will not modify the draw that it has you perform. [D'Angelo 2002/11/16]

45. Possessed Aven

Creature - Bird Soldier Horror 3/3 2UU (4) Torment (Rare)
Flying
Threshold - Possessed Aven gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target blue creature." (You have threshold as long as seven or more cards are in your graveyard.)

46. Retraced Image

Sorcery U (1) Torment (Rare)
Reveal a card in your hand, then put that card into play if it has the same name as a permanent in play.

47. Skywing Aven

Creature - Bird Soldier 2/1 2U (3) Torment (Common)
Flying
Discard a card from your hand: Return Skywing Aven to its owner's hand.

48. Stupefying Touch

Enchant Creature 1U (2) Torment (Uncommon)
When Stupefying Touch comes into play, draw a card.
Enchanted creature's activated abilities can't be played.

49. Turbulent Dreams

Sorcery UU (2) Torment (Rare)
As an additional cost to play Turbulent Dreams, discard X cards from your hand.
Return X target nonland permanents to their owners' hands.

50. Boneshard Slasher

Creature - Horror 1/1 1B (2) Torment (Uncommon)
Flying
Threshold - Boneshard Slasher gets +2/+2 and has "When Boneshard Slasher becomes the target of a spell or ability, sacrifice it." (You have threshold as long as seven or more cards are in your graveyard.)

51. Cabal Ritual

Instant 1B (2) Torment (Common)
Add {B}{B}{B} to your mana pool.
Threshold - Instead add {B}{B}{B}{B}{B} to your mana pool. (You have threshold if seven or more cards are in your graveyard.)

52. Cabal Surgeon

Creature - Minion 2/1 2BB (4) Torment (Common)
{2}{B}{B}, {T}, Remove two cards in your graveyard from the game: Return target creature card from your graveyard to your hand.
  • Note - This card was creature type "Minion" until Oracle 2007/10/01, when it became "Human Minion".

53. Cabal Torturer

Creature - Minion 1/1 1BB (3) Torment (Common)
{B}, {T}: Target creature gets -1/-1 until end of turn.
Threshold - {3}{B}{B}, {T}: Target creature gets -2/-2 until end of turn. (Play this ability only if seven or more cards are in your graveyard.)

54. Carrion Rats

Creature - Rat 2/1 B (1) Torment (Common)
Whenever Carrion Rats attacks or blocks, any player may remove a card in his or her graveyard from the game. If a player does, Carrion Rats deals no combat damage this turn.

55. Carrion Wurm

Creature - Zombie Wurm 6/5 3BB (5) Torment (Uncommon)
Whenever Carrion Wurm attacks or blocks, any player may remove three cards in his or her graveyard from the game. If a player does, Carrion Wurm deals no combat damage this turn.

56. Chainer, Dementia Master

Creature - Minion Legend 3/3 3BB (5) Torment (Rare)
All Nightmares get +1/+1
{B}{B}{B}, Pay 3 life: Put target creature card from a graveyard into play under your control. That creature is black and is a Nightmare in addition to its creature types.
When Chainer, Dementia Master leaves play, remove all Nightmares from the game.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became "Minion". Then with Oracle 2007/10/01 it became "Human Minion".

57. Chainer's Edict

Sorcery 1B (2) Torment (Uncommon)
Target player sacrifices a creature.
Flashback {5}{B}{B} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

58. Crippling Fatigue

Sorcery 1BB (3) Torment (Common)
Target creature gets -2/-2 until end of turn.
Flashback -{1}{B}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

59. Dawn of the Dead

Enchantment 2BBB (5) Torment (Rare)
At the beginning of your upkeep, you lose 1 life. At the beginning of your upkeep, you may return target creature card from your graveyard to play. That creature gains haste until end of turn. Remove it from the game at end of turn.
  • The creature is only removed from the game if it is still in play at the end of the turn. [D'Angelo 2003/02/16]
  • Note - Also see Haste, Rule 502.5.

