Creatures 32
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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
Cemetery Reaper
Cemetery Reaper
Creature — Zombie
2/2
Other Zombie creatures you control get +1/+1.
, : Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
- Cemetery Reaper grants +1/+1 to all other Zombie creatures you control, not just the ones its ability puts onto the battlefield.
- The creature card in a graveyard is exiled as part of the activated ability's effect, not as a cost. If that card has left the graveyard by the time the ability would resolve, the ability doesn't resolve and you don't get a Zombie token.
- A "creature card" is any card with the type creature, even if it has other types such as artifact, enchantment, or land. Older cards of type summon are also creature cards.
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1
Cleaver Skaab
Cleaver Skaab
Creature — Zombie Horror
2/4
, , Sacrifice another Zombie: Create two tokens that are copies of the sacrificed creature.
- You can choose to sacrifice a Zombie token to activate the ability. You'll create two tokens that are copies of that token as normal.
- If the sacrificed Zombie was itself copying a permanent, the tokens will be copies of whatever it was copying, as modified by that copy effect. The tokens won't copy any other effects that were applying to the sacrificed creature, including effects that changed its types, color, power, or toughness while it was on the battlefield.
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1
Corpse Augur
Corpse Augur
Creature — Zombie Wizard
4/2
When this creature dies, you draw X cards and you lose X life, where X is the number of creature cards in target player's graveyard.
- You choose the target player as the ability goes on the stack, but you determine the value of X as that ability resolves. If you target yourself and Corpse Augur is still in the graveyard, its ability will count itself.
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1
Death Baron
Death Baron
Creature — Zombie Wizard
2/2
Skeletons you control and other Zombies you control get +1/+1 and have deathtouch. (Any amount of damage they deal to a creature is enough to destroy it.)
- A creature that's both a Skeleton and a Zombie will get the bonus only once.
- Death Baron doesn't normally affect itself. If you manage to turn it into a Skeleton, however, then it will give itself +1/+1 and deathtouch.
- Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to a Skeleton or Zombie you control may become lethal if Death Baron leaves the battlefield during that turn.
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1
Diregraf Captain
Diregraf Captain
Creature — Zombie Soldier
2/2
Deathtouch
Other Zombie creatures you control get +1/+1.
Whenever another Zombie you control dies, target opponent loses 1 life.
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1
Diregraf Colossus
Diregraf Colossus
Creature — Zombie Giant
2/2
This creature enters with a +1/+1 counter on it for each Zombie card in your graveyard.
Whenever you cast a Zombie spell, create a tapped 2/2 black Zombie creature token.
- If Diregraf Colossus enters the battlefield from your graveyard, its first ability will count itself among the Zombie cards in your graveyard. Similarly, if it enters the battlefield at the same time as another Zombie card enters the battlefield from your graveyard, the ability will count that other Zombie.
- Diregraf Colossus's last ability won't trigger when you cast it because it's not on the battlefield yet.
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1
Eater of Hope
Eater of Hope
Creature — Demon
6/4
Flying
, Sacrifice another creature: Regenerate this creature.
, Sacrifice two other creatures: Destroy target creature.
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1
Eloise, Nephalia Sleuth
Eloise, Nephalia Sleuth
Legendary Creature — Human Rogue
4/4
Whenever another creature you control dies, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Whenever you sacrifice a token, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
- If you sacrifice a Clue token, Eloise's last ability will trigger in response. You'll surveil before drawing the card.
- Eloise's last ability triggers whenever you sacrifice any token for any reason, not just whenever you sacrifice Clue tokens.
- If you create a token that's a copy of Eloise and both are legendary, you will choose either the token or the original Eloise to keep and put the other into the graveyard. This is not the same as sacrificing it. Putting the token into the graveyard won't cause nontoken Eloise's last ability to trigger.
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1
Eternal Skylord
Eternal Skylord
Creature — Zombie Wizard
3/3
When this creature enters, amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Zombie tokens you control have flying.
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.
- Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.
- If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
- Some cards that cause you to amass Zombies also provide bonuses to "Zombie tokens." These affect any token that happens to be a Zombie, not just a Zombie Army you've amassed.
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1
Fleshbag Marauder
Fleshbag Marauder
Creature — Zombie Warrior
3/1
When this creature enters, each player sacrifices a creature of their choice.
- When its ability resolves, you may sacrifice Fleshbag Marauder itself. If you control no other creatures, you'll have to sacrifice Fleshbag Marauder.
- As Fleshbag Marauder's ability resolves, first the player whose turn it is chooses a creature to sacrifice, then each other player in turn order does the same knowing the choices made before them. Then all those creatures are sacrificed simultaneously.
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Forgotten Creation
Forgotten Creation
Creature — Zombie Horror
3/3
Skulk (This creature can't be blocked by creatures with greater power.)
At the beginning of your upkeep, you may discard all the cards in your hand. If you do, draw that many cards.
- The upkeep step is before the draw step, after the untap step. If you have no cards in hand, you can't draw for the turn and then discard that card to draw a new one because Forgotten Creation's last ability will already have triggered and resolved.
- Skulk matters only as blockers are chosen. Modifying either creature's power after blockers are chosen won't cause the attacking creature to become unblocked.
- If you cause a creature to have 0 power or less, use the actual value (which may be negative) to determine whether it can block or be blocked. A creature with skulk and 0 or less power most likely won't be blocked, but it won't deal combat damage and won't trigger any abilities that trigger when combat damage is dealt.
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Gisa and Geralf
Gisa and Geralf
Legendary Creature — Human Wizard
4/4
When Gisa and Geralf enters, mill four cards.
Once during each of your turns, you may cast a Zombie creature spell from your graveyard.
- You must follow the normal timing permissions and restrictions of the Zombie spell you cast from your graveyard.
- You must pay the costs to cast that Zombie spell. If it has an alternative cost, you may cast it for that cost instead.
- Once you begin to cast the Zombie spell, losing control of Gisa and Geralf won’t affect the spell.
- If you cast one Zombie creature spell from your graveyard and then have a new Gisa and Geralf come under your control in the same turn, you may cast another Zombie creature spell from your graveyard that turn.
- If a Zombie card is put into your graveyard during your main phase and the stack is empty, you have a chance to cast it before any player may attempt to remove that card from your graveyard.
- If multiple effects allow you to cast a Zombie creature spell from your graveyard, such as those of Gisa and Geralf and Karador, Ghost Chieftain, you must announce which permission you’re using as you begin to cast the spell.
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Gleaming Overseer
Gleaming Overseer
Creature — Zombie Wizard
1/4
When this creature enters, amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Zombie tokens you control have hexproof and menace.
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.
- Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.
- If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
- Some cards that cause you to amass Zombies also provide bonuses to "Zombie tokens." These affect any token that happens to be a Zombie, not just a Zombie Army you've amassed.
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Gorex, the Tombshell
Gorex, the Tombshell
Legendary Creature — Zombie Turtle
4/4
As an additional cost to cast this spell, you may exile any number of creature cards from your graveyard. This spell costs less to cast for each card exiled this way.
Deathtouch
Whenever Gorex attacks or dies, choose a card at random exiled with Gorex and put that card into its owner's hand.
- Gorex's first ability can't reduce its cost below . You can exile any number of creature cards from your graveyard, even if they won't reduce Gorex's cost any further.
- Include any additional costs to cast Gorex before applying its own cost reduction. For example, if Gorex is your commander and an additional cost of applies from the "commander tax," you may cast Gorex by exiling four creature cards from your graveyard and paying .
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Gravespawn Sovereign
Gravespawn Sovereign
Creature — Zombie
3/3
Tap five untapped Zombies you control: Put target creature card from a graveyard onto the battlefield under your control.
