Creatures 36
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Anje's Ravager
Anje's Ravager
Creature — Vampire Berserker
3/3
This creature attacks each combat if able.
Whenever this creature attacks, discard your hand, then draw three cards.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- You draw three cards while resolving the triggered ability, even if you discarded zero cards.
- If any of the cards you discard have madness, you'll choose whether to cast them after you've drawn three cards.
- If Anje's Ravager can't attack for any reason (such as being tapped or having come under that player's control that turn), then it doesn't attack. If there's a cost associated with having it attack, its controller isn't forced to pay that cost, so it doesn't have to attack in that case either.
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Anowon, the Ruin Sage
Anowon, the Ruin Sage
Legendary Creature — Vampire Shaman
4/3
At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.
- When the triggered ability resolves, first you choose which creature you'll sacrifice (if you control any non-Vampire creatures), then each other player in turn order does the same, then all chosen creatures are sacrificed at the same time.
- If a player controls no creatures, or if all creatures a player controls are Vampires, that player simply doesn't sacrifice anything.
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Blood Artist
Blood Artist
Creature — Vampire
0/1
Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
- If Blood Artist and one or more other creatures die at the same time, its ability will trigger for each of those creatures.
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Bloodline Necromancer
Bloodline Necromancer
Creature — Vampire Wizard
3/2
Lifelink
When this creature enters, you may return target Vampire or Wizard creature card from your graveyard to the battlefield.
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Bloodlord of Vaasgoth
Bloodlord of Vaasgoth
Creature — Vampire Warrior
3/3
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters with three +1/+1 counters on it.)
Flying
Whenever you cast a Vampire creature spell, it gains bloodthirst 3.
- Multiple instances of bloodthirst are cumulative. For example, if you control Bloodlord of Vaasgoth and cast a Vampire creature spell that already has bloodthirst 1, that Vampire will enter with four +1/+1 counters on it if an opponent has been dealt damage that turn.
- A creature spell like Phantasmal Image that may enter as a copy of a creature is not a Vampire creature spell, even if you intend on copying a Vampire creature when that creature enters.
- Vampire creatures you put directly onto the battlefield without casting them and Vampire creature tokens you put onto the battlefield will not gain bloodthirst 3 from Bloodlord of Vaasgoth.
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Bloodsworn Steward
Bloodsworn Steward
Creature — Vampire Knight
4/4
Flying
Commander creatures you control get +2/+2 and have haste.
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Bloodtithe Harvester
Bloodtithe Harvester
Creature — Vampire
3/2
When this creature enters, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
, Sacrifice this creature: Target creature gets -X/-X until end of turn, where X is twice the number of Blood tokens you control. Activate only as a sorcery.
- The value of X is determined only once, as Bloodtithe Harvester’s last ability resolves.
- If an effect refers to a Blood token, it means any artifact token with the subtype Blood, even if it has gained other subtypes.
- You can't sacrifice a Blood token to pay multiple costs.
- Some triggered abilities trigger "whenever you sacrifice a Blood token." These abilities trigger regardless of why you sacrificed that Blood token.
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Bloodtracker
Bloodtracker
Creature — Vampire Wizard
2/2
Flying
, Pay 2 life: Put a +1/+1 counter on this creature.
When this creature leaves the battlefield, draw a card for each +1/+1 counter on it.
- If enough -1/-1 counters are put on Bloodtracker at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many cards you draw. For example, if there are three +1/+1 counters on Bloodtracker and it gets six -1/-1 counters, you'll draw three cards. That's because Bloodtracker's triggered ability checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
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Butcher of Malakir
Butcher of Malakir
Creature — Vampire Warrior
5/4
Flying
Whenever this creature or another creature you control dies, each opponent sacrifices a creature of their choice.
- When the triggered ability resolves, first the player whose turn it is (if that player is an opponent) chooses which creature they will sacrifice, then each other opponent in turn order does the same, then all chosen creatures are sacrificed at the same time.
- If multiple creatures you control (possibly including Butcher of Malakir itself) are put into their owners' graveyards at the same time, Butcher of Malakir's triggered ability will trigger that many times.
- If you control more than one Butcher of Malakir and a creature you control is put into a graveyard, each of those Butchers' abilities will trigger. Each opponent will sacrifice a creature each time one of those abilities resolves.
- If you and an opponent each control a Butcher of Malakir and a creature is put into a graveyard, a chain reaction happens. First the ability of one player's Butcher will trigger, causing each opponent to sacrifice a creature. That sacrifice causes the ability of the other player's Butcher to trigger, and so on.
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Champion of Dusk
Champion of Dusk
Creature — Vampire Knight
4/4
When this creature enters, you draw X cards and you lose X life, where X is the number of Vampires you control.
- The number of Vampires you control is counted only as Champion of Dusk's ability resolves. If Champion of Dusk is still on the battlefield, it'll count itself.
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Cordial Vampire
Cordial Vampire
Creature — Vampire
1/1
Whenever this creature or another creature dies, put a +1/+1 counter on each Vampire you control.
- If Cordial Vampire dies at the same time as one or more other creatures, its ability triggers for each of them.
- If a Vampire you control is dealt lethal damage at the same time as another creature, they die at the same time. That Vampire can't receive a counter from Cordial Vampire's ability in time to save it.
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Crimson Honor Guard
Crimson Honor Guard
Creature — Vampire Knight
4/5
Trample
At the beginning of each player's end step, this creature deals 4 damage to that player unless they control a commander.
- Crimson Honor Guard's last ability triggers at the beginning of each player's end step whether that player controls a commander or not. Whether that player controls a commander is checked only as the ability resolves.
- Crimson Honor Guard will deal 4 damage to you, too, if you don't control a commander.
- The player could control any player's commander to satisfy Crimson Honor Guard's ability. If a player gains control of another player's commander “until end of turn,” the player who gained control of it will still control that commander during the end step.
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Crossway Troublemakers
Crossway Troublemakers
Creature — Vampire
5/5
Attacking Vampires you control have deathtouch and lifelink. (Any amount of damage they deal to a creature is enough to destroy it. Damage dealt by those creatures also causes their controller to gain that much life.)
Whenever a Vampire you control dies, you may pay 2 life. If you do, draw a card.
- You may pay 2 life only once for each Vampire that dies. You can't pay multiple times for the same triggered ability and draw multiple cards.
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Dark Impostor
Dark Impostor
Creature — Vampire Assassin
2/2
: Exile target creature and put a +1/+1 counter on this creature.
This creature has all activated abilities of all creature cards exiled with it.
- If Dark Imposter exiles a double-faced card, it will only have activated abilities of the front face of that exiled card, no matter which face was up on the battlefield.
- Dark Impostor gains only activated abilities. It doesn't gain triggered abilities or static abilities. Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keywords are activated abilities; they have colons in their reminder text.
- If an activated ability of a card in exile references the card it's printed on by name, treat Dark Impostor's version of that ability as though it referenced Dark Impostor by name instead. For example, if Marrow Bats (which says "Pay 4 life: Regenerate Marrow Bats") is exiled with Dark Impostor, Dark Impostor has the ability "Pay 4 life: Regenerate Dark Impostor."
- Dark Impostor can target and exile a permanent that's only a creature temporarily, like an animated land. However, because that card isn't a creature card, Dark Impostor won't have any of that card's activated abilities.
- If you control more than one Dark Impostor, each will have only the activated abilities of creature cards exiled with that specific Dark Impostor.
- Once Dark Impostor leaves the battlefield, it will no longer have the activated abilities of the creature cards exiled with it. If it returns to the battlefield, it will be a new Dark Impostor with no connection to those exiled cards.
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Falkenrath Gorger
Falkenrath Gorger
Creature — Vampire Berserker
2/1
Each Vampire creature card you own that isn't on the battlefield has madness. The madness cost is equal to its mana cost. (If you discard a card with madness, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- If Falkenrath Gorger leaves the battlefield before the madness trigger has resolved for a Vampire card that gained madness with its ability, the madness ability will still let you cast that Vampire card for the appropriate cost even though it no longer has madness.
- If you discard a Vampire creature card that already has a madness ability, you'll choose which madness ability exiles it. You may choose either the one it normally has or the one it gains from Falkenrath Gorger.
- Falkenrath Gorger's ability only applies while it's on the battlefield. If you discard it, it won't give itself madness.
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Falkenrath Noble
Falkenrath Noble
Creature — Vampire Noble
2/2
Flying
Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
- If Falkenrath Noble and another creature die at the same time, Falkenrath Noble's triggered ability will trigger for each of them.
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Indulgent Aristocrat
Indulgent Aristocrat
Creature — Vampire Noble
1/1
Lifelink
, Sacrifice a creature: Put a +1/+1 counter on each Vampire you control.
- You can sacrifice Indulgent Aristocrat to pay the cost of its own activated ability.
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Kamber, the Plunderer
Kamber, the Plunderer
Legendary Creature — Vampire Rogue
3/4
Partner with Laurine, the Diversion (When this creature enters, target player may put Laurine into their hand from their library, then shuffle.)
Lifelink
Whenever a creature an opponent controls dies, you gain 1 life and create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
- If an effect refers to a Blood token, it means any artifact token with the subtype Blood, even if it has gained other subtypes.
- You can't sacrifice a Blood token to pay multiple costs.
- Some triggered abilities trigger "whenever you sacrifice a Blood token." These abilities trigger regardless of why you sacrificed that Blood token.
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Laurine, the Diversion
Laurine, the Diversion
Legendary Creature — Human Rogue
3/3
Partner with Kamber, the Plunderer (When this creature enters, target player may put Kamber into their hand from their library, then shuffle.)
