Black Spells or Black Spell Cards in Magic Legends is one of the five types of mana spells. Black Spells or Spell Cards resonate with Black Mana and the Necromancer planeswalker, which allows the player to tap into the dark force or necromantic power to reanimate the dead and to use necromancy to drain the life out of your foes. Although Black Spells synergize well with the Necromancer class, in Magic: Legends, players can still branch out and equip other color-specific spell cards such as Green, Blue, Red, and White to their deck. This page covers a list of all the Black Spells or Black Spell Cards in Magic: Legends.




Upgrading Spells

There are certain materials that are used to upgrade the level or potency of the player's spells, and those materials are identified as Aether and Spell Shards. Spell Shards are fragments of a card wherein you can increase the level of the card if you've collected enough shards. Spell Shards are obtained as loot wherein it can be given as a reward for completing certain quests or dropped by enemies or bosses.

Aether, on the other hand, can be obtained by collecting Unrefined Aether from completing Overworld Activities and Missions, or Battlepass rewards which then are automatically refined into Aether. Alternatively, you can also convert ZEN, a paid currency into Refined Aether. Each account has a daily Aether Refinement cap of 50,000, and a maximum Aether storage cap of 2,000,000.

Mana Color Specialization

Listed below are the various colors of mana that have their own specialization:

  • White: Healing, Control, Protection, Retribution.
  • Blue: Control, Efficiency, Manipulation, Defensive Creatures.
  • Green: Healing, Mana Ramping, Buffing Creatures, Strong Creatures.
  • Red: Damage, Aggression, Offensive Creatures, Enter the Battlefield Effects.
  • Black: Life Drain, Raising the Dead, Sacrifice for Gain, Single Target Damage.

Spell Deck

Players are given the freedom to build their deck of cards which includes various abilities such as summoning, magical attacks, and defensive or supportive effects. Players can choose and mix up to two colors of up to 12 cards which gives freedom of customization that can cater to a person's preferred playstyle or create various tactics and roles if you are in a team.



Magic Legends All Black Spells


Black Spells Comparison Table

 Click the header to sort the table.



Deathcursed Fanatic

Creature - 2/1 Human

On Death: Gain black-mana-icon-magic-legends-wiki-guide-20px

Drudge Skeleton

Creature - 2/2 Skeleton

Regenerate (If this creature would be destroyed, it instead heals to full life and loses this effect.)

Bone-tip Archer

Creature - 3/1 Skeleton

Activated Ability black-mana-icon-magic-legends-wiki-guide-20px: Bone-Tip Archer gains Regenerate (If this spell enters your hand while you control the creature, it becomes this ability instead.)

Gruesome Reanimator

Creature - 2/2 Human Wizard

Special AbilitySummons a 1/1 Skeleton token every 30 seconds. (Maximum of 3 Skeletons)

Darksworn Cleric

Creature - 2/2 Human Cleric

Lifelink (Once per attack, damage dealt by this creature also heals you.)

Special Ability: Create a hazard at target location that deals 628 damage to foes inside over 6 seconds.

Drifting Shade

Creature - 2/2 Shade

Activated Ability black-mana-icon-magic-legends-wiki-guide-20pxblack-mana-icon-magic-legends-wiki-guide-20px: Drifting Shade gets +2/+2 for 15 seconds.

Ghoulish Infector

Creature - 2/3 Zombie

Special Ability: The creature you control with the highest toughness Taunts nearby foes for 6 seconds.

On Death: Deals 300% damage to nearby enemies based on its toughness.

Doomsigh Wraith

Creature - 4/2 Wraith

Special Ability: Deal 628 damage over 10 seconds and apply Lesser Vulnerability to foes in a line. (Vulnerability increases incoming damage.)

Rotting Fentusker

Creature - 4/2 Zombie Boar

Whenever a creature you control dies, this creature gains +1/+1 for 10 seconds.

On Summon: Sacrifice the creature you control with the lowest combined power and toughness.

Special Ability: Deal 628 damage to foes in front of it.

Scathe Zombies

Creature - 2/2 Zombie

Summon 3 Scathe Zombies

Cabal Knight

Creature - 4/3 Human Knight

Lifelink (Once per attack, damage dealt by this creature also heals you.)

Special AbilityCharge forward and deal 471 damage twice, followed by 628 damage to nearby foes.