- You may tap any untapped permanents you control with the appropriate creature type (including this creature) to pay the cost of the ability, including creatures that haven't been under your control continuously since the beginning of your most recent turn.
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Havengul Runebinder
Havengul Runebinder
Creature — Human Wizard
2/2
, , Exile a creature card from your graveyard: Create a 2/2 black Zombie creature token, then put a +1/+1 counter on each Zombie creature you control.
- Although players may respond to the activated ability, they can't respond to the paying of its costs. The creature card will already be exiled by the time any player could respond.
- The Zombie creature token you put onto the battlefield will also get a +1/+1 counter.
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Hordewing Skaab
Hordewing Skaab
Creature — Zombie Horror
3/3
Flying
Other Zombies you control have flying.
Whenever one or more Zombies you control deal combat damage to one or more of your opponents, you may draw cards equal to the number of opponents dealt damage this way. If you do, discard that many cards.
- The number of cards you discard is equal to the number of opponents that were dealt combat damage by your Zombies, even if another effect changed the number of cards you drew.
- If some of your Zombies have first strike but others don't, or if you have a Zombie with double strike, the ability will trigger twice, the first time counting the number of opponents who were dealt damage in the first strike combat damage step, and the second time counting the ones who were dealt damage in the second combat damage step.
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Liliana's Devotee
Liliana's Devotee
Creature — Human Warlock
2/3
Zombies you control get +1/+0.
At the beginning of your end step, if a creature died this turn, you may pay . If you do, create a 2/2 black Zombie creature token.
- If a creature didn't die before your end step begins, the last ability of Liliana's Devotee doesn't trigger at all. The creature may have died before Liliana's Devotee entered the battlefield, however.
- The triggered ability triggers just once, no matter how many creatures died this turn.
- While resolving the triggered ability, you can't pay more than to get more than one Zombie token.
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Lord of the Accursed
Lord of the Accursed
Creature — Zombie
2/3
Other Zombies you control get +1/+1.
, : All Zombies gain menace until end of turn.
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Midnight Reaper
Midnight Reaper
Creature — Zombie Knight
3/2
Whenever a nontoken creature you control dies, this creature deals 1 damage to you and you draw a card.
- Midnight Reaper's ability triggers when it dies if it's not a token.
- If Midnight Reaper dies at the same time as one or more other nontoken creatures you control, Midnight Reaper's ability triggers for each of them.
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1
Overseer of the Damned
Overseer of the Damned
Creature — Demon
5/5
Flying
When this creature enters, you may destroy target creature.
Whenever a nontoken creature an opponent controls dies, create a tapped 2/2 black Zombie creature token.
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Prowling Geistcatcher
Prowling Geistcatcher
Creature — Human Rogue
2/4
Whenever you sacrifice another creature, exile it. If that creature was a token, put a +1/+1 counter on this creature.
When this creature leaves the battlefield, return each card exiled with it to the battlefield under your control.
- If you sacrifice a nontoken creature you control but don't own, Prowling Geistcatcher will still cause you to exile that card from its owner's graveyard. The card will be returned to the battlefield under your control with the rest of the exiled cards when Prowling Geistcatcher's last ability resolves.
- If you sacrifice a creature token you control but don't own, you will still put a +1/+1 counter on Prowling Geistcatcher.
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Ravenous Rotbelly
Ravenous Rotbelly
Creature — Zombie Horror
4/5
When this creature enters, you may sacrifice up to three Zombies. When you sacrifice one or more Zombies this way, each opponent sacrifices that many creatures of their choice.
- After you sacrifice one or more Zombies, a second ability triggers. Players may respond to it before they have to sacrifice creatures.
- As the reflexive triggered ability resolves, first the next opponent in turn order (or, if it's an opponent's turn, the opponent whose turn it is) chooses the creatures they plan to sacrifice. Then each other opponent in turn order does the same. Finally all chosen creatures are sacrificed at the same time.
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Ruthless Deathfang
Ruthless Deathfang
Creature — Dragon
4/4
Flying
Whenever you sacrifice a creature, target opponent sacrifices a creature of their choice.
- Ruthless Deathfang's triggered ability will trigger whenever you sacrifice any creature, including Ruthless Deathfang itself. It will trigger whenever you sacrifice a creature for any reason, including to pay a cost or as the result of a spell or ability (such as an opposing Ruthless Deathfang's ability).
- Notably, the “legend rule” does not cause any permanents to be sacrificed. They are simply put into their owners' graveyards.
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Shadow Kin
Shadow Kin
Creature — Shapeshifter
2/2
Flash
At the beginning of your upkeep, each player mills three cards. You may exile a creature card from among the cards milled this way. If you do, this creature becomes a copy of that card, except it has this ability.
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Spark Reaper
Spark Reaper
Creature — Zombie
2/3
, Sacrifice a creature or planeswalker: You gain 1 life and draw a card.
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Stitcher Geralf
Stitcher Geralf
Legendary Creature — Human Wizard
3/4
, : Each player mills three cards. Exile up to two creature cards put into graveyards this way. Create an X/X blue Zombie creature token, where X is the total power of the cards exiled this way.
- “Exiled this way” refers to the exile instruction that's part of the ability's effect. If the cards each player would put into their graveyard are exiled because of a replacement effect, those cards won't be in the graveyards to be exiled by the next part of the ability. In this case, the value of X will be 0. You'll put a 0/0 token onto the battlefield, then that token will die and subsequently cease to exist (unless something else raises its toughness above 0).
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Tomb Tyrant
Tomb Tyrant
Creature — Zombie Noble
3/3
Other Zombies you control get +1/+1.
, , Sacrifice a creature: Return a Zombie creature card at random from your graveyard to the battlefield. Activate only during your turn and only if there are at least three Zombie creature cards in your graveyard.
- You need at least three Zombie creature cards in your graveyard before you begin to activate Tomb Tyrant's activated ability. You can't begin to activate it with two and plan to sacrifice a Zombie for the third.
- If the creature you sacrifice to pay the cost is a Zombie card, it will be among the cards that may be chosen.
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Undead Alchemist
Undead Alchemist
Creature — Zombie
4/2
If a Zombie you control would deal combat damage to a player, instead that player mills that many cards.
Whenever a creature card is put into an opponent's graveyard from their library, exile that card and create a 2/2 black Zombie creature token.
- If you control multiple Undead Alchemists, the multiple replacement abilities will have no added effect. Combat damage dealt to a player by a Zombie you control will be replaced only once with cards being put into that player's graveyard.
- Whenever a creature card is put into an opponent's graveyard from their library, the triggered ability of each Undead Alchemist you control will trigger. The first such ability to resolve will exile that creature card and create a Zombie token. Subsequent abilities won't exile the creature card, but each will create another Zombie token.
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Undead Augur
Undead Augur
Creature — Zombie Wizard
2/2
Whenever this creature or another Zombie you control dies, you draw a card and you lose 1 life.
- If Undead Augur dies at the same time as one or more other Zombies you control, Undead Augur's ability triggers for each of them.
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Wilhelt, the Rotcleaver
Wilhelt, the Rotcleaver
Legendary Creature — Zombie Warrior
3/3
Whenever another Zombie you control dies, if it didn't have decayed, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
At the beginning of your end step, you may sacrifice a Zombie. If you do, draw a card.
- Decayed represents a static ability and a triggered ability. “Decayed” means “This creature can't block” and “When this creature attacks, sacrifice it at end of combat.”
- Decayed does not create any attacking requirements. You may choose not to attack with a creature that has decayed.
- Decayed does not grant haste. Creatures with decayed that enter the battlefield during your turn may not attack until your next turn.
- Once a creature with decayed attacks, it will be sacrificed at end of combat, even if it no longer has decayed at that time.