First strike
, Sacrifice an artifact or creature: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
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Malakir Bloodwitch
Malakir Bloodwitch
Creature — Vampire Shaman
4/4
Flying, protection from white
When this creature enters, each opponent loses life equal to the number of Vampires you control. You gain life equal to the life lost this way.
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Markov Enforcer
Markov Enforcer
Creature — Vampire Soldier
6/6
Whenever this creature or another Vampire you control enters, this creature fights up to one target creature an opponent controls.
Whenever a creature dealt damage by this creature this turn dies, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
- If an effect refers to a Blood token, it means any artifact token with the subtype Blood, even if it has gained other subtypes.
- You can't sacrifice a Blood token to pay multiple costs.
- Some triggered abilities trigger "whenever you sacrifice a Blood token." These abilities trigger regardless of why you sacrificed that Blood token.
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Midnight Arsonist
Midnight Arsonist
Creature — Vampire
3/2
When this creature enters, destroy up to X target artifacts without mana abilities, where X is the number of Vampires you control.
- Midnight Arsonist's triggered ability can't target artifacts that have either activated or triggered mana abilities. An activated mana ability is one that could add mana as it resolves, doesn't have a target, and isn't a loyalty ability. A triggered mana ability is one that could add mana as it resolves and triggers based on an activated mana ability.
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Necropolis Regent
Necropolis Regent
Creature — Vampire
6/5
Flying
Whenever a creature you control deals combat damage to a player, put that many +1/+1 counters on it.
- If that creature deals combat damage to a player at the same time it's dealt lethal damage (perhaps because it has trample and was blocked), it will die before the triggered ability resolves and puts +1/+1 counters on it.
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Nirkana Revenant
Nirkana Revenant
Creature — Vampire Shade
4/4
Whenever you tap a Swamp for mana, add an additional .
: This creature gets +1/+1 until end of turn.
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Patron of the Vein
Patron of the Vein
Creature — Vampire Shaman
4/4
Flying
When this creature enters, destroy target creature an opponent controls.
Whenever a creature an opponent controls dies, exile it and put a +1/+1 counter on each Vampire you control.
- Destroying a creature with Patron of the Vein's first ability causes its last ability to trigger if Patron of the Vein is still on the battlefield.
- Patron of the Vein's last ability puts a +1/+1 counter on each Vampire you control, including itself, even if the creature that died can't be exiled (most likely because it was a token).
- If Patron of the Vein and a creature an opponent controls die simultaneously (perhaps because they fought or were in combat together), Patron of the Vein's last ability triggers, but Patron of the Vein won't be on the battlefield as that ability resolves. It can't be saved by the +1/+1 counter that would have been put on it. The same is true of any other Vampires you control that die at the same time. Your remaining Vampires will each get a +1/+1 counter.
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Rakish Heir
Rakish Heir
Creature — Vampire
2/2
Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it.
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Sanctum Seeker
Sanctum Seeker
Creature — Vampire Knight
3/4
Whenever a Vampire you control attacks, each opponent loses 1 life and you gain 1 life.
- In a Two-Headed Giant game, Sanctum Seeker's ability causes the opposing team to lose 2 life and you to gain 1 life.
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Scion of Opulence
Scion of Opulence
Creature — Vampire Noble
3/1
Whenever this creature or another nontoken Vampire you control dies, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
, Sacrifice two artifacts: Exile the top card of your library. You may play that card this turn.
- Playing a card this way follows all the normal timing rules for that card. For example, if you play a land this way, you may do so only during your main phase while the stack is empty and only if you haven't yet played a land (unless another effect allows you to play additional lands).
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Shadowgrange Archfiend
Shadowgrange Archfiend
Creature — Demon
8/4
When this creature enters, each opponent sacrifices a creature with the greatest power among creatures they control. You gain life equal to the greatest power among creatures sacrificed this way.
Madness— , Pay 8 life. (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- If a player controls more than one creature tied for the greatest power among creatures they control while Shadowgrange Archfiend's first ability is resolving, that player chooses which one of those creatures to sacrifice.
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Strefan, Maurer Progenitor
Strefan, Maurer Progenitor
Legendary Creature — Vampire Noble
3/2
Flying
At the beginning of your end step, create a Blood token for each player who lost life this turn.
Whenever Strefan attacks, you may sacrifice two Blood tokens. If you do, you may put a Vampire card from your hand onto the battlefield tapped and attacking. It gains indestructible until end of turn.
- Strefan's first triggered ability counts the number of players that lost any amount of life, even if they also gained that much or more life this turn.
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Stromkirk Captain
Stromkirk Captain
Creature — Vampire Soldier
2/2
First strike
Other Vampire creatures you control get +1/+1 and have first strike.
- If a creature with first strike deals damage in the first combat damage step, but then loses first strike before regular combat damage, it won't deal combat damage a second time (unless it also has double strike).
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Stromkirk Condemned
Stromkirk Condemned
Creature — Vampire Horror
2/2
Discard a card: Vampires you control get +1/+1 until end of turn. Activate only once each turn.
- If you discard a Vampire card with madness and cast it, it'll enter the battlefield before Stromkirk Condemned's ability resolves.
- The set of creatures affected by Stromkirk Condemned's ability is determined as the ability resolves. Vampires you begin to control later in the turn won't get +1/+1.
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Stromkirk Occultist
Stromkirk Occultist
Creature — Vampire Horror
3/2
Trample
Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
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Timothar, Baron of Bats
Timothar, Baron of Bats
Legendary Creature — Vampire Noble
4/4
Ward—Discard a card.
Whenever another nontoken Vampire you control dies, you may pay and exile it. If you do, create a 1/1 black Bat creature token with flying. It gains "When this token deals combat damage to a player, sacrifice it and return the exiled card to the battlefield tapped."
- Timothar's last ability is linked to the ability it grants the Bat token. If a replacement effect causes you to create more than one Bat token with this effect, they will all have that linked ability, and the exiled card will be returned to the battlefield if any of them deals combat damage to a player.
- If the exiled card is somehow no longer in exile when the Bat token's triggered ability resolves, you will still sacrifice the Bat token.
- If another creature enters the battlefield as a copy of the Bat token or another effect creates a copy of the Bat token, it will not have the triggered ability granted by Timothar.
- The ability of each Bat token you create refers only to the card you exile during the resolution of the ability that created that token. When it deals combat damage to a player, you return only that card to the battlefield, not any other card exiled by Timothar.
- If you can't exile the card, perhaps because another effect moved the card before the triggered ability started resolving, you can't pay and won't create a token.
- Timothar's last ability triggers when any nontoken Vampire you control dies, not just nontoken Vampires you own. If you control Timothar and another player's nontoken Vampire and that Vampire dies, you may pay to exile that card from their graveyard.
- The controller of the Bat token as it deals combat damage to a player will be the controller of its triggered ability, and the exiled card will be returned to the battlefield under that player's control.
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Vampire Nighthawk
Vampire Nighthawk
Creature — Vampire Shaman
2/3
Flying
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Vampiric Dragon
Vampiric Dragon
Creature — Vampire Dragon
5/5
Flying
Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
: This creature deals 1 damage to target creature.
Instants 2
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Rakdos Charm
Rakdos Charm
Instant
Choose one —
- Exile target player's graveyard.
- Destroy target artifact.
- Each creature deals 1 damage to its controller.
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Urge to Feed
Urge to Feed
Instant
Target creature gets -3/-3 until end of turn. You may tap any number of untapped Vampire creatures you control. If you do, put a +1/+1 counter on each of those Vampires.
- You don't choose which untapped Vampire creatures you control to tap (if any) until Urge to Feed resolves.
- If you cast Urge to Feed targeting an untapped Vampire creature you control with toughness 3, its toughness will be reduced to 0 by the -3/-3 effect. However, state-based actions aren't checked until the spell has finished resolving. You may then tap that Vampire and put a +1/+1 counter on it, raising its toughness to 1. It will remain on the battlefield.
- If the targeted creature is an illegal target by the time Urge to Feed resolves, the entire spell doesn't resolve. You can't tap any Vampires.
Sorceries 12
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Ancient Craving
Ancient Craving
Sorcery
You draw three cards and you lose 3 life.
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Avacyn's Judgment
Avacyn's Judgment
Sorcery
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Avacyn's Judgment deals 2 damage divided as you choose among any number of targets. If this spell's madness cost was paid, it deals X damage divided as you choose among those permanents and/or players instead.
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If Avacyn's Judgment has multiple targets, and some but not all of them are illegal targets when Avacyn's Judgment resolves, Avacyn's Judgment will still deal damage to the remaining legal targets according to the original damage division.
- You announce how the damage will be divided as part of casting Avacyn's Judgment. Each chosen target must receive at least 1 damage.
-
1
Blasphemous Act
Blasphemous Act
Sorcery
This spell costs less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
- Although players may respond to Blasphemous Act once it's been cast, once it's announced, they can't respond before the cost is calculated and paid.
- Blasphemous Act's ability can't reduce the total cost to cast the spell below .
- The total cost to cast Blasphemous Act is locked in before you pay that cost. For example, if there are three creatures on the battlefield, including one you can sacrifice to add , the total cost of Blasphemous Act is . Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Blasphemous Act). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
-
1
Damnable Pact
Damnable Pact
Sorcery
Target player draws X cards and loses X life.
-
1
Feed the Swarm
Feed the Swarm
Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
- The amount of life you lose is determined by the permanent's mana value as it last existed on the battlefield.