60. Faceless Butcher

Creature - Nightmare Horror 2/3 2BB (4) Torment (Common)
When Faceless Butcher comes into play, remove target creature other than Faceless Butcher from the game.
When Faceless Butcher leaves play, return the removed card to play under its owner's control.
  • If three of these are played in succession with no other creatures in play, an infinite loop will occur and the game will be a draw unless a player interrupts the loop. [Time Spiral 2006/08/30]

61. Gloomdrifter

Creature - Minion 2/2 3B (4) Torment (Uncommon)
Flying
Threshold - When Gloomdrifter comes into play, nonblack creatures get -2/-2 until end of turn. (You have threshold if seven or more cards are in your graveyard.)

62. Gravegouger

Creature - Nightmare Horror 2/2 2B (3) Torment (Common)
When Gravegouger comes into play, remove up to two target cards in a single graveyard from the game.
When Gravegouger leaves play, return the removed cards to their owner's graveyard.

63. Grotesque Hybrid

Creature - Zombie 3/3 4B (5) Torment (Uncommon)
Whenever Grotesque Hybrid deals combat damage to a creature, destroy that creature. It can't be regenerated.
Discard a card from your hand: Grotesque Hybrid gains flying and protection from green and from white until end of turn.

64. Hypnox

Creature - Nightmare Horror 8/8 8BBB (11) Torment (Rare)
Flying
When Hypnox comes into play, if you played it from your hand, remove all cards in target opponent's hand from the game. When Hypnox leaves play, return the removed cards to their owner's hand.

65. Ichorid

Creature - Horror 3/1 3B (4) Torment (Rare)
Haste
At end of turn, sacrifice Ichorid.
At the beginning of your upkeep, if Ichorid is in your graveyard, you may remove a black creature card in your graveyard other than Ichorid from the game. If you do, return Ichorid to play.

66. Insidious Dreams

Instant 3B (4) Torment (Rare)
As an additional cost to play Insidious Dreams, discard X cards from your hand.
Search your library for X cards. Then shuffle your library and put those cards on top of it in any order.

67. Laquatus's Champion

Creature - Nightmare Horror 6/3 4BB (6) Torment (Rare)
When Laquatus's Champion comes into play, target player loses 6 life.
When Laquatus's Champion leaves play, that player gains 6 life.
{B}: Regenerate Laquatus's Champion.

68. Last Laugh

Enchantment 2BB (4) Torment (Rare)
Whenever a permanent other than Last Laugh is put into a graveyard from play, Last Laugh deals 1 damage to each creature and each player.
When no creatures are in play, sacrifice Last Laugh.

69. Mesmeric Fiend

Creature - Nightmare Horror 1/1 1B (2) Torment (Common)
When Mesmeric Fiend comes into play, target opponent reveals his or her hand and you choose a nonland card from it. Remove that card from the game.
When Mesmeric Fiend leaves play, return the removed card to its owner's hand.

70. Mind Sludge

Sorcery 4B (5) Torment (Uncommon)
Target player discards a card from his or her hand for each swamp you control.

71. Mortal Combat

Enchantment 2BB (4) Torment (Rare)
At the beginning of your upkeep, if twenty or more creature cards are in your graveyard, you win the game.

72. Mortiphobia

Enchantment 1BB (3) Torment (Uncommon)
1{B}, Discard a card from your hand: Remove target card in a graveyard from the game.
1{B}, Sacrifice Mortiphobia: Remove target card in a graveyard from the game.

73. Mutilate

Sorcery 2BB (4) Torment (Rare)
All creatures get -1/-1 until end of turn for each swamp you control.
  • This spell affects all creatures in play when it resolves. Ones entering play thereafter are not affected. [D'Angelo 2002/03/16]
  • The number of swamps is also fixed when it resolves. This is not a variable effect during the turn. [D'Angelo 2002/03/16]

74. Nantuko Shade

Creature - Insect Shade 2/1 BB (2) Torment (Rare)
{B}: Nantuko Shade gets +1/+1 until end of turn.

75. Organ Grinder

Creature - Zombie 3/1 2B (3) Torment (Common)
{T}, Remove three cards in your graveyard from the game: Target player loses 3 life.