Instants 3
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1
Aetherspouts
Aetherspouts
Instant
For each attacking creature, its owner puts it on their choice of the top or bottom of their library.
- The owner of each attacking creature chooses whether to put it on the top or bottom of their library. The active player (the player whose turn it is) makes all of their choices first, followed by each other player in turn order.
- If an effect puts two or more cards on the top or bottom of a library at the same time, the owner of those cards may arrange them in any order. That library's owner doesn't reveal the order in which the cards go into their library.
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1
Drown in Dreams
Drown in Dreams
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead.
- Target player draws X cards.
- Target player mills twice X cards.
- Controlling a commander means that you control a permanent on the battlefield that is someone's commander. It can be yours or another player's. Controlling a commander spell on the stack will not allow you to choose both modes.
- You may target the same player with both modes or target different players. The effects happen in the order they're listed on the card.
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1
Go for the Throat
Go for the Throat
Instant
Destroy target nonartifact creature.
- If the targeted creature is also an artifact when Go for the Throat tries to resolve, it won't resolve.
- If the targeted creature is also an artifact when Go for the Throat tries to resolve, it won't resolve.
Sorceries 10
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Army of the Damned
Army of the Damned
Sorcery
Create thirteen tapped 2/2 black Zombie creature tokens.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
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Dark Salvation
Dark Salvation
Sorcery
Target player creates X 2/2 black Zombie creature tokens, then up to one target creature gets -1/-1 until end of turn for each Zombie that player controls.
- You choose up to one target creature total, not a separate target for each Zombie that player controls.
- If the targeted creature becomes an illegal target, the targeted player will still get Zombie tokens.
- You may cast Dark Salvation with X as 0 just to have a creature get -1/-1 for each Zombie a player controls, and you may cast it without targeting any creature just to have a player get Zombie tokens. If you really just want to cast a spell, you can even cast it with X as 0 without a target creature and have neither effect do anything.
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1
Distant Melody
Distant Melody
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.
- Note that this spell counts the number of permanents you control of the chosen type, not just the number of creatures you control. It will also take your kindred permanents of the chosen type into account.
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Dread Summons
Dread Summons
Sorcery
Each player mills X cards. For each creature card put into a graveyard this way, you create a tapped 2/2 black Zombie creature token. (To mill a card, a player puts the top card of their library into their graveyard.)
- If a creature card has an ability that replaces going to the graveyard with moving somewhere else "instead," that card won't count toward the number of Zombies you get. Conversely, creature cards with a triggered ability that removes them from the graveyard when they're put there from anywhere (or your library) will count toward that number.
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Empty the Laboratory
Empty the Laboratory
Sorcery
Sacrifice X Zombies, then reveal cards from the top of your library until you reveal a number of Zombie creature cards equal to the number of Zombies sacrificed this way. Put those cards onto the battlefield and the rest on the bottom of your library in a random order.
- The Zombies will enter the battlefield simultaneously. They will see each other enter for the purposes of triggered abilities.
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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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Ghouls' Night Out
Ghouls' Night Out
Sorcery
For each player, choose a creature card in that player's graveyard. Put those cards onto the battlefield under your control. They're black Zombies in addition to their other colors and types and they gain decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
- The creatures will enter the battlefield simultaneously. They will see each other enter for the purposes of triggered abilities.
- If any creature cards put onto the battlefield this way become permanents that aren't creatures because of another effect, those permanents won't be Zombies, but they will gain decayed.
- Decayed represents a static ability and a triggered ability. "Decayed" means "This creature can't block" and "When this creature attacks, sacrifice it at end of combat."
- Decayed does not create any attacking requirements. You may choose not to attack with a creature that has decayed.
- Decayed does not grant haste. Creatures with decayed that enter the battlefield during your turn may not attack until your next turn.
- Once a creature with decayed attacks, it will be sacrificed at end of combat, even if it no longer has decayed at that time.
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Hour of Eternity
Hour of Eternity
Sorcery
Exile X target creature cards from your graveyard. For each card exiled this way, create a token that's a copy of that card, except it's a 4/4 black Zombie.
- There are many important moments in the story, but the most crucial—called “story spotlights”—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
- Each token copies exactly what was printed on the original card and nothing else, except the characteristics it specifically modifies. It doesn't copy any information about the object the card was before it was put into your graveyard.
- The tokens are Zombies instead of their other types (unlike Zombies created by an eternalize ability) and are black instead of their other colors. Their power and toughness are 4/4. These are copiable values of the tokens that other effects may copy.
- Unlike the tokens created by an eternalize ability, the tokens have the mana cost and thus mana value of the cards they're copying.
- If a card copied by one of the tokens had any “when [this permanent] enters the battlefield” abilities, then the token also has those abilities and will trigger them when it's created. Similarly, any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities that the token has copied will also work.
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1
Syphon Flesh
Syphon Flesh
Sorcery
Each other player sacrifices a creature. You create a 2/2 black Zombie creature token for each creature sacrificed this way.
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1
Zombie Apocalypse
Zombie Apocalypse
Sorcery
Return all Zombie creature cards from your graveyard to the battlefield tapped, then destroy all Humans.
- All Humans are destroyed, not just ones you control.
- If a creature card in your graveyard is both a Zombie and a Human, it will be returned to the battlefield tapped, then be destroyed.
Artifacts 7
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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
Crowded Crypt
Crowded Crypt
Artifact
: Add .
Whenever a creature you control dies, put a corpse counter on this artifact.
, , Sacrifice this artifact: Create a 2/2 black Zombie creature token with decayed for each corpse counter on this artifact. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
- Decayed represents a static ability and a triggered ability. “Decayed” means “This creature can't block” and “When this creature attacks, sacrifice it at end of combat.”
- Decayed does not create any attacking requirements. You may choose not to attack with a creature that has decayed.
- Decayed does not grant haste. Creatures with decayed that enter the battlefield during your turn may not attack until your next turn.
- Once a creature with decayed attacks, it will be sacrificed at end of combat, even if it no longer has decayed at that time.
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1
Sky Diamond
Sky Diamond
Artifact
This artifact enters tapped.
: Add .
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Talisman of Dominance
Talisman of Dominance
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
Enchantments 7
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1
Curse of the Restless Dead
Curse of the Restless Dead
Enchantment — Aura Curse
Enchant player
Whenever a land enchanted player controls enters, you create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
- Decayed does not grant haste. Creatures with decayed that enter the battlefield during your turn may not attack until your next turn.
- The controller of Curse of the Restless Dead gets the Zombie token. This may not be the same player as the enchanted player.
- Decayed represents a static ability and a triggered ability. “Decayed” means “This creature can't block” and “When this creature attacks, sacrifice it at end of combat.”
- Decayed does not create any attacking requirements. You may choose not to attack with a creature that has decayed.
- Once a creature with decayed attacks, it will be sacrificed at end of combat, even if it no longer has decayed at that time.
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1
Curse of Unbinding
Curse of Unbinding
Enchantment — Aura Curse
Enchant player
At the beginning of enchanted player's upkeep, that player reveals cards from the top of their library until they reveal a creature card. Put that card onto the battlefield under your control. That player puts the rest of the revealed cards into their graveyard.
- The controller of Curse of Unbinding puts the creature card onto the battlefield under their control. This may not be the same player as the enchanted player.
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1
Dreadhorde Invasion
Dreadhorde Invasion
Enchantment
At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.
- If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some cards that cause you to amass Zombies also provide bonuses to "Zombie tokens." These affect any token that happens to be a Zombie, not just a Zombie Army you've amassed.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.
- Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- The power of the Zombie token is checked only immediately after it attacks. Any other abilities that trigger when creatures you control attack won't have resolved yet.