- If the target permanent is an illegal target by the time Feed the Swarm tries to resolve, the spell doesn't resolve. You don't lose any life. If the target is legal but not destroyed (most likely because it has indestructible), you do lose life.
- If a permanent on the battlefield has in its mana cost, X is 0 for the purpose of determining its mana value.
-
1
Imposing Grandeur
Imposing Grandeur
Sorcery
Each player may discard their hand and draw cards equal to the greatest mana value of a commander they own on the battlefield or in the command zone.
-
1
Mob Rule
Mob Rule
Sorcery
Choose one —
- Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn.
- Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.
- You choose which mode you're using as you cast Mob Rule. Once it's cast, you can't change its mode, even if creatures' powers change in response.
- Once you gain control of a creature, it doesn't matter what happens to its power.
- Mob Rule can affect creatures you already control or ones that are already untapped. It will untap them if applicable and give them haste.
- Gaining control of a creature doesn't cause you to gain control of any Auras or Equipment attached to it.
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1
Night's Whisper
Night's Whisper
Sorcery
You draw two cards and you lose 2 life.
-
1
Olivia's Wrath
Olivia's Wrath
Sorcery
Each non-Vampire creature gets -X/-X until end of turn, where X is the number of Vampires you control.
-
1
Predators' Hour
Predators' Hour
Sorcery
Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, exile the top card of that player's library face down. You may look at and play that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell."
- You must pay all costs to play cards exiled this way, and you must follow all normal timing permissions and restrictions. For example, if you play a land this way, you may do so only during your main phase while the stack is empty and only if you haven't yet played a land (unless another effect allows you to play additional lands).
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1
Sinister Waltz
Sinister Waltz
Sorcery
Choose three target creature cards in your graveyard. Return two of them at random to the battlefield and put the other on the bottom of your library.
- If only one or two creatures cards are legal targets as Sinister Waltz resolves, all the legal targets will be put onto the battlefield and no cards will be put on the bottom of your library.
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1
Vandalblast
Vandalblast
Sorcery
Destroy target artifact you don't control.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
- If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
- Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
Artifacts 9
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Charcoal Diamond
Charcoal Diamond
Artifact
This artifact enters tapped.
: Add .
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1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Fire Diamond
Fire Diamond
Artifact
This artifact enters tapped.
: Add .
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1
Glass-Cast Heart
Glass-Cast Heart
Artifact
Whenever one or more Vampires you control attack, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
, , Pay 1 life: Create a 1/1 white and black Vampire creature token with lifelink.
, , Sacrifice this artifact and thirteen Blood tokens: Each opponent loses 13 life and you gain 13 life.
- If an effect refers to a Blood token, it means any artifact token with the subtype Blood, even if it has gained other subtypes.
- You can't sacrifice a Blood token to pay multiple costs.
- Some triggered abilities trigger "whenever you sacrifice a Blood token." These abilities trigger regardless of why you sacrificed that Blood token.
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1
Rakdos Signet
Rakdos Signet
Artifact
, : Add .
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
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1
Unstable Obelisk
Unstable Obelisk
Artifact
: Add .
, , Sacrifice this artifact: Destroy target permanent.
Enchantments 4
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1
Arterial Alchemy
Arterial Alchemy
Enchantment
When this enchantment enters, create a Blood token for each opponent you have. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
- If an effect refers to a Blood token, it means any artifact token with the subtype Blood, even if it has gained other subtypes.
- You can't sacrifice a Blood token to pay multiple costs.
- Some triggered abilities trigger "whenever you sacrifice a Blood token." These abilities trigger regardless of why you sacrificed that Blood token.
- Blood tokens stop being Equipment if Arterial Alchemy leaves the battlefield. If any of them are attached to creatures at that time, they become unattached.
- If you control more than one Arterial Alchemy, creatures equipped with Blood Equipment will get +2/+0 for each Arterial Alchemy. The equip cost is still .
- If a Blood token is somehow both a creature and an Equipment, it can't be attached to a creature.
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1
Molten Echoes
Molten Echoes
Enchantment
As this enchantment enters, choose a creature type.
Whenever a nontoken creature you control of the chosen type enters, create a token that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.
- You must choose an existing creature type, such as Human or Warrior. Card types such as artifact and supertypes such as legendary can't be chosen.
- If the nontoken creature leaves the battlefield before Molten Echoes's triggered ability resolves, the token that's created uses the creature's last known information from before it left.
- The token copies exactly what is printed on the creature and nothing else (unless that creature is copying something else; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
- If the copied creature is copying something else, the token enters the battlefield as whatever that creature is copying.
- If the copied creature has in its mana cost, X is 0.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “As [this creature] enters the battlefield” or “[This creature] enters the battlefield with” abilities of the copied creature will also work.
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1
Stensia Masquerade
Stensia Masquerade
Enchantment
Attacking creatures you control have first strike.
Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- Losing or gaining first strike after first-strike damage has been dealt won't cause a creature to deal combat damage twice or to not deal combat damage.
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1
Underworld Connections
Underworld Connections
Enchantment — Aura
Enchant land
Enchanted land has " , Pay 1 life: Draw a card."
Lands 37
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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1
Foreboding Ruins
Foreboding Ruins
Land
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Sunken Hollow from the Battle for Zendikar set to satisfy the ability of Foreboding Ruins.
- If a Swamp or Mountain is entering the battlefield from your hand at the same time as Foreboding Ruins, you may reveal the other land to have Foreboding Ruins enter untapped.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Foreboding Ruins itself is neither a Swamp nor a Mountain, even though it produces black and red mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Foreboding Ruins onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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11
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
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1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
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1
Rakdos Carnarium
Rakdos Carnarium
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Shadowblood Ridge
Shadowblood Ridge
Land
, : Add .
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1
Smoldering Marsh
Smoldering Marsh
Land — Swamp Mountain
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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14
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Tainted Peak
Tainted Peak
Land
: Add .
: Add or . Activate only if you control a Swamp.
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1
Temple of Malice
Temple of Malice
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
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1
Unclaimed Territory
Unclaimed Territory
Land
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
- To choose a creature type, you must choose an existing creature type, such as Vampire or Knight. You can't choose multiple creature types, such as "Vampire Knight." Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
Black 31
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1
Ancient Craving
Ancient Craving
Sorcery
You draw three cards and you lose 3 life.
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1
Anowon, the Ruin Sage
Anowon, the Ruin Sage
Legendary Creature — Vampire Shaman
4/3
At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.
- When the triggered ability resolves, first you choose which creature you'll sacrifice (if you control any non-Vampire creatures), then each other player in turn order does the same, then all chosen creatures are sacrificed at the same time.
- If a player controls no creatures, or if all creatures a player controls are Vampires, that player simply doesn't sacrifice anything.
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1
Blood Artist
Blood Artist
Creature — Vampire
0/1
Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
- If Blood Artist and one or more other creatures die at the same time, its ability will trigger for each of those creatures.
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1
Bloodline Necromancer
Bloodline Necromancer
Creature — Vampire Wizard
3/2
Lifelink
When this creature enters, you may return target Vampire or Wizard creature card from your graveyard to the battlefield.
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1
Bloodlord of Vaasgoth
Bloodlord of Vaasgoth
Creature — Vampire Warrior
3/3
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters with three +1/+1 counters on it.)
Flying
Whenever you cast a Vampire creature spell, it gains bloodthirst 3.
- Multiple instances of bloodthirst are cumulative. For example, if you control Bloodlord of Vaasgoth and cast a Vampire creature spell that already has bloodthirst 1, that Vampire will enter with four +1/+1 counters on it if an opponent has been dealt damage that turn.
- A creature spell like Phantasmal Image that may enter as a copy of a creature is not a Vampire creature spell, even if you intend on copying a Vampire creature when that creature enters.
- Vampire creatures you put directly onto the battlefield without casting them and Vampire creature tokens you put onto the battlefield will not gain bloodthirst 3 from Bloodlord of Vaasgoth.
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1
Bloodtracker
Bloodtracker
Creature — Vampire Wizard
2/2
Flying
, Pay 2 life: Put a +1/+1 counter on this creature.
When this creature leaves the battlefield, draw a card for each +1/+1 counter on it.
- If enough -1/-1 counters are put on Bloodtracker at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many cards you draw. For example, if there are three +1/+1 counters on Bloodtracker and it gets six -1/-1 counters, you'll draw three cards. That's because Bloodtracker's triggered ability checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
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1
Butcher of Malakir
Butcher of Malakir
Creature — Vampire Warrior
5/4
Flying
Whenever this creature or another creature you control dies, each opponent sacrifices a creature of their choice.
- When the triggered ability resolves, first the player whose turn it is (if that player is an opponent) chooses which creature they will sacrifice, then each other opponent in turn order does the same, then all chosen creatures are sacrificed at the same time.
- If multiple creatures you control (possibly including Butcher of Malakir itself) are put into their owners' graveyards at the same time, Butcher of Malakir's triggered ability will trigger that many times.
- If you control more than one Butcher of Malakir and a creature you control is put into a graveyard, each of those Butchers' abilities will trigger. Each opponent will sacrifice a creature each time one of those abilities resolves.
- If you and an opponent each control a Butcher of Malakir and a creature is put into a graveyard, a chain reaction happens. First the ability of one player's Butcher will trigger, causing each opponent to sacrifice a creature. That sacrifice causes the ability of the other player's Butcher to trigger, and so on.
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1
Champion of Dusk
Champion of Dusk
Creature — Vampire Knight
4/4
When this creature enters, you draw X cards and you lose X life, where X is the number of Vampires you control.