76. Psychotic Haze

Instant 2BB (4) Torment (Common)
Psychotic Haze deals 1 damage to each creature and each player.
Madness {1}{B} (You may play this card for its madness cost at the time you discard it from your hand.)

77. Putrid Imp

Creature - Zombie Imp 1/1 B (1) Torment (Common)
Discard a card from your hand: Putrid Imp gains flying until end of turn.
Threshold - Putrid Imp gets +1/+1 and can't block. (You have threshold as long as seven or more cards are in your graveyard.)

78. Rancid Earth

Sorcery 1BB (3) Torment (Common)
Destroy target land.
Threshold - Instead destroy that land and Rancid Earth deals 1 damage to each creature and each player. (You have threshold if seven or more cards are in your graveyard.)

79. Restless Dreams

Sorcery B (1) Torment (Common)
As an additional cost to play Restless Dreams, discard X cards from your hand.
Return X target creature cards from your graveyard to your hand.

80. Sengir Vampire

Creature - Vampire 4/4 3BB (5) Torment (Rare)
Flying
Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire.
  • Gets counters when creatures go to the graveyard. If it dies at the same time as a creature it killed, it does not get the counter. If it regenerates or otherwise lives past the creature going to the graveyard, it gets the counter. [bethmo 1994/06/01]
  • Does not get a counter if it damages a creature and that creature's permanent is no longer a creature at the time it is put in the graveyard. [WotC Rules Team 1997/06/01] [Duelist Magazine #19, Page 31]
  • Extended tournaments (see Rule 803) banned this card from 1999/10/01 until 2002/03/01, when it was put back into print.

81. Shade's Form

Enchant Creature 1BB (3) Torment (Common)
Enchanted creature has "{B}: This creature gets +1/+1 until end of turn."
When enchanted creature is put into a graveyard, return that creature into play under your control.

82. Shambling Swarm

Creature - Horror 3/3 1BBB (4) Torment (Rare)
When Shambling Swarm is put into a graveyard from play, distribute three -1/-1 counters among one, two, or three target creatures. Remove those counters at end of turn.

83. Sickening Dreams

Sorcery 1B (2) Torment (Uncommon)
As an additional cost to play Sickening Dreams, discard X cards from your hand.
Sickening Dreams deals X damage to each creature and each player.

84. Slithery Stalker

Creature - Nightmare Horror 1/1 1BB (3) Torment (Uncommon)
Swampwalk.
When Slithery Stalker comes into play, remove target green or white creature an opponent controls from the game.
When Slithery Stalker leaves play, return the removed card to play under its owner's control.

85. Soul Scourge

Creature - Nightmare Horror 3/2 4B (5) Torment (Common)
Flying
When Soul Scourge comes into play, target player loses 3 life.
When Soul Scourge leaves play, that player gains 3 life.

86. Strength of Lunacy

Enchant Creature 1B (2) Torment (Uncommon)
Enchanted creature gets +2/+1 and has protection from white.
Madness {B} (You may play this card for its madness cost at the time you discard it from your hand.)

87. Unhinge

Sorcery 2B (3) Torment (Common)
Target player discards a card from his or her hand.
Draw a card.

88. Waste Away

Instant 4B (5) Torment (Common)
As an additional cost to play Waste Away, discard a card from your hand.
Target creature gets -5/-5 until end of turn.

89. Zombie Trailblazer

Creature - Zombie 2/2 BBB (3) Torment (Uncommon)
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.

90. Accelerate

Instant 1R (2) Torment (Common)
Target creature gains haste until end of turn.
Draw a card.

91. Balthor the Stout

Creature - Dwarf Legend 2/2 1RR (3) Torment (Rare)
All Barbarians get +1/+1.
{R}: Target Barbarian get +1/+0 until end of turn.
  • It does not give itself a bonus from the first ability and cannot target itself with the second ability. [D'Angelo 2008/01/20]
  • This card is different from Balthor the Defiled for purposes of the Legendary rules. [Judgment FAQ 2002/05/28]
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became "Dwarf". Then with Oracle 2007/10/01 it became "Dwarf Warrior". Then with Oracle 2008/01/01 it became "Dwarf Barbarian".