- If the token's power changes later in the turn after it has attacked, including while Dreadhorde Invasion's second ability is on the stack, it won't cause the token to gain or lose lifelink.
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1
Endless Ranks of the Dead
Endless Ranks of the Dead
Enchantment
At the beginning of your upkeep, create X 2/2 black Zombie creature tokens, where X is half the number of Zombies you control, rounded down.
- If you control fewer than two Zombies, you won't get any tokens.
- The number of Zombies you control is counted when the ability resolves. If you control multiple Endless Ranks of the Dead, the tokens you get when the first ability resolves will count for the subsequent abilities (if the tokens are still under your control at that time).
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1
Liliana's Mastery
Liliana's Mastery
Enchantment
Zombies you control get +1/+1.
When this enchantment enters, create two 2/2 black Zombie creature tokens.
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1
Open the Graves
Open the Graves
Enchantment
Whenever a nontoken creature you control dies, create a 2/2 black Zombie creature token.
- If another creature you control dies at the same time that Open the Graves leaves the battlefield, you'll get a Zombie token.
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1
Rooftop Storm
Rooftop Storm
Enchantment
You may pay rather than pay the mana cost for Zombie creature spells you cast.
- You must still pay any mandatory additional costs, such as exiling a creature card from your graveyard for Makeshift Mauler.
- The mana cost and mana value of the spell are unchanged. Rooftop Storm only changes what you pay.
Lands 40
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1
Bojuka Bog
Bojuka Bog
Land
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add .
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1
Choked Estuary
Choked Estuary
Land
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
: Add or .
- Lands don't have a subtype just because they can produce mana of the corresponding color. Choked Estuary itself is neither an Island nor a Swamp, even though it produces blue and black mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Choked Estuary onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- 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 Prairie Stream from the Battle for Zendikar set to satisfy the ability of Choked Estuary.
- If an Island or Swamp is entering the battlefield from your hand at the same time as Choked Estuary, you may reveal the other land to have Choked Estuary enter untapped.
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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
Darkwater Catacombs
Darkwater Catacombs
Land
, : Add .
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1
Dimir Aqueduct
Dimir Aqueduct
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
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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12
Island
Island
Basic Land — Island
( : Add .)
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1
Mortuary Mire
Mortuary Mire
Land
This land enters tapped.
When this land enters, you may put target creature card from your graveyard on top of your library.
: 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
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- 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.
- 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.
- 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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15
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Tainted Isle
Tainted Isle
Land
: Add .
: Add or . Activate only if you control a Swamp.
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1
Temple of Deceit
Temple of Deceit
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
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.
Blue 15
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1
Aetherspouts
Aetherspouts
Instant
For each attacking creature, its owner puts it on their choice of the top or bottom of their library.
- The owner of each attacking creature chooses whether to put it on the top or bottom of their library. The active player (the player whose turn it is) makes all of their choices first, followed by each other player in turn order.
- If an effect puts two or more cards on the top or bottom of a library at the same time, the owner of those cards may arrange them in any order. That library's owner doesn't reveal the order in which the cards go into their library.
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1
Cleaver Skaab
Cleaver Skaab
Creature — Zombie Horror
2/4
, , Sacrifice another Zombie: Create two tokens that are copies of the sacrificed creature.
- You can choose to sacrifice a Zombie token to activate the ability. You'll create two tokens that are copies of that token as normal.
- If the sacrificed Zombie was itself copying a permanent, the tokens will be copies of whatever it was copying, as modified by that copy effect. The tokens won't copy any other effects that were applying to the sacrificed creature, including effects that changed its types, color, power, or toughness while it was on the battlefield.
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1
Curse of Unbinding
Curse of Unbinding
Enchantment — Aura Curse
Enchant player
At the beginning of enchanted player's upkeep, that player reveals cards from the top of their library until they reveal a creature card. Put that card onto the battlefield under your control. That player puts the rest of the revealed cards into their graveyard.
- The controller of Curse of Unbinding puts the creature card onto the battlefield under their control. This may not be the same player as the enchanted player.
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1
Distant Melody
Distant Melody
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.
- Note that this spell counts the number of permanents you control of the chosen type, not just the number of creatures you control. It will also take your kindred permanents of the chosen type into account.
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1
Drown in Dreams
Drown in Dreams
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead.
- Target player draws X cards.
- Target player mills twice X cards.
- Controlling a commander means that you control a permanent on the battlefield that is someone's commander. It can be yours or another player's. Controlling a commander spell on the stack will not allow you to choose both modes.
- You may target the same player with both modes or target different players. The effects happen in the order they're listed on the card.
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1
Empty the Laboratory
Empty the Laboratory
Sorcery
Sacrifice X Zombies, then reveal cards from the top of your library until you reveal a number of Zombie creature cards equal to the number of Zombies sacrificed this way. Put those cards onto the battlefield and the rest on the bottom of your library in a random order.
- The Zombies will enter the battlefield simultaneously. They will see each other enter for the purposes of triggered abilities.
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1
Eternal Skylord
Eternal Skylord
Creature — Zombie Wizard
3/3
When this creature enters, amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Zombie tokens you control have flying.
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.
- Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.
- If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
- Some cards that cause you to amass Zombies also provide bonuses to "Zombie tokens." These affect any token that happens to be a Zombie, not just a Zombie Army you've amassed.
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1
Forgotten Creation
Forgotten Creation
Creature — Zombie Horror
3/3
Skulk (This creature can't be blocked by creatures with greater power.)
At the beginning of your upkeep, you may discard all the cards in your hand. If you do, draw that many cards.
- The upkeep step is before the draw step, after the untap step. If you have no cards in hand, you can't draw for the turn and then discard that card to draw a new one because Forgotten Creation's last ability will already have triggered and resolved.
- Skulk matters only as blockers are chosen. Modifying either creature's power after blockers are chosen won't cause the attacking creature to become unblocked.
- If you cause a creature to have 0 power or less, use the actual value (which may be negative) to determine whether it can block or be blocked. A creature with skulk and 0 or less power most likely won't be blocked, but it won't deal combat damage and won't trigger any abilities that trigger when combat damage is dealt.
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1
Havengul Runebinder
Havengul Runebinder
Creature — Human Wizard
2/2
, , Exile a creature card from your graveyard: Create a 2/2 black Zombie creature token, then put a +1/+1 counter on each Zombie creature you control.
- Although players may respond to the activated ability, they can't respond to the paying of its costs. The creature card will already be exiled by the time any player could respond.
- The Zombie creature token you put onto the battlefield will also get a +1/+1 counter.
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1
Hordewing Skaab
Hordewing Skaab
Creature — Zombie Horror
3/3
Flying
Other Zombies you control have flying.
Whenever one or more Zombies you control deal combat damage to one or more of your opponents, you may draw cards equal to the number of opponents dealt damage this way. If you do, discard that many cards.
- The number of cards you discard is equal to the number of opponents that were dealt combat damage by your Zombies, even if another effect changed the number of cards you drew.
- If some of your Zombies have first strike but others don't, or if you have a Zombie with double strike, the ability will trigger twice, the first time counting the number of opponents who were dealt damage in the first strike combat damage step, and the second time counting the ones who were dealt damage in the second combat damage step.
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1
Hour of Eternity
Hour of Eternity
Sorcery
Exile X target creature cards from your graveyard. For each card exiled this way, create a token that's a copy of that card, except it's a 4/4 black Zombie.
- There are many important moments in the story, but the most crucial—called “story spotlights”—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
- Each token copies exactly what was printed on the original card and nothing else, except the characteristics it specifically modifies. It doesn't copy any information about the object the card was before it was put into your graveyard.