- The number of Vampires you control is counted only as Champion of Dusk's ability resolves. If Champion of Dusk is still on the battlefield, it'll count itself.
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1
Cordial Vampire
Cordial Vampire
Creature — Vampire
1/1
Whenever this creature or another creature dies, put a +1/+1 counter on each Vampire you control.
- If Cordial Vampire dies at the same time as one or more other creatures, its ability triggers for each of them.
- If a Vampire you control is dealt lethal damage at the same time as another creature, they die at the same time. That Vampire can't receive a counter from Cordial Vampire's ability in time to save it.
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1
Crossway Troublemakers
Crossway Troublemakers
Creature — Vampire
5/5
Attacking Vampires you control have deathtouch and lifelink. (Any amount of damage they deal to a creature is enough to destroy it. Damage dealt by those creatures also causes their controller to gain that much life.)
Whenever a Vampire you control dies, you may pay 2 life. If you do, draw a card.
- You may pay 2 life only once for each Vampire that dies. You can't pay multiple times for the same triggered ability and draw multiple cards.
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1
Damnable Pact
Damnable Pact
Sorcery
Target player draws X cards and loses X life.
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1
Dark Impostor
Dark Impostor
Creature — Vampire Assassin
2/2
: Exile target creature and put a +1/+1 counter on this creature.
This creature has all activated abilities of all creature cards exiled with it.
- If Dark Imposter exiles a double-faced card, it will only have activated abilities of the front face of that exiled card, no matter which face was up on the battlefield.
- Dark Impostor gains only activated abilities. It doesn't gain triggered abilities or static abilities. Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keywords are activated abilities; they have colons in their reminder text.
- If an activated ability of a card in exile references the card it's printed on by name, treat Dark Impostor's version of that ability as though it referenced Dark Impostor by name instead. For example, if Marrow Bats (which says "Pay 4 life: Regenerate Marrow Bats") is exiled with Dark Impostor, Dark Impostor has the ability "Pay 4 life: Regenerate Dark Impostor."
- Dark Impostor can target and exile a permanent that's only a creature temporarily, like an animated land. However, because that card isn't a creature card, Dark Impostor won't have any of that card's activated abilities.
- If you control more than one Dark Impostor, each will have only the activated abilities of creature cards exiled with that specific Dark Impostor.
- Once Dark Impostor leaves the battlefield, it will no longer have the activated abilities of the creature cards exiled with it. If it returns to the battlefield, it will be a new Dark Impostor with no connection to those exiled cards.
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1
Falkenrath Noble
Falkenrath Noble
Creature — Vampire Noble
2/2
Flying
Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
- If Falkenrath Noble and another creature die at the same time, Falkenrath Noble's triggered ability will trigger for each of them.
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1
Feed the Swarm
Feed the Swarm
Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
- The amount of life you lose is determined by the permanent's mana value as it last existed on the battlefield.
- If the target permanent is an illegal target by the time Feed the Swarm tries to resolve, the spell doesn't resolve. You don't lose any life. If the target is legal but not destroyed (most likely because it has indestructible), you do lose life.
- If a permanent on the battlefield has in its mana cost, X is 0 for the purpose of determining its mana value.
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1
Glass-Cast Heart
Glass-Cast Heart
Artifact
Whenever one or more Vampires you control attack, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
, , Pay 1 life: Create a 1/1 white and black Vampire creature token with lifelink.
, , Sacrifice this artifact and thirteen Blood tokens: Each opponent loses 13 life and you gain 13 life.
- If an effect refers to a Blood token, it means any artifact token with the subtype Blood, even if it has gained other subtypes.
- You can't sacrifice a Blood token to pay multiple costs.
- Some triggered abilities trigger "whenever you sacrifice a Blood token." These abilities trigger regardless of why you sacrificed that Blood token.
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1
Indulgent Aristocrat
Indulgent Aristocrat
Creature — Vampire Noble
1/1
Lifelink
, Sacrifice a creature: Put a +1/+1 counter on each Vampire you control.
- You can sacrifice Indulgent Aristocrat to pay the cost of its own activated ability.
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1
Kamber, the Plunderer
Kamber, the Plunderer
Legendary Creature — Vampire Rogue
3/4
Partner with Laurine, the Diversion (When this creature enters, target player may put Laurine into their hand from their library, then shuffle.)
Lifelink
Whenever a creature an opponent controls dies, you gain 1 life and create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
- If an effect refers to a Blood token, it means any artifact token with the subtype Blood, even if it has gained other subtypes.
- You can't sacrifice a Blood token to pay multiple costs.
- Some triggered abilities trigger "whenever you sacrifice a Blood token." These abilities trigger regardless of why you sacrificed that Blood token.
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1
Malakir Bloodwitch
Malakir Bloodwitch
Creature — Vampire Shaman
4/4
Flying, protection from white
When this creature enters, each opponent loses life equal to the number of Vampires you control. You gain life equal to the life lost this way.
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1
Necropolis Regent
Necropolis Regent
Creature — Vampire
6/5
Flying
Whenever a creature you control deals combat damage to a player, put that many +1/+1 counters on it.
- If that creature deals combat damage to a player at the same time it's dealt lethal damage (perhaps because it has trample and was blocked), it will die before the triggered ability resolves and puts +1/+1 counters on it.
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1
Night's Whisper
Night's Whisper
Sorcery
You draw two cards and you lose 2 life.
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1
Nirkana Revenant
Nirkana Revenant
Creature — Vampire Shade
4/4
Whenever you tap a Swamp for mana, add an additional .
: This creature gets +1/+1 until end of turn.
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1
Olivia's Wrath
Olivia's Wrath
Sorcery
Each non-Vampire creature gets -X/-X until end of turn, where X is the number of Vampires you control.
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1
Patron of the Vein
Patron of the Vein
Creature — Vampire Shaman
4/4
Flying
When this creature enters, destroy target creature an opponent controls.
Whenever a creature an opponent controls dies, exile it and put a +1/+1 counter on each Vampire you control.
- Destroying a creature with Patron of the Vein's first ability causes its last ability to trigger if Patron of the Vein is still on the battlefield.
- Patron of the Vein's last ability puts a +1/+1 counter on each Vampire you control, including itself, even if the creature that died can't be exiled (most likely because it was a token).
- If Patron of the Vein and a creature an opponent controls die simultaneously (perhaps because they fought or were in combat together), Patron of the Vein's last ability triggers, but Patron of the Vein won't be on the battlefield as that ability resolves. It can't be saved by the +1/+1 counter that would have been put on it. The same is true of any other Vampires you control that die at the same time. Your remaining Vampires will each get a +1/+1 counter.
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1
Predators' Hour
Predators' Hour
Sorcery
Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, exile the top card of that player's library face down. You may look at and play that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell."
- You must pay all costs to play cards exiled this way, and you must follow all normal timing permissions and restrictions. For example, if you play a land this way, you may do so only during your main phase while the stack is empty and only if you haven't yet played a land (unless another effect allows you to play additional lands).
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1
Sanctum Seeker
Sanctum Seeker
Creature — Vampire Knight
3/4
Whenever a Vampire you control attacks, each opponent loses 1 life and you gain 1 life.
- In a Two-Headed Giant game, Sanctum Seeker's ability causes the opposing team to lose 2 life and you to gain 1 life.
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1
Shadowgrange Archfiend
Shadowgrange Archfiend
Creature — Demon
8/4
When this creature enters, each opponent sacrifices a creature with the greatest power among creatures they control. You gain life equal to the greatest power among creatures sacrificed this way.
Madness— , Pay 8 life. (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- If a player controls more than one creature tied for the greatest power among creatures they control while Shadowgrange Archfiend's first ability is resolving, that player chooses which one of those creatures to sacrifice.
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1
Stromkirk Condemned
Stromkirk Condemned
Creature — Vampire Horror
2/2
Discard a card: Vampires you control get +1/+1 until end of turn. Activate only once each turn.
- If you discard a Vampire card with madness and cast it, it'll enter the battlefield before Stromkirk Condemned's ability resolves.
- The set of creatures affected by Stromkirk Condemned's ability is determined as the ability resolves. Vampires you begin to control later in the turn won't get +1/+1.
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1
Timothar, Baron of Bats
Timothar, Baron of Bats
Legendary Creature — Vampire Noble
4/4
Ward—Discard a card.
Whenever another nontoken Vampire you control dies, you may pay and exile it. If you do, create a 1/1 black Bat creature token with flying. It gains "When this token deals combat damage to a player, sacrifice it and return the exiled card to the battlefield tapped."
- Timothar's last ability is linked to the ability it grants the Bat token. If a replacement effect causes you to create more than one Bat token with this effect, they will all have that linked ability, and the exiled card will be returned to the battlefield if any of them deals combat damage to a player.
- If the exiled card is somehow no longer in exile when the Bat token's triggered ability resolves, you will still sacrifice the Bat token.
- If another creature enters the battlefield as a copy of the Bat token or another effect creates a copy of the Bat token, it will not have the triggered ability granted by Timothar.
- The ability of each Bat token you create refers only to the card you exile during the resolution of the ability that created that token. When it deals combat damage to a player, you return only that card to the battlefield, not any other card exiled by Timothar.
- If you can't exile the card, perhaps because another effect moved the card before the triggered ability started resolving, you can't pay and won't create a token.
- Timothar's last ability triggers when any nontoken Vampire you control dies, not just nontoken Vampires you own. If you control Timothar and another player's nontoken Vampire and that Vampire dies, you may pay to exile that card from their graveyard.