92. Barbarian Outcast

Creature - Barbarian Beast 2/2 1R (2) Torment (Common)
When you control no swamps, sacrifice Barbarian Outcast.
  • Note - This card was creature type "Barbarian Beast" until Oracle 2007/10/01, when it became "Human Barbarian Beast".

93. Crackling Club

Enchant Creature R (1) Torment (Common)
Enchanted creature get +1/+0.
Sacrifice Crackling Club: Crackling Club deals 1 damage to target creature.

94. Crazed Firecat

Creature - Cat 4/4 5RR (7) Torment (Uncommon)
When Crazed Firecat comes into play, flip a coin until you lose a flip. Put a +1/+1 counter on Crazed Fircat for each flip you win.
  • Note - This card was creature type "Cat" until Oracle 2007/10/01, when it became "Elemental Cat".

95. Devastating Dreams

Sorcery RR (2) Torment (Rare)
As an additional cost to play Devastating Dreams, discard X cards at random from your hand.
Each player sacrifices X lands. Devastating Dreams deals X damage to each creature.

96. Enslaved Dwarf

Creature - Dwarf 1/1 R (1) Torment (Common)
{R}, Sacrifice Enslaved Dwarf: Target black creature gets +1/+0 and gains first strike until end of turn.

97. Fiery Temper

Instant 1RR (3) Torment (Common)
Fiery Temper deals 3 damage to target creature or player.
Madness {R} (You may play this card for its madness cost at the time you discard it from your hand.)

98. Flaming Gambit

Instant XR (1) Torment (Uncommon)
Flaming Gambit deals X damage to target player. That player may choose a creature he or she controls and have Flaming Gambit deal that damage to it instead.
Flashback {X}{R}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

99. Flash of Defiance

Sorcery 1R (2) Torment (Common)
Players can't block with green and/or white creatures this turn.
Flashback - {1}{R}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

100. Grim Lavamancer

Creature - Wizard 1/1 R (1) Torment (Rare)
{R}, {T}, Remove two cards in your graveyard from the game: Grim Lavamancer deals 2 damage to target creature or player.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

101. Hell-Bent Raider

Creature - Barbarian 2/2 1RR (3) Torment (Rare)
First Strike, haste
Discard a card at random from your hand: Hell-Bent Raider gains protection from white until end of turn.

102. Kamahl's Sledge

Sorcery 5RR (7) Torment (Common)
Kamahl's Sledge deals 4 damage to target creature.
Threshold - Instead Kamahl's Sledge deals 4 damage to that creature and 4 damage to that creature's controller. (You have threshold if seven or more cards are in your graveyard.)

103. Longhorn Firebeast

Creature - Beast 3/2 2R (3) Torment (Common)
When Longhorn Firebeast comes into play, any opponent may have it deal 5 damage to him or her. If a player does, sacrifice Longhorn Firebeast.
  • Note - This card was creature type "Beast" until Oracle 2007/10/01, when it became "Elemental Ox Beast".

104. Overmaster

Sorcery R (1) Torment (Rare)
The next instant or sorcery spell you play this turn can't be countered by spells or abilities. Draw a card.

105. Pardic Arsonist

Creature - Barbarian 3/3 2RR (4) Torment (Uncommon)
Threshold - When Pardic Arsonist comes into play, it deals 3 damage to target creature or player. (You have threshold if seven or more cards are in your graveyard.)

106. Pardic Collaborator

Creature - Barbarian 2/2 3R (4) Torment (Uncommon)
First Strike
{B}: Pardic Collaborator gets +1/+1 until end of turn.

107. Pardic Lancer

Creature - Barbarian 3/2 4R (5) Torment (Common)
Discard a card at random from your hand: Pardic Lancer gets +1/+0 and gains first strike until end of turn.