- The tokens are Zombies instead of their other types (unlike Zombies created by an eternalize ability) and are black instead of their other colors. Their power and toughness are 4/4. These are copiable values of the tokens that other effects may copy.
- Unlike the tokens created by an eternalize ability, the tokens have the mana cost and thus mana value of the cards they're copying.
- If a card copied by one of the tokens had any “when [this permanent] enters the battlefield” abilities, then the token also has those abilities and will trigger them when it's created. Similarly, any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities that the token has copied will also work.
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1
Rooftop Storm
Rooftop Storm
Enchantment
You may pay rather than pay the mana cost for Zombie creature spells you cast.
- You must still pay any mandatory additional costs, such as exiling a creature card from your graveyard for Makeshift Mauler.
- The mana cost and mana value of the spell are unchanged. Rooftop Storm only changes what you pay.
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1
Shadow Kin
Shadow Kin
Creature — Shapeshifter
2/2
Flash
At the beginning of your upkeep, each player mills three cards. You may exile a creature card from among the cards milled this way. If you do, this creature becomes a copy of that card, except it has this ability.
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1
Stitcher Geralf
Stitcher Geralf
Legendary Creature — Human Wizard
3/4
, : Each player mills three cards. Exile up to two creature cards put into graveyards this way. Create an X/X blue Zombie creature token, where X is the total power of the cards exiled this way.
- “Exiled this way” refers to the exile instruction that's part of the ability's effect. If the cards each player would put into their graveyard are exiled because of a replacement effect, those cards won't be in the graveyards to be exiled by the next part of the ability. In this case, the value of X will be 0. You'll put a 0/0 token onto the battlefield, then that token will die and subsequently cease to exist (unless something else raises its toughness above 0).
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1
Undead Alchemist
Undead Alchemist
Creature — Zombie
4/2
If a Zombie you control would deal combat damage to a player, instead that player mills that many cards.
Whenever a creature card is put into an opponent's graveyard from their library, exile that card and create a 2/2 black Zombie creature token.
- If you control multiple Undead Alchemists, the multiple replacement abilities will have no added effect. Combat damage dealt to a player by a Zombie you control will be replaced only once with cards being put into that player's graveyard.
- Whenever a creature card is put into an opponent's graveyard from their library, the triggered ability of each Undead Alchemist you control will trigger. The first such ability to resolve will exile that creature card and create a Zombie token. Subsequent abilities won't exile the creature card, but each will create another Zombie token.
Black 33
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1
Army of the Damned
Army of the Damned
Sorcery
Create thirteen tapped 2/2 black Zombie creature tokens.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
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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
Cemetery Reaper
Cemetery Reaper
Creature — Zombie
2/2
Other Zombie creatures you control get +1/+1.
, : Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
- Cemetery Reaper grants +1/+1 to all other Zombie creatures you control, not just the ones its ability puts onto the battlefield.
- The creature card in a graveyard is exiled as part of the activated ability's effect, not as a cost. If that card has left the graveyard by the time the ability would resolve, the ability doesn't resolve and you don't get a Zombie token.
- A "creature card" is any card with the type creature, even if it has other types such as artifact, enchantment, or land. Older cards of type summon are also creature cards.
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1
Corpse Augur
Corpse Augur
Creature — Zombie Wizard
4/2
When this creature dies, you draw X cards and you lose X life, where X is the number of creature cards in target player's graveyard.
- You choose the target player as the ability goes on the stack, but you determine the value of X as that ability resolves. If you target yourself and Corpse Augur is still in the graveyard, its ability will count itself.
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1
Crowded Crypt
Crowded Crypt
Artifact
: Add .
Whenever a creature you control dies, put a corpse counter on this artifact.
, , Sacrifice this artifact: Create a 2/2 black Zombie creature token with decayed for each corpse counter on this artifact. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
- Decayed represents a static ability and a triggered ability. “Decayed” means “This creature can't block” and “When this creature attacks, sacrifice it at end of combat.”
- Decayed does not create any attacking requirements. You may choose not to attack with a creature that has decayed.
- Decayed does not grant haste. Creatures with decayed that enter the battlefield during your turn may not attack until your next turn.
- Once a creature with decayed attacks, it will be sacrificed at end of combat, even if it no longer has decayed at that time.
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1
Curse of the Restless Dead
Curse of the Restless Dead
Enchantment — Aura Curse
Enchant player
Whenever a land enchanted player controls enters, you create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
- Decayed does not grant haste. Creatures with decayed that enter the battlefield during your turn may not attack until your next turn.
- The controller of Curse of the Restless Dead gets the Zombie token. This may not be the same player as the enchanted player.
- Decayed represents a static ability and a triggered ability. “Decayed” means “This creature can't block” and “When this creature attacks, sacrifice it at end of combat.”
- Decayed does not create any attacking requirements. You may choose not to attack with a creature that has decayed.
- Once a creature with decayed attacks, it will be sacrificed at end of combat, even if it no longer has decayed at that time.
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1
Dark Salvation
Dark Salvation
Sorcery
Target player creates X 2/2 black Zombie creature tokens, then up to one target creature gets -1/-1 until end of turn for each Zombie that player controls.
- You choose up to one target creature total, not a separate target for each Zombie that player controls.
- If the targeted creature becomes an illegal target, the targeted player will still get Zombie tokens.
- You may cast Dark Salvation with X as 0 just to have a creature get -1/-1 for each Zombie a player controls, and you may cast it without targeting any creature just to have a player get Zombie tokens. If you really just want to cast a spell, you can even cast it with X as 0 without a target creature and have neither effect do anything.
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1
Death Baron
Death Baron
Creature — Zombie Wizard
2/2
Skeletons you control and other Zombies you control get +1/+1 and have deathtouch. (Any amount of damage they deal to a creature is enough to destroy it.)
- A creature that's both a Skeleton and a Zombie will get the bonus only once.
- Death Baron doesn't normally affect itself. If you manage to turn it into a Skeleton, however, then it will give itself +1/+1 and deathtouch.
- Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to a Skeleton or Zombie you control may become lethal if Death Baron leaves the battlefield during that turn.
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1
Diregraf Colossus
Diregraf Colossus
Creature — Zombie Giant
2/2
This creature enters with a +1/+1 counter on it for each Zombie card in your graveyard.
Whenever you cast a Zombie spell, create a tapped 2/2 black Zombie creature token.
- If Diregraf Colossus enters the battlefield from your graveyard, its first ability will count itself among the Zombie cards in your graveyard. Similarly, if it enters the battlefield at the same time as another Zombie card enters the battlefield from your graveyard, the ability will count that other Zombie.
- Diregraf Colossus's last ability won't trigger when you cast it because it's not on the battlefield yet.
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1
Dread Summons
Dread Summons
Sorcery
Each player mills X cards. For each creature card put into a graveyard this way, you create a tapped 2/2 black Zombie creature token. (To mill a card, a player puts the top card of their library into their graveyard.)
- If a creature card has an ability that replaces going to the graveyard with moving somewhere else "instead," that card won't count toward the number of Zombies you get. Conversely, creature cards with a triggered ability that removes them from the graveyard when they're put there from anywhere (or your library) will count toward that number.
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1
Dreadhorde Invasion
Dreadhorde Invasion
Enchantment
At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.
- If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some cards that cause you to amass Zombies also provide bonuses to "Zombie tokens." These affect any token that happens to be a Zombie, not just a Zombie Army you've amassed.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.
- Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- The power of the Zombie token is checked only immediately after it attacks. Any other abilities that trigger when creatures you control attack won't have resolved yet.
- If the token's power changes later in the turn after it has attacked, including while Dreadhorde Invasion's second ability is on the stack, it won't cause the token to gain or lose lifelink.