- The controller of the Bat token as it deals combat damage to a player will be the controller of its triggered ability, and the exiled card will be returned to the battlefield under that player's control.
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1
Underworld Connections
Underworld Connections
Enchantment — Aura
Enchant land
Enchanted land has " , Pay 1 life: Draw a card."
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1
Urge to Feed
Urge to Feed
Instant
Target creature gets -3/-3 until end of turn. You may tap any number of untapped Vampire creatures you control. If you do, put a +1/+1 counter on each of those Vampires.
- You don't choose which untapped Vampire creatures you control to tap (if any) until Urge to Feed resolves.
- If you cast Urge to Feed targeting an untapped Vampire creature you control with toughness 3, its toughness will be reduced to 0 by the -3/-3 effect. However, state-based actions aren't checked until the spell has finished resolving. You may then tap that Vampire and put a +1/+1 counter on it, raising its toughness to 1. It will remain on the battlefield.
- If the targeted creature is an illegal target by the time Urge to Feed resolves, the entire spell doesn't resolve. You can't tap any Vampires.
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1
Vampire Nighthawk
Vampire Nighthawk
Creature — Vampire Shaman
2/3
Flying
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Red 18
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1
Anje's Ravager
Anje's Ravager
Creature — Vampire Berserker
3/3
This creature attacks each combat if able.
Whenever this creature attacks, discard your hand, then draw three cards.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- You draw three cards while resolving the triggered ability, even if you discarded zero cards.
- If any of the cards you discard have madness, you'll choose whether to cast them after you've drawn three cards.
- If Anje's Ravager can't attack for any reason (such as being tapped or having come under that player's control that turn), then it doesn't attack. If there's a cost associated with having it attack, its controller isn't forced to pay that cost, so it doesn't have to attack in that case either.
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1
Arterial Alchemy
Arterial Alchemy
Enchantment
When this enchantment enters, create a Blood token for each opponent you have. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
- If an effect refers to a Blood token, it means any artifact token with the subtype Blood, even if it has gained other subtypes.
- You can't sacrifice a Blood token to pay multiple costs.
- Some triggered abilities trigger "whenever you sacrifice a Blood token." These abilities trigger regardless of why you sacrificed that Blood token.
- Blood tokens stop being Equipment if Arterial Alchemy leaves the battlefield. If any of them are attached to creatures at that time, they become unattached.
- If you control more than one Arterial Alchemy, creatures equipped with Blood Equipment will get +2/+0 for each Arterial Alchemy. The equip cost is still .
- If a Blood token is somehow both a creature and an Equipment, it can't be attached to a creature.
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1
Avacyn's Judgment
Avacyn's Judgment
Sorcery
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Avacyn's Judgment deals 2 damage divided as you choose among any number of targets. If this spell's madness cost was paid, it deals X damage divided as you choose among those permanents and/or players instead.
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If Avacyn's Judgment has multiple targets, and some but not all of them are illegal targets when Avacyn's Judgment resolves, Avacyn's Judgment will still deal damage to the remaining legal targets according to the original damage division.
- You announce how the damage will be divided as part of casting Avacyn's Judgment. Each chosen target must receive at least 1 damage.
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1
Blasphemous Act
Blasphemous Act
Sorcery
This spell costs less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
- Although players may respond to Blasphemous Act once it's been cast, once it's announced, they can't respond before the cost is calculated and paid.
- Blasphemous Act's ability can't reduce the total cost to cast the spell below .
- The total cost to cast Blasphemous Act is locked in before you pay that cost. For example, if there are three creatures on the battlefield, including one you can sacrifice to add , the total cost of Blasphemous Act is . Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Blasphemous Act). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
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1
Bloodsworn Steward
Bloodsworn Steward
Creature — Vampire Knight
4/4
Flying
Commander creatures you control get +2/+2 and have haste.
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1
Crimson Honor Guard
Crimson Honor Guard
Creature — Vampire Knight
4/5
Trample
At the beginning of each player's end step, this creature deals 4 damage to that player unless they control a commander.
- Crimson Honor Guard's last ability triggers at the beginning of each player's end step whether that player controls a commander or not. Whether that player controls a commander is checked only as the ability resolves.
- Crimson Honor Guard will deal 4 damage to you, too, if you don't control a commander.
- The player could control any player's commander to satisfy Crimson Honor Guard's ability. If a player gains control of another player's commander “until end of turn,” the player who gained control of it will still control that commander during the end step.
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1
Falkenrath Gorger
Falkenrath Gorger
Creature — Vampire Berserker
2/1
Each Vampire creature card you own that isn't on the battlefield has madness. The madness cost is equal to its mana cost. (If you discard a card with madness, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- If Falkenrath Gorger leaves the battlefield before the madness trigger has resolved for a Vampire card that gained madness with its ability, the madness ability will still let you cast that Vampire card for the appropriate cost even though it no longer has madness.
- If you discard a Vampire creature card that already has a madness ability, you'll choose which madness ability exiles it. You may choose either the one it normally has or the one it gains from Falkenrath Gorger.
- Falkenrath Gorger's ability only applies while it's on the battlefield. If you discard it, it won't give itself madness.
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1
Imposing Grandeur
Imposing Grandeur
Sorcery
Each player may discard their hand and draw cards equal to the greatest mana value of a commander they own on the battlefield or in the command zone.
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1
Laurine, the Diversion
Laurine, the Diversion
Legendary Creature — Human Rogue
3/3
Partner with Kamber, the Plunderer (When this creature enters, target player may put Kamber into their hand from their library, then shuffle.)
First strike
, Sacrifice an artifact or creature: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
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1
Markov Enforcer
Markov Enforcer
Creature — Vampire Soldier
6/6
Whenever this creature or another Vampire you control enters, this creature fights up to one target creature an opponent controls.
Whenever a creature dealt damage by this creature this turn dies, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
- If an effect refers to a Blood token, it means any artifact token with the subtype Blood, even if it has gained other subtypes.
- You can't sacrifice a Blood token to pay multiple costs.
- Some triggered abilities trigger "whenever you sacrifice a Blood token." These abilities trigger regardless of why you sacrificed that Blood token.
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1
Midnight Arsonist
Midnight Arsonist
Creature — Vampire
3/2
When this creature enters, destroy up to X target artifacts without mana abilities, where X is the number of Vampires you control.
- Midnight Arsonist's triggered ability can't target artifacts that have either activated or triggered mana abilities. An activated mana ability is one that could add mana as it resolves, doesn't have a target, and isn't a loyalty ability. A triggered mana ability is one that could add mana as it resolves and triggers based on an activated mana ability.
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1
Mob Rule
Mob Rule
Sorcery
Choose one —
- Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn.
- Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.
- You choose which mode you're using as you cast Mob Rule. Once it's cast, you can't change its mode, even if creatures' powers change in response.
- Once you gain control of a creature, it doesn't matter what happens to its power.
- Mob Rule can affect creatures you already control or ones that are already untapped. It will untap them if applicable and give them haste.
- Gaining control of a creature doesn't cause you to gain control of any Auras or Equipment attached to it.
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1
Molten Echoes
Molten Echoes
Enchantment
As this enchantment enters, choose a creature type.
Whenever a nontoken creature you control of the chosen type enters, create a token that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.
- You must choose an existing creature type, such as Human or Warrior. Card types such as artifact and supertypes such as legendary can't be chosen.
- If the nontoken creature leaves the battlefield before Molten Echoes's triggered ability resolves, the token that's created uses the creature's last known information from before it left.
- The token copies exactly what is printed on the creature and nothing else (unless that creature is copying something else; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
- If the copied creature is copying something else, the token enters the battlefield as whatever that creature is copying.
- If the copied creature has in its mana cost, X is 0.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “As [this creature] enters the battlefield” or “[This creature] enters the battlefield with” abilities of the copied creature will also work.
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1
Rakish Heir
Rakish Heir
Creature — Vampire
2/2
Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it.
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1
Scion of Opulence
Scion of Opulence
Creature — Vampire Noble
3/1
Whenever this creature or another nontoken Vampire you control dies, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
, Sacrifice two artifacts: Exile the top card of your library. You may play that card this turn.
- Playing a card this way follows all the normal timing rules for that card. For example, if you play a land this way, you may do so only during your main phase while the stack is empty and only if you haven't yet played a land (unless another effect allows you to play additional lands).
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1
Stensia Masquerade
Stensia Masquerade
Enchantment
Attacking creatures you control have first strike.
Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- Losing or gaining first strike after first-strike damage has been dealt won't cause a creature to deal combat damage twice or to not deal combat damage.
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1
Stromkirk Occultist
Stromkirk Occultist
Creature — Vampire Horror
3/2
Trample
Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
-
1
Vandalblast
Vandalblast
Sorcery
Destroy target artifact you don't control.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
- If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
- Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
Multicolor 6
-
1
Bloodtithe Harvester
Bloodtithe Harvester
Creature — Vampire
3/2
When this creature enters, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
, Sacrifice this creature: Target creature gets -X/-X until end of turn, where X is twice the number of Blood tokens you control. Activate only as a sorcery.
- The value of X is determined only once, as Bloodtithe Harvester’s last ability resolves.
- If an effect refers to a Blood token, it means any artifact token with the subtype Blood, even if it has gained other subtypes.
- You can't sacrifice a Blood token to pay multiple costs.
- Some triggered abilities trigger "whenever you sacrifice a Blood token." These abilities trigger regardless of why you sacrificed that Blood token.
-
1
Rakdos Charm
Rakdos Charm
Instant
Choose one —
- Exile target player's graveyard.