108. Petradon

Creature - Nightmare Beast 5/6 6RR (8) Torment (Rare)
When Petradon comes into play, remove two target lands from the game.
When Petradon leaves play, return the removed cards to play under their owners' control.
{R}: Petradon gets +1/+0 until end of turn.

109. Petravark

Creature - Nightmare Beast 2/2 3R (4) Torment (Common)
When Petravark comes into play, remove target land from the game.
When Petravark leaves play, return the removed card to play under its owner's control.

110. Pitchstone Wall

Creature - Wall 2/5 2R (3) Torment (Uncommon)
(Wall's can't attack.)
Whenever you discard a card from your hand, you may sacrifice Pitchstone Wall. If you do, return the discarded card from your graveyard to your hand.

111. Possessed Barbarian

Creature - Barbarian Horror 3/3 2RR (4) Torment (Rare)
First Strike
Threshold - Possessed Barbarian gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target red creature." (You have threshold as long as seven or more cards are in your graveyard.)

112. Pyromania

Enchantment 2R (3) Torment (Uncommon)
1{R}, Discard a card at random from your hand: Pyromania deals 1 damage to target creature or player.
1{R}, Sacrifice Pyromania: Pyromania deals 1 damage to target creature or player.

113. Radiate

Instant 3RR (5) Torment (Rare)
Choose target instant or sorcery spell that targets only a single permanent or player. For each other permanent or player that spell could target, put a copy of the spell onto the stack. Each copy targets a different one of those permanents and players.

114. Skullscorch

Sorcery RR (2) Torment (Rare)
Target player discards two cards at random from his or her hand unless that player has Skullscorch deal 4 damage to him or her.

115. Sonic Seizure

Instant R (1) Torment (Common)
As an additional cost to play Sonic Seizure, discard a card at random from your hand.
Sonic Seizure deals 3 damage to target creature or player.

116. Temporary Insanity

Instant 3R (4) Torment (Uncommon)
Untap target creature with power less than the number of cards in your graveyard and gain control of it until end of turn. That creature gains haste until end of turn.

117. Violent Eruption

Instant 1RRR (4) Torment (Uncommon)
Violent Eruption deals 4 damage divided as you choose among any number of target creatures and/or players.
Madness {1}{R}{R} (You may play this card for its madness cost at the time you discard it from your hand.)

118. Acorn Harvest

Sorcery 3G (4) Torment (Common)
Put two 1/1 green Squirrel creature tokens into play.
Flashback - {1}{G}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

119. Anurid Scavenger

Creature - Beast 3/3 2G (3) Torment (Uncommon)
Protection from black
At the beginning of your upkeep, sacrifice Anurid Scavenger unless you put a card from your graveyard on the bottom of your library.

120. Arrogant Wurm

Creature - Wurm 4/4 3GG (5) Torment (Uncommon)
Trample
Madness {2}{G} (You may play this card for its madness cost at the time you discard it from your hand.)

121. Basking Rootwalla

Creature - Lizard 1/1 G (1) Torment (Common)
{1}{G}: Basking Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn.
Madness 0 (You may play this card for its madness cost at the time you discard it from your hand.)

122. Centaur Chieftain

Creature - Centaur 3/3 3G (4) Torment (Uncommon)
Haste
Threshold - When Centaur Chieftain comes into play, creatures you control get +1/+1 and gain trample until end of turn. (You have treshold if seven or more cards are in your graveyard.)

123. Centaur Veteran

Creature - Centaur 3/3 5G (6) Torment (Common)
Trample
{G}, Discard a card from your hand: Regenerate Centaur Veteran.

124. Dwell on the Past

Sorcery G (1) Torment (Uncommon)
Target player shuffles up to four target cards from his or her graveyard into his or her library.

125. Far Wanderings

Sorcery 2G (3) Torment (Common)
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Threshold - Instead search your library for three basic land cards and put them into play tapped. Then shuffle your library. (You have threshold if seven or more cards are in your graveyard.)