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1
Eater of Hope
Eater of Hope
Creature — Demon
6/4
Flying
, Sacrifice another creature: Regenerate this creature.
, Sacrifice two other creatures: Destroy target creature.
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1
Endless Ranks of the Dead
Endless Ranks of the Dead
Enchantment
At the beginning of your upkeep, create X 2/2 black Zombie creature tokens, where X is half the number of Zombies you control, rounded down.
- If you control fewer than two Zombies, you won't get any tokens.
- The number of Zombies you control is counted when the ability resolves. If you control multiple Endless Ranks of the Dead, the tokens you get when the first ability resolves will count for the subsequent abilities (if the tokens are still under your control at that time).
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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
Fleshbag Marauder
Fleshbag Marauder
Creature — Zombie Warrior
3/1
When this creature enters, each player sacrifices a creature of their choice.
- When its ability resolves, you may sacrifice Fleshbag Marauder itself. If you control no other creatures, you'll have to sacrifice Fleshbag Marauder.
- As Fleshbag Marauder's ability resolves, first the player whose turn it is chooses a creature to sacrifice, then each other player in turn order does the same knowing the choices made before them. Then all those creatures are sacrificed simultaneously.
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1
Ghouls' Night Out
Ghouls' Night Out
Sorcery
For each player, choose a creature card in that player's graveyard. Put those cards onto the battlefield under your control. They're black Zombies in addition to their other colors and types and they gain decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
- The creatures will enter the battlefield simultaneously. They will see each other enter for the purposes of triggered abilities.
- If any creature cards put onto the battlefield this way become permanents that aren't creatures because of another effect, those permanents won't be Zombies, but they will gain decayed.
- Decayed represents a static ability and a triggered ability. "Decayed" means "This creature can't block" and "When this creature attacks, sacrifice it at end of combat."
- Decayed does not create any attacking requirements. You may choose not to attack with a creature that has decayed.
- Decayed does not grant haste. Creatures with decayed that enter the battlefield during your turn may not attack until your next turn.
- Once a creature with decayed attacks, it will be sacrificed at end of combat, even if it no longer has decayed at that time.
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1
Go for the Throat
Go for the Throat
Instant
Destroy target nonartifact creature.
- If the targeted creature is also an artifact when Go for the Throat tries to resolve, it won't resolve.
- If the targeted creature is also an artifact when Go for the Throat tries to resolve, it won't resolve.
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1
Gorex, the Tombshell
Gorex, the Tombshell
Legendary Creature — Zombie Turtle
4/4
As an additional cost to cast this spell, you may exile any number of creature cards from your graveyard. This spell costs less to cast for each card exiled this way.
Deathtouch
Whenever Gorex attacks or dies, choose a card at random exiled with Gorex and put that card into its owner's hand.
- Gorex's first ability can't reduce its cost below . You can exile any number of creature cards from your graveyard, even if they won't reduce Gorex's cost any further.
- Include any additional costs to cast Gorex before applying its own cost reduction. For example, if Gorex is your commander and an additional cost of applies from the "commander tax," you may cast Gorex by exiling four creature cards from your graveyard and paying .
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1
Gravespawn Sovereign
Gravespawn Sovereign
Creature — Zombie
3/3
Tap five untapped Zombies you control: Put target creature card from a graveyard onto the battlefield under your control.
- You may tap any untapped permanents you control with the appropriate creature type (including this creature) to pay the cost of the ability, including creatures that haven't been under your control continuously since the beginning of your most recent turn.
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1
Liliana's Devotee
Liliana's Devotee
Creature — Human Warlock
2/3
Zombies you control get +1/+0.
At the beginning of your end step, if a creature died this turn, you may pay . If you do, create a 2/2 black Zombie creature token.
- If a creature didn't die before your end step begins, the last ability of Liliana's Devotee doesn't trigger at all. The creature may have died before Liliana's Devotee entered the battlefield, however.
- The triggered ability triggers just once, no matter how many creatures died this turn.
- While resolving the triggered ability, you can't pay more than to get more than one Zombie token.
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1
Liliana's Mastery
Liliana's Mastery
Enchantment
Zombies you control get +1/+1.
When this enchantment enters, create two 2/2 black Zombie creature tokens.
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1
Liliana, Death's Majesty
Liliana, Death's Majesty
Legendary Planeswalker — Liliana
+1: Create a 2/2 black Zombie creature token. Mill two cards.
−3: Return target creature card from your graveyard to the battlefield. That creature is a black Zombie in addition to its other colors and types.
−7: Destroy all non-Zombie creatures.
- A creature that is a Zombie and has other types, such as a Zombie Jackal, isn't a non-Zombie creature.
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1
Lord of the Accursed
Lord of the Accursed
Creature — Zombie
2/3
Other Zombies you control get +1/+1.
, : All Zombies gain menace until end of turn.
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1
Midnight Reaper
Midnight Reaper
Creature — Zombie Knight
3/2
Whenever a nontoken creature you control dies, this creature deals 1 damage to you and you draw a card.
- Midnight Reaper's ability triggers when it dies if it's not a token.
- If Midnight Reaper dies at the same time as one or more other nontoken creatures you control, Midnight Reaper's ability triggers for each of them.
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1
Open the Graves
Open the Graves
Enchantment
Whenever a nontoken creature you control dies, create a 2/2 black Zombie creature token.
- If another creature you control dies at the same time that Open the Graves leaves the battlefield, you'll get a Zombie token.
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1
Overseer of the Damned
Overseer of the Damned
Creature — Demon
5/5
Flying
When this creature enters, you may destroy target creature.
Whenever a nontoken creature an opponent controls dies, create a tapped 2/2 black Zombie creature token.
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1
Prowling Geistcatcher
Prowling Geistcatcher
Creature — Human Rogue
2/4
Whenever you sacrifice another creature, exile it. If that creature was a token, put a +1/+1 counter on this creature.
When this creature leaves the battlefield, return each card exiled with it to the battlefield under your control.
- If you sacrifice a nontoken creature you control but don't own, Prowling Geistcatcher will still cause you to exile that card from its owner's graveyard. The card will be returned to the battlefield under your control with the rest of the exiled cards when Prowling Geistcatcher's last ability resolves.
- If you sacrifice a creature token you control but don't own, you will still put a +1/+1 counter on Prowling Geistcatcher.
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1
Ravenous Rotbelly
Ravenous Rotbelly
Creature — Zombie Horror
4/5
When this creature enters, you may sacrifice up to three Zombies. When you sacrifice one or more Zombies this way, each opponent sacrifices that many creatures of their choice.
- After you sacrifice one or more Zombies, a second ability triggers. Players may respond to it before they have to sacrifice creatures.
- As the reflexive triggered ability resolves, first the next opponent in turn order (or, if it's an opponent's turn, the opponent whose turn it is) chooses the creatures they plan to sacrifice. Then each other opponent in turn order does the same. Finally all chosen creatures are sacrificed at the same time.
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1
Spark Reaper
Spark Reaper
Creature — Zombie
2/3
, Sacrifice a creature or planeswalker: You gain 1 life and draw a card.
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1
Syphon Flesh
Syphon Flesh
Sorcery
Each other player sacrifices a creature. You create a 2/2 black Zombie creature token for each creature sacrificed this way.
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1
Tomb Tyrant
Tomb Tyrant
Creature — Zombie Noble
3/3
Other Zombies you control get +1/+1.
, , Sacrifice a creature: Return a Zombie creature card at random from your graveyard to the battlefield. Activate only during your turn and only if there are at least three Zombie creature cards in your graveyard.
- You need at least three Zombie creature cards in your graveyard before you begin to activate Tomb Tyrant's activated ability. You can't begin to activate it with two and plan to sacrifice a Zombie for the third.