- Destroy target artifact.
- Each creature deals 1 damage to its controller.
-
1
Sinister Waltz
Sinister Waltz
Sorcery
Choose three target creature cards in your graveyard. Return two of them at random to the battlefield and put the other on the bottom of your library.
- If only one or two creatures cards are legal targets as Sinister Waltz resolves, all the legal targets will be put onto the battlefield and no cards will be put on the bottom of your library.
-
1
Strefan, Maurer Progenitor
Strefan, Maurer Progenitor
Legendary Creature — Vampire Noble
3/2
Flying
At the beginning of your end step, create a Blood token for each player who lost life this turn.
Whenever Strefan attacks, you may sacrifice two Blood tokens. If you do, you may put a Vampire card from your hand onto the battlefield tapped and attacking. It gains indestructible until end of turn.
- Strefan's first triggered ability counts the number of players that lost any amount of life, even if they also gained that much or more life this turn.
-
1
Stromkirk Captain
Stromkirk Captain
Creature — Vampire Soldier
2/2
First strike
Other Vampire creatures you control get +1/+1 and have first strike.
- If a creature with first strike deals damage in the first combat damage step, but then loses first strike before regular combat damage, it won't deal combat damage a second time (unless it also has double strike).
-
1
Vampiric Dragon
Vampiric Dragon
Creature — Vampire Dragon
5/5
Flying
Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
: This creature deals 1 damage to target creature.
Colorless 8
-
1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Charcoal Diamond
Charcoal Diamond
Artifact
This artifact enters tapped.
: Add .
-
1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Fire Diamond
Fire Diamond
Artifact
This artifact enters tapped.
: Add .
-
1
Rakdos Signet
Rakdos Signet
Artifact
, : Add .
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
-
1
Unstable Obelisk
Unstable Obelisk
Artifact
: Add .
, , Sacrifice this artifact: Destroy target permanent.
Lands 37
-
1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
-
1
Foreboding Ruins
Foreboding Ruins
Land
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Sunken Hollow from the Battle for Zendikar set to satisfy the ability of Foreboding Ruins.
- If a Swamp or Mountain is entering the battlefield from your hand at the same time as Foreboding Ruins, you may reveal the other land to have Foreboding Ruins enter untapped.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Foreboding Ruins itself is neither a Swamp nor a Mountain, even though it produces black and red mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Foreboding Ruins onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
-
11
Mountain
Mountain
Basic Land — Mountain
( : Add .)
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
-
1
Rakdos Carnarium
Rakdos Carnarium
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Shadowblood Ridge
Shadowblood Ridge
Land
, : Add .
-
1
Smoldering Marsh
Smoldering Marsh
Land — Swamp Mountain
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
-
14
Swamp
Swamp
Basic Land — Swamp
( : Add .)
-
1
Tainted Peak
Tainted Peak
Land
: Add .
: Add or . Activate only if you control a Swamp.
-
1
Temple of Malice
Temple of Malice
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
-
1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
-
1
Unclaimed Territory
Unclaimed Territory
Land
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
- To choose a creature type, you must choose an existing creature type, such as Vampire or Knight. You can't choose multiple creature types, such as "Vampire Knight." Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
1 4
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1
Falkenrath Gorger
Falkenrath Gorger
Creature — Vampire Berserker
2/1
Each Vampire creature card you own that isn't on the battlefield has madness. The madness cost is equal to its mana cost. (If you discard a card with madness, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- If Falkenrath Gorger leaves the battlefield before the madness trigger has resolved for a Vampire card that gained madness with its ability, the madness ability will still let you cast that Vampire card for the appropriate cost even though it no longer has madness.
- If you discard a Vampire creature card that already has a madness ability, you'll choose which madness ability exiles it. You may choose either the one it normally has or the one it gains from Falkenrath Gorger.
- Falkenrath Gorger's ability only applies while it's on the battlefield. If you discard it, it won't give itself madness.
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1
Indulgent Aristocrat
Indulgent Aristocrat
Creature — Vampire Noble
1/1
Lifelink
, Sacrifice a creature: Put a +1/+1 counter on each Vampire you control.
- You can sacrifice Indulgent Aristocrat to pay the cost of its own activated ability.
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Vandalblast
Vandalblast
Sorcery
Destroy target artifact you don't control.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
- If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
- Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
2 16
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Avacyn's Judgment
Avacyn's Judgment
Sorcery
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Avacyn's Judgment deals 2 damage divided as you choose among any number of targets. If this spell's madness cost was paid, it deals X damage divided as you choose among those permanents and/or players instead.
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If Avacyn's Judgment has multiple targets, and some but not all of them are illegal targets when Avacyn's Judgment resolves, Avacyn's Judgment will still deal damage to the remaining legal targets according to the original damage division.
- You announce how the damage will be divided as part of casting Avacyn's Judgment. Each chosen target must receive at least 1 damage.
-
1
Blood Artist
Blood Artist
Creature — Vampire
0/1
Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
- If Blood Artist and one or more other creatures die at the same time, its ability will trigger for each of those creatures.
-
1
Bloodtithe Harvester
Bloodtithe Harvester
Creature — Vampire
3/2
When this creature enters, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
, Sacrifice this creature: Target creature gets -X/-X until end of turn, where X is twice the number of Blood tokens you control. Activate only as a sorcery.
- The value of X is determined only once, as Bloodtithe Harvester’s last ability resolves.
- If an effect refers to a Blood token, it means any artifact token with the subtype Blood, even if it has gained other subtypes.
- You can't sacrifice a Blood token to pay multiple costs.
- Some triggered abilities trigger "whenever you sacrifice a Blood token." These abilities trigger regardless of why you sacrificed that Blood token.
-
1
Charcoal Diamond
Charcoal Diamond
Artifact
This artifact enters tapped.
: Add .
-
1
Cordial Vampire
Cordial Vampire
Creature — Vampire
1/1
Whenever this creature or another creature dies, put a +1/+1 counter on each Vampire you control.
- If Cordial Vampire dies at the same time as one or more other creatures, its ability triggers for each of them.
- If a Vampire you control is dealt lethal damage at the same time as another creature, they die at the same time. That Vampire can't receive a counter from Cordial Vampire's ability in time to save it.
-
1
Damnable Pact
Damnable Pact
Sorcery
Target player draws X cards and loses X life.
-
1
Feed the Swarm
Feed the Swarm
Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
- The amount of life you lose is determined by the permanent's mana value as it last existed on the battlefield.
- If the target permanent is an illegal target by the time Feed the Swarm tries to resolve, the spell doesn't resolve. You don't lose any life. If the target is legal but not destroyed (most likely because it has indestructible), you do lose life.
- If a permanent on the battlefield has in its mana cost, X is 0 for the purpose of determining its mana value.
-
1
Fire Diamond
Fire Diamond
Artifact
This artifact enters tapped.
: Add .
-
1
Night's Whisper
Night's Whisper
Sorcery
You draw two cards and you lose 2 life.
-
1
Predators' Hour
Predators' Hour
Sorcery
Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, exile the top card of that player's library face down. You may look at and play that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell."
- You must pay all costs to play cards exiled this way, and you must follow all normal timing permissions and restrictions. For example, if you play a land this way, you may do so only during your main phase while the stack is empty and only if you haven't yet played a land (unless another effect allows you to play additional lands).
-
1
Rakdos Charm
Rakdos Charm
Instant
Choose one —
- Exile target player's graveyard.
- Destroy target artifact.
- Each creature deals 1 damage to its controller.
-
1
Rakdos Signet
Rakdos Signet
Artifact
, : Add .
-
1
Stromkirk Condemned
Stromkirk Condemned
Creature — Vampire Horror
2/2
Discard a card: Vampires you control get +1/+1 until end of turn. Activate only once each turn.
- If you discard a Vampire card with madness and cast it, it'll enter the battlefield before Stromkirk Condemned's ability resolves.
- The set of creatures affected by Stromkirk Condemned's ability is determined as the ability resolves. Vampires you begin to control later in the turn won't get +1/+1.
-
1
Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
-
1
Urge to Feed
Urge to Feed
Instant
Target creature gets -3/-3 until end of turn. You may tap any number of untapped Vampire creatures you control. If you do, put a +1/+1 counter on each of those Vampires.
- You don't choose which untapped Vampire creatures you control to tap (if any) until Urge to Feed resolves.
- If you cast Urge to Feed targeting an untapped Vampire creature you control with toughness 3, its toughness will be reduced to 0 by the -3/-3 effect. However, state-based actions aren't checked until the spell has finished resolving. You may then tap that Vampire and put a +1/+1 counter on it, raising its toughness to 1. It will remain on the battlefield.
- If the targeted creature is an illegal target by the time Urge to Feed resolves, the entire spell doesn't resolve. You can't tap any Vampires.
3 14
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1
Anje's Ravager
Anje's Ravager
Creature — Vampire Berserker
3/3
This creature attacks each combat if able.
Whenever this creature attacks, discard your hand, then draw three cards.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- You draw three cards while resolving the triggered ability, even if you discarded zero cards.
- If any of the cards you discard have madness, you'll choose whether to cast them after you've drawn three cards.
- If Anje's Ravager can't attack for any reason (such as being tapped or having come under that player's control that turn), then it doesn't attack. If there's a cost associated with having it attack, its controller isn't forced to pay that cost, so it doesn't have to attack in that case either.
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1
Arterial Alchemy
Arterial Alchemy
Enchantment
When this enchantment enters, create a Blood token for each opponent you have. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
- If an effect refers to a Blood token, it means any artifact token with the subtype Blood, even if it has gained other subtypes.