Creature - 3/5 Zombie

Whenever another creature you control dies, Corpsefiend gets a devour counter. Corpsefiend has +1/+1 for each devour counter on it.

Special Ability: Removes 5 devour counters. Create five hazards that each deal 942 damage to foes inside them over 5 seconds.

Dread Overseer

Creature - 4/5 Zombie

Other Zombies you control get +1/-1.

Special AbilityDeal 236 damage twice followed by 942 damage to foes in a cone.

Abyssal Fiend

Creature - 4/4 Demon

Special Ability: Sacrifice the creature you control with the highest combined power and toughness. Abyssal Fiend gains power and toughness equal to that creature's power and toughness for 10 seconds.

Voracious Thrull

Creature - 5/6 Thrull

Special Ability: Pull target foe toward itself.

Activated Ability two-mana-cost-icon-magic-legends-wiki-guide-20px: Sacrifice the Voracius Thrull. Deal 1570 damage to foes near the Voracius Trhull. (If this spell enters your hand while you control the creature, it becomes this ability instead.)

Dark Gamble

Sorcery - Condition

Discard a random spell. Gain Greater Mana Regeneration over 6.0 seconds.



Deal 2812 damage to foes in a cone.

Critical: Deal 100% additional damage to foes with 50% or less health.

Damnable Pact


Draw a spell and lose 20.0% of your max life every second for as long as you maintain this spell. (For spells with x-mana-cost-icon-magic-legends-wiki-guide-20px in their cost, press and hold to spend more mana.)

Unholy Boon


For 8.0 seconds, your creature with the highest toughness gets Regenerate Lifelink, and +4/-2. (If this creature would be destroyed, it instead heals to full life and loses this effect.)

Vicious Hunger


Deal 3878 damage to target foe, and heal for 3878.

Wailing Souls

Sorcery - Condition

Deal 1526 damage to foes in a line, then create a hazard that deals 2289 damage to foes inside it over 10 seconds. Foes in the hazard have Lesser Snare. (Snare reduces movement speed.)



Sacrifice all creatures you control and deal 2,913 damage, plus an additional 150% of their combined damage to foes around you.

Creeping Plague

Sorcery - Damage Over Time

Deal 3561 damage over 5 seconds to foes in a cone. Affected foes will cause spread this effect to nearby unaffected foes.



Deal 7267 damage to a foe at target location.

Grim Revival


Resurrect the dead creature you control with the highest combined power and toughness at 50% of its maximum health.

If you control no dead creatures, create three 1/1 Skeleton creature tokens instead.


Sorcery - Damage Over Time

Deal 2398 damage, 2518 damage over 5 seconds, and apply Lesser Vulnerability to foes in a cone. (Vulnerability increases incoming damage.)



Create a hazard at a target location that deals 3,815 damage to foes inside over 10 seconds.

Sacrifice the creature you control with the lowest combined power and toughness, and if you do, this spell deals 2543 additional damage instantly.

Leech Outbreak

Sorcery - Damage Over Time

Deal 3128 damage over 10 seconds to foes at target location. Heal yourself for 4021 over 10 seconds as long as one or more foes are affected, plus an additional amount for each foe affected, up to 50% additional healing.

Parasitic Infection

Sorcery - Damage Over Time Condition

Deal 3,837 damage over 5 seconds and apply Greater Vulnerability to target foe. If the affected target would die before the effect expires, it spreads to another nearby foe and refreshes its duration. (Vulnerability increases incoming damage.)


Sorcery - Control

Root target foe for 2 seconds and deal 628 damage four times in a cross, centered on that target.

Shadow Barrage

Sorcery - Condition

Create a hazard at target location that deals 224 damage to a random target four times per second for 12 seconds. Foes in the hazard have Lesser Weakness. (Weakness reduces damage dealt.)

Abyssal Flame


Create a hazard at target location that deals 7994 damage to foes that in the area over 5 seconds.

Critical: Deal 50% additional damage to foes with 50% or less health

Dragonbone Field


Create a hazard at target location that deals 32018 damage for 10 seconds. Each time a foe dies in the hazard, a 2/2 Zombie creature token spawns for 30 seconds.



For 30 seconds, your creature gains +2/-1.

Blood Pact


For 30 seconds, your creature with the highest power has Lifelink. (Once per attack, damage dealt by this creature also heals you.

Open the Graves


For 30 seconds, whenever a nontoken creature you control dies, create a 2/2 Zombie creature token for 30 seconds.

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