- If the creature you sacrifice to pay the cost is a Zombie card, it will be among the cards that may be chosen.
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1
Undead Augur
Undead Augur
Creature — Zombie Wizard
2/2
Whenever this creature or another Zombie you control dies, you draw a card and you lose 1 life.
- If Undead Augur dies at the same time as one or more other Zombies you control, Undead Augur's ability triggers for each of them.
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1
Zombie Apocalypse
Zombie Apocalypse
Sorcery
Return all Zombie creature cards from your graveyard to the battlefield tapped, then destroy all Humans.
- All Humans are destroyed, not just ones you control.
- If a creature card in your graveyard is both a Zombie and a Human, it will be returned to the battlefield tapped, then be destroyed.
Multicolor 6
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1
Diregraf Captain
Diregraf Captain
Creature — Zombie Soldier
2/2
Deathtouch
Other Zombie creatures you control get +1/+1.
Whenever another Zombie you control dies, target opponent loses 1 life.
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1
Eloise, Nephalia Sleuth
Eloise, Nephalia Sleuth
Legendary Creature — Human Rogue
4/4
Whenever another creature you control dies, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Whenever you sacrifice a token, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
- If you sacrifice a Clue token, Eloise's last ability will trigger in response. You'll surveil before drawing the card.
- Eloise's last ability triggers whenever you sacrifice any token for any reason, not just whenever you sacrifice Clue tokens.
- If you create a token that's a copy of Eloise and both are legendary, you will choose either the token or the original Eloise to keep and put the other into the graveyard. This is not the same as sacrificing it. Putting the token into the graveyard won't cause nontoken Eloise's last ability to trigger.
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1
Gisa and Geralf
Gisa and Geralf
Legendary Creature — Human Wizard
4/4
When Gisa and Geralf enters, mill four cards.
Once during each of your turns, you may cast a Zombie creature spell from your graveyard.
- You must follow the normal timing permissions and restrictions of the Zombie spell you cast from your graveyard.
- You must pay the costs to cast that Zombie spell. If it has an alternative cost, you may cast it for that cost instead.
- Once you begin to cast the Zombie spell, losing control of Gisa and Geralf won’t affect the spell.
- If you cast one Zombie creature spell from your graveyard and then have a new Gisa and Geralf come under your control in the same turn, you may cast another Zombie creature spell from your graveyard that turn.
- If a Zombie card is put into your graveyard during your main phase and the stack is empty, you have a chance to cast it before any player may attempt to remove that card from your graveyard.
- If multiple effects allow you to cast a Zombie creature spell from your graveyard, such as those of Gisa and Geralf and Karador, Ghost Chieftain, you must announce which permission you’re using as you begin to cast the spell.
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1
Gleaming Overseer
Gleaming Overseer
Creature — Zombie Wizard
1/4
When this creature enters, amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Zombie tokens you control have hexproof and menace.
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.
- Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.
- If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
- Some cards that cause you to amass Zombies also provide bonuses to "Zombie tokens." These affect any token that happens to be a Zombie, not just a Zombie Army you've amassed.
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1
Ruthless Deathfang
Ruthless Deathfang
Creature — Dragon
4/4
Flying
Whenever you sacrifice a creature, target opponent sacrifices a creature of their choice.
- Ruthless Deathfang's triggered ability will trigger whenever you sacrifice any creature, including Ruthless Deathfang itself. It will trigger whenever you sacrifice a creature for any reason, including to pay a cost or as the result of a spell or ability (such as an opposing Ruthless Deathfang's ability).
- Notably, the “legend rule” does not cause any permanents to be sacrificed. They are simply put into their owners' graveyards.
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1
Wilhelt, the Rotcleaver
Wilhelt, the Rotcleaver
Legendary Creature — Zombie Warrior
3/3
Whenever another Zombie you control dies, if it didn't have decayed, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
At the beginning of your end step, you may sacrifice a Zombie. If you do, draw a card.
- Decayed represents a static ability and a triggered ability. “Decayed” means “This creature can't block” and “When this creature attacks, sacrifice it at end of combat.”
- Decayed does not create any attacking requirements. You may choose not to attack with a creature that has decayed.
- Decayed does not grant haste. Creatures with decayed that enter the battlefield during your turn may not attack until your next turn.
- Once a creature with decayed attacks, it will be sacrificed at end of combat, even if it no longer has decayed at that time.
Colorless 6
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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
Sky Diamond
Sky Diamond
Artifact
This artifact enters tapped.
: Add .
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Talisman of Dominance
Talisman of Dominance
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
Lands 40
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1
Bojuka Bog
Bojuka Bog
Land
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add .
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1
Choked Estuary
Choked Estuary
Land
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
: Add or .
- Lands don't have a subtype just because they can produce mana of the corresponding color. Choked Estuary itself is neither an Island nor a Swamp, even though it produces blue and black mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Choked Estuary onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- 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 Prairie Stream from the Battle for Zendikar set to satisfy the ability of Choked Estuary.
- If an Island or Swamp is entering the battlefield from your hand at the same time as Choked Estuary, you may reveal the other land to have Choked Estuary enter untapped.
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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
Darkwater Catacombs
Darkwater Catacombs
Land
, : Add .
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1
Dimir Aqueduct
Dimir Aqueduct
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
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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12
Island
Island
Basic Land — Island
( : Add .)
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1
Mortuary Mire
Mortuary Mire
Land
This land enters tapped.
When this land enters, you may put target creature card from your graveyard on top of your library.
: 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
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- 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.
- 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.
- 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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15
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Tainted Isle
Tainted Isle
Land
: Add .
: Add or . Activate only if you control a Swamp.
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1
Temple of Deceit
Temple of Deceit
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
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 2
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1
Dark Salvation
Dark Salvation
Sorcery
Target player creates X 2/2 black Zombie creature tokens, then up to one target creature gets -1/-1 until end of turn for each Zombie that player controls.
- You choose up to one target creature total, not a separate target for each Zombie that player controls.
- If the targeted creature becomes an illegal target, the targeted player will still get Zombie tokens.
- You may cast Dark Salvation with X as 0 just to have a creature get -1/-1 for each Zombie a player controls, and you may cast it without targeting any creature just to have a player get Zombie tokens. If you really just want to cast a spell, you can even cast it with X as 0 without a target creature and have neither effect do anything.
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1
Sol Ring
Sol Ring
Artifact
: Add .
2 10
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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
Dread Summons
Dread Summons
Sorcery
Each player mills X cards. For each creature card put into a graveyard this way, you create a tapped 2/2 black Zombie creature token. (To mill a card, a player puts the top card of their library into their graveyard.)
- If a creature card has an ability that replaces going to the graveyard with moving somewhere else "instead," that card won't count toward the number of Zombies you get. Conversely, creature cards with a triggered ability that removes them from the graveyard when they're put there from anywhere (or your library) will count toward that number.
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1
Dreadhorde Invasion
Dreadhorde Invasion
Enchantment
At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.
- If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some cards that cause you to amass Zombies also provide bonuses to "Zombie tokens." These affect any token that happens to be a Zombie, not just a Zombie Army you've amassed.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.
- Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- The power of the Zombie token is checked only immediately after it attacks. Any other abilities that trigger when creatures you control attack won't have resolved yet.
- If the token's power changes later in the turn after it has attacked, including while Dreadhorde Invasion's second ability is on the stack, it won't cause the token to gain or lose lifelink.
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1
Empty the Laboratory
Empty the Laboratory
Sorcery
Sacrifice X Zombies, then reveal cards from the top of your library until you reveal a number of Zombie creature cards equal to the number of Zombies sacrificed this way. Put those cards onto the battlefield and the rest on the bottom of your library in a random order.