- You can't sacrifice a Blood token to pay multiple costs.
- Some triggered abilities trigger "whenever you sacrifice a Blood token." These abilities trigger regardless of why you sacrificed that Blood token.
- Blood tokens stop being Equipment if Arterial Alchemy leaves the battlefield. If any of them are attached to creatures at that time, they become unattached.
- If you control more than one Arterial Alchemy, creatures equipped with Blood Equipment will get +2/+0 for each Arterial Alchemy. The equip cost is still .
- If a Blood token is somehow both a creature and an Equipment, it can't be attached to a creature.
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1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Dark Impostor
Dark Impostor
Creature — Vampire Assassin
2/2
: Exile target creature and put a +1/+1 counter on this creature.
This creature has all activated abilities of all creature cards exiled with it.
- If Dark Imposter exiles a double-faced card, it will only have activated abilities of the front face of that exiled card, no matter which face was up on the battlefield.
- Dark Impostor gains only activated abilities. It doesn't gain triggered abilities or static abilities. Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keywords are activated abilities; they have colons in their reminder text.
- If an activated ability of a card in exile references the card it's printed on by name, treat Dark Impostor's version of that ability as though it referenced Dark Impostor by name instead. For example, if Marrow Bats (which says "Pay 4 life: Regenerate Marrow Bats") is exiled with Dark Impostor, Dark Impostor has the ability "Pay 4 life: Regenerate Dark Impostor."
- Dark Impostor can target and exile a permanent that's only a creature temporarily, like an animated land. However, because that card isn't a creature card, Dark Impostor won't have any of that card's activated abilities.
- If you control more than one Dark Impostor, each will have only the activated abilities of creature cards exiled with that specific Dark Impostor.
- Once Dark Impostor leaves the battlefield, it will no longer have the activated abilities of the creature cards exiled with it. If it returns to the battlefield, it will be a new Dark Impostor with no connection to those exiled cards.
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1
Glass-Cast Heart
Glass-Cast Heart
Artifact
Whenever one or more Vampires you control attack, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
, , Pay 1 life: Create a 1/1 white and black Vampire creature token with lifelink.
, , Sacrifice this artifact and thirteen Blood tokens: Each opponent loses 13 life and you gain 13 life.
- If an effect refers to a Blood token, it means any artifact token with the subtype Blood, even if it has gained other subtypes.
- You can't sacrifice a Blood token to pay multiple costs.
- Some triggered abilities trigger "whenever you sacrifice a Blood token." These abilities trigger regardless of why you sacrificed that Blood token.
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1
Laurine, the Diversion
Laurine, the Diversion
Legendary Creature — Human Rogue
3/3
Partner with Kamber, the Plunderer (When this creature enters, target player may put Kamber into their hand from their library, then shuffle.)
First strike
, Sacrifice an artifact or creature: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
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1
Rakish Heir
Rakish Heir
Creature — Vampire
2/2
Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it.
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1
Scion of Opulence
Scion of Opulence
Creature — Vampire Noble
3/1
Whenever this creature or another nontoken Vampire you control dies, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
, Sacrifice two artifacts: Exile the top card of your library. You may play that card this turn.
- Playing a card this way follows all the normal timing rules for that card. For example, if you play a land this way, you may do so only during your main phase while the stack is empty and only if you haven't yet played a land (unless another effect allows you to play additional lands).
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1
Stensia Masquerade
Stensia Masquerade
Enchantment
Attacking creatures you control have first strike.
Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- Losing or gaining first strike after first-strike damage has been dealt won't cause a creature to deal combat damage twice or to not deal combat damage.
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1
Stromkirk Captain
Stromkirk Captain
Creature — Vampire Soldier
2/2
First strike
Other Vampire creatures you control get +1/+1 and have first strike.
- If a creature with first strike deals damage in the first combat damage step, but then loses first strike before regular combat damage, it won't deal combat damage a second time (unless it also has double strike).
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1
Stromkirk Occultist
Stromkirk Occultist
Creature — Vampire Horror
3/2
Trample
Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
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1
Underworld Connections
Underworld Connections
Enchantment — Aura
Enchant land
Enchanted land has " , Pay 1 life: Draw a card."
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1
Unstable Obelisk
Unstable Obelisk
Artifact
: Add .
, , Sacrifice this artifact: Destroy target permanent.
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1
Vampire Nighthawk
Vampire Nighthawk
Creature — Vampire Shaman
2/3
Flying
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
4 9
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1
Ancient Craving
Ancient Craving
Sorcery
You draw three cards and you lose 3 life.
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1
Bloodsworn Steward
Bloodsworn Steward
Creature — Vampire Knight
4/4
Flying
Commander creatures you control get +2/+2 and have haste.
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1
Bloodtracker
Bloodtracker
Creature — Vampire Wizard
2/2
Flying
, Pay 2 life: Put a +1/+1 counter on this creature.
When this creature leaves the battlefield, draw a card for each +1/+1 counter on it.
- If enough -1/-1 counters are put on Bloodtracker at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many cards you draw. For example, if there are three +1/+1 counters on Bloodtracker and it gets six -1/-1 counters, you'll draw three cards. That's because Bloodtracker's triggered ability checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
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1
Falkenrath Noble
Falkenrath Noble
Creature — Vampire Noble
2/2
Flying
Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
- If Falkenrath Noble and another creature die at the same time, Falkenrath Noble's triggered ability will trigger for each of them.
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1
Kamber, the Plunderer
Kamber, the Plunderer
Legendary Creature — Vampire Rogue
3/4
Partner with Laurine, the Diversion (When this creature enters, target player may put Laurine into their hand from their library, then shuffle.)
Lifelink
Whenever a creature an opponent controls dies, you gain 1 life and create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
- If an effect refers to a Blood token, it means any artifact token with the subtype Blood, even if it has gained other subtypes.
- You can't sacrifice a Blood token to pay multiple costs.
- Some triggered abilities trigger "whenever you sacrifice a Blood token." These abilities trigger regardless of why you sacrificed that Blood token.
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1
Midnight Arsonist
Midnight Arsonist
Creature — Vampire
3/2
When this creature enters, destroy up to X target artifacts without mana abilities, where X is the number of Vampires you control.
- Midnight Arsonist's triggered ability can't target artifacts that have either activated or triggered mana abilities. An activated mana ability is one that could add mana as it resolves, doesn't have a target, and isn't a loyalty ability. A triggered mana ability is one that could add mana as it resolves and triggers based on an activated mana ability.
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1
Molten Echoes
Molten Echoes
Enchantment
As this enchantment enters, choose a creature type.
Whenever a nontoken creature you control of the chosen type enters, create a token that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.
- You must choose an existing creature type, such as Human or Warrior. Card types such as artifact and supertypes such as legendary can't be chosen.
- If the nontoken creature leaves the battlefield before Molten Echoes's triggered ability resolves, the token that's created uses the creature's last known information from before it left.
- The token copies exactly what is printed on the creature and nothing else (unless that creature is copying something else; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
- If the copied creature is copying something else, the token enters the battlefield as whatever that creature is copying.
- If the copied creature has in its mana cost, X is 0.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “As [this creature] enters the battlefield” or “[This creature] enters the battlefield with” abilities of the copied creature will also work.
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1
Sanctum Seeker
Sanctum Seeker
Creature — Vampire Knight
3/4
Whenever a Vampire you control attacks, each opponent loses 1 life and you gain 1 life.
- In a Two-Headed Giant game, Sanctum Seeker's ability causes the opposing team to lose 2 life and you to gain 1 life.
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1
Strefan, Maurer Progenitor
Strefan, Maurer Progenitor
Legendary Creature — Vampire Noble
3/2
Flying
At the beginning of your end step, create a Blood token for each player who lost life this turn.
Whenever Strefan attacks, you may sacrifice two Blood tokens. If you do, you may put a Vampire card from your hand onto the battlefield tapped and attacking. It gains indestructible until end of turn.
- Strefan's first triggered ability counts the number of players that lost any amount of life, even if they also gained that much or more life this turn.
5 9
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1
Anowon, the Ruin Sage
Anowon, the Ruin Sage
Legendary Creature — Vampire Shaman
4/3
At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.
- When the triggered ability resolves, first you choose which creature you'll sacrifice (if you control any non-Vampire creatures), then each other player in turn order does the same, then all chosen creatures are sacrificed at the same time.
- If a player controls no creatures, or if all creatures a player controls are Vampires, that player simply doesn't sacrifice anything.
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1
Bloodline Necromancer
Bloodline Necromancer
Creature — Vampire Wizard
3/2
Lifelink
When this creature enters, you may return target Vampire or Wizard creature card from your graveyard to the battlefield.
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1
Bloodlord of Vaasgoth
Bloodlord of Vaasgoth
Creature — Vampire Warrior
3/3
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters with three +1/+1 counters on it.)
Flying
Whenever you cast a Vampire creature spell, it gains bloodthirst 3.
- Multiple instances of bloodthirst are cumulative. For example, if you control Bloodlord of Vaasgoth and cast a Vampire creature spell that already has bloodthirst 1, that Vampire will enter with four +1/+1 counters on it if an opponent has been dealt damage that turn.
- A creature spell like Phantasmal Image that may enter as a copy of a creature is not a Vampire creature spell, even if you intend on copying a Vampire creature when that creature enters.
- Vampire creatures you put directly onto the battlefield without casting them and Vampire creature tokens you put onto the battlefield will not gain bloodthirst 3 from Bloodlord of Vaasgoth.