126. Gurzigost

Creature - Beast 6/8 3GG (5) Torment (Rare)
At the beginning of your upkeep, sacrifice Gurzigost unless you put two cards from your graveyard on the bottom of your library.
{G}{G}, Discard a card from your hand: You may have Gurzigost deal its combat damage to defending player this turn as though it weren't blocked.
  • You decide whether it will deal damage directly to the player or not at the time the ability resolves. This will be prior to actually assigning combat damage. [Barclay 2002/05/07]

127. Insist

Sorcery G (1) Torment (Rare)
The next creature spell you play this turn can't be countered by spells or abilities.
Draw a card.

128. Invigorating Falls

Sorcery 2GG (4) Torment (Common)
You gain life equal to the number of creature cards in all graveyards.

129. Krosan Constrictor

Creature - Snake 2/2 3G (4) Torment (Common)
Swampwalk
{T}: Target black creature gets -2/-0 until end of turn.

130. Krosan Restorer

Creature - Druid 1/2 2G (3) Torment (Common)
{T}: Untap target land.
Threshold - {T}: Untap up to three target lands. (Play this ability only if seven or more cards are in your graveyard.)

131. Nantuko Blightcutter

Creature - Insect Druid 2/2 2G (3) Torment (Rare)
Protection from black
Threshold - Nantuko Blightcutter gets +1/+1 for each black permanent your opponents control. (You have threshold as long as seven or more cards are in your graveyard.)

132. Nantuko Calmer

Creature - Insect Druid 2/3 2GG (4) Torment (Common)
Sacrifice Nantuko Calmer: Destroy target enchantment.
Threshold - Nantuko Calmer gets +1/+1. (You have threshold as long as seven or more cards are in your graveyard.)

133. Nantuko Cultivator

Creature - Insect Druid 2/2 3G (4) Torment (Rare)
When Nantuko Cultivator comes into play, you may discard any number of land cards from your hand. Put that many +1/+1 counters on Nantuko Cultivator and draw that many cards.

134. Narcissism

Enchantment 2G (3) Torment (Uncommon)
{G}, Discard a card from your hand: Target creature gets +2/+2 until end of turn.
{G}, Sacrifice Narcissism: Target creature gets +2/+2 until end of turn.

135. Nostalgic Dreams

Sorcery GG (2) Torment (Rare)
As an additional cost to play Nostalgic Dreams, discard X cards from your hand.
Return X target cards from your graveyard to your hand. Remove Nostalgic Dreams from the game.

136. Parallel Evolution

Sorcery 3GG (5) Torment (Rare)
For each creature token in play, its controller puts a creature token into play that's a copy of that creature.
Flashback {4}{G}{G}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

137. Possessed Centaur

Creature - Centaur Horror 3/3 2GG (4) Torment (Rare)
Trample
Threshold - Possessed Centaur gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target green creature." (You have threshold as long as seven or more cards are in your graveyard.)

138. Seton's Scout

Creature - Centaur Druid 2/1 1G (2) Torment (Uncommon)
Seton's Scout may block as though it had flying.
Threshold - Seton's Scout gets +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)

139. Cabal Coffers

Land Torment (Uncommon)
{2}, {T}: Add {B} to your mana pool for each swamp you control.
  • This counts as a "land tapped for mana" even if you control no Swamps and it generates zero mana with the ability. [D'Angelo 2007/12/05]

140. Tainted Field

Land Torment (Uncommon)
{T}: Add one colorless mana to your mana pool.
{T}: Add {W} or {B} to your mana pool. Play this ability only if you control a swamp.

141. Tainted Isle

Land Torment (Uncommon)
{T}: Add one colorless mana to your mana pool.
{T}: Add {U} or {B} to your mana pool. Play this ability only if you control a swamp.

142. Tainted Peak

Land Torment (Uncommon)
{T}: Add one colorless mana to your mana pool.
{T}: Add {B} or {R} to your mana pool. Play this ability only if you control a swamp.

143. Tainted Wood

Land Torment (Uncommon)
{T}: Add one colorless mana to your mana pool.
{T}: Add {B} or {G} to your mana pool. Play this ability only if you control a swamp.