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1
Champion of Dusk
Champion of Dusk
Creature — Vampire Knight
4/4
When this creature enters, you draw X cards and you lose X life, where X is the number of Vampires you control.
- The number of Vampires you control is counted only as Champion of Dusk's ability resolves. If Champion of Dusk is still on the battlefield, it'll count itself.
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1
Crimson Honor Guard
Crimson Honor Guard
Creature — Vampire Knight
4/5
Trample
At the beginning of each player's end step, this creature deals 4 damage to that player unless they control a commander.
- Crimson Honor Guard's last ability triggers at the beginning of each player's end step whether that player controls a commander or not. Whether that player controls a commander is checked only as the ability resolves.
- Crimson Honor Guard will deal 4 damage to you, too, if you don't control a commander.
- The player could control any player's commander to satisfy Crimson Honor Guard's ability. If a player gains control of another player's commander “until end of turn,” the player who gained control of it will still control that commander during the end step.
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1
Imposing Grandeur
Imposing Grandeur
Sorcery
Each player may discard their hand and draw cards equal to the greatest mana value of a commander they own on the battlefield or in the command zone.
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1
Malakir Bloodwitch
Malakir Bloodwitch
Creature — Vampire Shaman
4/4
Flying, protection from white
When this creature enters, each opponent loses life equal to the number of Vampires you control. You gain life equal to the life lost this way.
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1
Olivia's Wrath
Olivia's Wrath
Sorcery
Each non-Vampire creature gets -X/-X until end of turn, where X is the number of Vampires you control.
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1
Sinister Waltz
Sinister Waltz
Sorcery
Choose three target creature cards in your graveyard. Return two of them at random to the battlefield and put the other on the bottom of your library.
- If only one or two creatures cards are legal targets as Sinister Waltz resolves, all the legal targets will be put onto the battlefield and no cards will be put on the bottom of your library.
6 7
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1
Crossway Troublemakers
Crossway Troublemakers
Creature — Vampire
5/5
Attacking Vampires you control have deathtouch and lifelink. (Any amount of damage they deal to a creature is enough to destroy it. Damage dealt by those creatures also causes their controller to gain that much life.)
Whenever a Vampire you control dies, you may pay 2 life. If you do, draw a card.
- You may pay 2 life only once for each Vampire that dies. You can't pay multiple times for the same triggered ability and draw multiple cards.
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1
Markov Enforcer
Markov Enforcer
Creature — Vampire Soldier
6/6
Whenever this creature or another Vampire you control enters, this creature fights up to one target creature an opponent controls.
Whenever a creature dealt damage by this creature this turn dies, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
- If an effect refers to a Blood token, it means any artifact token with the subtype Blood, even if it has gained other subtypes.
- You can't sacrifice a Blood token to pay multiple costs.
- Some triggered abilities trigger "whenever you sacrifice a Blood token." These abilities trigger regardless of why you sacrificed that Blood token.
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1
Mob Rule
Mob Rule
Sorcery
Choose one —
- Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn.
- Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.
- You choose which mode you're using as you cast Mob Rule. Once it's cast, you can't change its mode, even if creatures' powers change in response.
- Once you gain control of a creature, it doesn't matter what happens to its power.
- Mob Rule can affect creatures you already control or ones that are already untapped. It will untap them if applicable and give them haste.
- Gaining control of a creature doesn't cause you to gain control of any Auras or Equipment attached to it.
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1
Necropolis Regent
Necropolis Regent
Creature — Vampire
6/5
Flying
Whenever a creature you control deals combat damage to a player, put that many +1/+1 counters on it.
- If that creature deals combat damage to a player at the same time it's dealt lethal damage (perhaps because it has trample and was blocked), it will die before the triggered ability resolves and puts +1/+1 counters on it.
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1
Nirkana Revenant
Nirkana Revenant
Creature — Vampire Shade
4/4
Whenever you tap a Swamp for mana, add an additional .
: This creature gets +1/+1 until end of turn.
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1
Patron of the Vein
Patron of the Vein
Creature — Vampire Shaman
4/4
Flying
When this creature enters, destroy target creature an opponent controls.
Whenever a creature an opponent controls dies, exile it and put a +1/+1 counter on each Vampire you control.
- Destroying a creature with Patron of the Vein's first ability causes its last ability to trigger if Patron of the Vein is still on the battlefield.
- Patron of the Vein's last ability puts a +1/+1 counter on each Vampire you control, including itself, even if the creature that died can't be exiled (most likely because it was a token).
- If Patron of the Vein and a creature an opponent controls die simultaneously (perhaps because they fought or were in combat together), Patron of the Vein's last ability triggers, but Patron of the Vein won't be on the battlefield as that ability resolves. It can't be saved by the +1/+1 counter that would have been put on it. The same is true of any other Vampires you control that die at the same time. Your remaining Vampires will each get a +1/+1 counter.
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1
Timothar, Baron of Bats
Timothar, Baron of Bats
Legendary Creature — Vampire Noble
4/4
Ward—Discard a card.
Whenever another nontoken Vampire you control dies, you may pay and exile it. If you do, create a 1/1 black Bat creature token with flying. It gains "When this token deals combat damage to a player, sacrifice it and return the exiled card to the battlefield tapped."
- Timothar's last ability is linked to the ability it grants the Bat token. If a replacement effect causes you to create more than one Bat token with this effect, they will all have that linked ability, and the exiled card will be returned to the battlefield if any of them deals combat damage to a player.
- If the exiled card is somehow no longer in exile when the Bat token's triggered ability resolves, you will still sacrifice the Bat token.
- If another creature enters the battlefield as a copy of the Bat token or another effect creates a copy of the Bat token, it will not have the triggered ability granted by Timothar.
- The ability of each Bat token you create refers only to the card you exile during the resolution of the ability that created that token. When it deals combat damage to a player, you return only that card to the battlefield, not any other card exiled by Timothar.
- If you can't exile the card, perhaps because another effect moved the card before the triggered ability started resolving, you can't pay and won't create a token.
- Timothar's last ability triggers when any nontoken Vampire you control dies, not just nontoken Vampires you own. If you control Timothar and another player's nontoken Vampire and that Vampire dies, you may pay to exile that card from their graveyard.
- The controller of the Bat token as it deals combat damage to a player will be the controller of its triggered ability, and the exiled card will be returned to the battlefield under that player's control.
7+ 4
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1
Blasphemous Act
Blasphemous Act
Sorcery
This spell costs less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
- Although players may respond to Blasphemous Act once it's been cast, once it's announced, they can't respond before the cost is calculated and paid.
- Blasphemous Act's ability can't reduce the total cost to cast the spell below .
- The total cost to cast Blasphemous Act is locked in before you pay that cost. For example, if there are three creatures on the battlefield, including one you can sacrifice to add , the total cost of Blasphemous Act is . Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Blasphemous Act). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
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1
Butcher of Malakir
Butcher of Malakir
Creature — Vampire Warrior
5/4
Flying
Whenever this creature or another creature you control dies, each opponent sacrifices a creature of their choice.
- When the triggered ability resolves, first the player whose turn it is (if that player is an opponent) chooses which creature they will sacrifice, then each other opponent in turn order does the same, then all chosen creatures are sacrificed at the same time.
- If multiple creatures you control (possibly including Butcher of Malakir itself) are put into their owners' graveyards at the same time, Butcher of Malakir's triggered ability will trigger that many times.
- If you control more than one Butcher of Malakir and a creature you control is put into a graveyard, each of those Butchers' abilities will trigger. Each opponent will sacrifice a creature each time one of those abilities resolves.
- If you and an opponent each control a Butcher of Malakir and a creature is put into a graveyard, a chain reaction happens. First the ability of one player's Butcher will trigger, causing each opponent to sacrifice a creature. That sacrifice causes the ability of the other player's Butcher to trigger, and so on.
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1
Shadowgrange Archfiend
Shadowgrange Archfiend
Creature — Demon
8/4
When this creature enters, each opponent sacrifices a creature with the greatest power among creatures they control. You gain life equal to the greatest power among creatures sacrificed this way.
Madness— , Pay 8 life. (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
- If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
- Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
- Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
- A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
- A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
- Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
- If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
- If a player controls more than one creature tied for the greatest power among creatures they control while Shadowgrange Archfiend's first ability is resolving, that player chooses which one of those creatures to sacrifice.
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1
Vampiric Dragon
Vampiric Dragon
Creature — Vampire Dragon
5/5
Flying
Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
: This creature deals 1 damage to target creature.
Lands 37
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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1
Foreboding Ruins
Foreboding Ruins
Land
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Sunken Hollow from the Battle for Zendikar set to satisfy the ability of Foreboding Ruins.
- If a Swamp or Mountain is entering the battlefield from your hand at the same time as Foreboding Ruins, you may reveal the other land to have Foreboding Ruins enter untapped.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Foreboding Ruins itself is neither a Swamp nor a Mountain, even though it produces black and red mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Foreboding Ruins onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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11
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
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1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
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1
Rakdos Carnarium
Rakdos Carnarium
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Shadowblood Ridge
Shadowblood Ridge
Land
, : Add .
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1
Smoldering Marsh
Smoldering Marsh
Land — Swamp Mountain
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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14
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Tainted Peak
Tainted Peak
Land
: Add .
: Add or . Activate only if you control a Swamp.
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1
Temple of Malice
Temple of Malice
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
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1
Unclaimed Territory
Unclaimed Territory
Land
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
- To choose a creature type, you must choose an existing creature type, such as Vampire or Knight. You can't choose multiple creature types, such as "Vampire Knight." Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.