- The Zombies will enter the battlefield simultaneously. They will see each other enter for the purposes of triggered abilities.
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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
Go for the Throat
Go for the Throat
Instant
Destroy target nonartifact creature.
- If the targeted creature is also an artifact when Go for the Throat tries to resolve, it won't resolve.
- If the targeted creature is also an artifact when Go for the Throat tries to resolve, it won't resolve.
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1
Sky Diamond
Sky Diamond
Artifact
This artifact enters tapped.
: Add .
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1
Talisman of Dominance
Talisman of Dominance
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
Undead Augur
Undead Augur
Creature — Zombie Wizard
2/2
Whenever this creature or another Zombie you control dies, you draw a card and you lose 1 life.
- If Undead Augur dies at the same time as one or more other Zombies you control, Undead Augur's ability triggers for each of them.
3 15
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1
Cemetery Reaper
Cemetery Reaper
Creature — Zombie
2/2
Other Zombie creatures you control get +1/+1.
, : Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
- Cemetery Reaper grants +1/+1 to all other Zombie creatures you control, not just the ones its ability puts onto the battlefield.
- The creature card in a graveyard is exiled as part of the activated ability's effect, not as a cost. If that card has left the graveyard by the time the ability would resolve, the ability doesn't resolve and you don't get a Zombie token.
- A "creature card" is any card with the type creature, even if it has other types such as artifact, enchantment, or land. Older cards of type summon are also creature cards.
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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
Crowded Crypt
Crowded Crypt
Artifact
: Add .
Whenever a creature you control dies, put a corpse counter on this artifact.
, , Sacrifice this artifact: Create a 2/2 black Zombie creature token with decayed for each corpse counter on this artifact. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
- Decayed represents a static ability and a triggered ability. “Decayed” means “This creature can't block” and “When this creature attacks, sacrifice it at end of combat.”
- Decayed does not create any attacking requirements. You may choose not to attack with a creature that has decayed.
- Decayed does not grant haste. Creatures with decayed that enter the battlefield during your turn may not attack until your next turn.
- Once a creature with decayed attacks, it will be sacrificed at end of combat, even if it no longer has decayed at that time.
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1
Curse of the Restless Dead
Curse of the Restless Dead
Enchantment — Aura Curse
Enchant player
Whenever a land enchanted player controls enters, you create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
- Decayed does not grant haste. Creatures with decayed that enter the battlefield during your turn may not attack until your next turn.
- The controller of Curse of the Restless Dead gets the Zombie token. This may not be the same player as the enchanted player.
- Decayed represents a static ability and a triggered ability. “Decayed” means “This creature can't block” and “When this creature attacks, sacrifice it at end of combat.”
- Decayed does not create any attacking requirements. You may choose not to attack with a creature that has decayed.
- Once a creature with decayed attacks, it will be sacrificed at end of combat, even if it no longer has decayed at that time.
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1
Death Baron
Death Baron
Creature — Zombie Wizard
2/2
Skeletons you control and other Zombies you control get +1/+1 and have deathtouch. (Any amount of damage they deal to a creature is enough to destroy it.)
- A creature that's both a Skeleton and a Zombie will get the bonus only once.
- Death Baron doesn't normally affect itself. If you manage to turn it into a Skeleton, however, then it will give itself +1/+1 and deathtouch.
- Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to a Skeleton or Zombie you control may become lethal if Death Baron leaves the battlefield during that turn.
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1
Diregraf Captain
Diregraf Captain
Creature — Zombie Soldier
2/2
Deathtouch
Other Zombie creatures you control get +1/+1.
Whenever another Zombie you control dies, target opponent loses 1 life.
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1
Diregraf Colossus
Diregraf Colossus
Creature — Zombie Giant
2/2
This creature enters with a +1/+1 counter on it for each Zombie card in your graveyard.
Whenever you cast a Zombie spell, create a tapped 2/2 black Zombie creature token.
- If Diregraf Colossus enters the battlefield from your graveyard, its first ability will count itself among the Zombie cards in your graveyard. Similarly, if it enters the battlefield at the same time as another Zombie card enters the battlefield from your graveyard, the ability will count that other Zombie.
- Diregraf Colossus's last ability won't trigger when you cast it because it's not on the battlefield yet.
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1
Drown in Dreams
Drown in Dreams
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead.
- Target player draws X cards.
- Target player mills twice X cards.
- Controlling a commander means that you control a permanent on the battlefield that is someone's commander. It can be yours or another player's. Controlling a commander spell on the stack will not allow you to choose both modes.
- You may target the same player with both modes or target different players. The effects happen in the order they're listed on the card.
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1
Fleshbag Marauder
Fleshbag Marauder
Creature — Zombie Warrior
3/1
When this creature enters, each player sacrifices a creature of their choice.
- When its ability resolves, you may sacrifice Fleshbag Marauder itself. If you control no other creatures, you'll have to sacrifice Fleshbag Marauder.
- As Fleshbag Marauder's ability resolves, first the player whose turn it is chooses a creature to sacrifice, then each other player in turn order does the same knowing the choices made before them. Then all those creatures are sacrificed simultaneously.
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1
Gleaming Overseer
Gleaming Overseer
Creature — Zombie Wizard
1/4
When this creature enters, amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Zombie tokens you control have hexproof and menace.
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.
- Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.
- If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
- Some cards that cause you to amass Zombies also provide bonuses to "Zombie tokens." These affect any token that happens to be a Zombie, not just a Zombie Army you've amassed.
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1
Hour of Eternity
Hour of Eternity
Sorcery
Exile X target creature cards from your graveyard. For each card exiled this way, create a token that's a copy of that card, except it's a 4/4 black Zombie.
- There are many important moments in the story, but the most crucial—called “story spotlights”—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
- Each token copies exactly what was printed on the original card and nothing else, except the characteristics it specifically modifies. It doesn't copy any information about the object the card was before it was put into your graveyard.
- The tokens are Zombies instead of their other types (unlike Zombies created by an eternalize ability) and are black instead of their other colors. Their power and toughness are 4/4. These are copiable values of the tokens that other effects may copy.
- Unlike the tokens created by an eternalize ability, the tokens have the mana cost and thus mana value of the cards they're copying.
- If a card copied by one of the tokens had any “when [this permanent] enters the battlefield” abilities, then the token also has those abilities and will trigger them when it's created. Similarly, any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities that the token has copied will also work.
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1
Liliana's Devotee
Liliana's Devotee
Creature — Human Warlock
2/3
Zombies you control get +1/+0.
At the beginning of your end step, if a creature died this turn, you may pay . If you do, create a 2/2 black Zombie creature token.
- If a creature didn't die before your end step begins, the last ability of Liliana's Devotee doesn't trigger at all. The creature may have died before Liliana's Devotee entered the battlefield, however.
- The triggered ability triggers just once, no matter how many creatures died this turn.
- While resolving the triggered ability, you can't pay more than to get more than one Zombie token.
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1
Lord of the Accursed
Lord of the Accursed
Creature — Zombie
2/3
Other Zombies you control get +1/+1.
, : All Zombies gain menace until end of turn.
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1
Midnight Reaper
Midnight Reaper
Creature — Zombie Knight
3/2
Whenever a nontoken creature you control dies, this creature deals 1 damage to you and you draw a card.
- Midnight Reaper's ability triggers when it dies if it's not a token.
- If Midnight Reaper dies at the same time as one or more other nontoken creatures you control, Midnight Reaper's ability triggers for each of them.
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1
Spark Reaper
Spark Reaper
Creature — Zombie
2/3
, Sacrifice a creature or planeswalker: You gain 1 life and draw a card.
4 12
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1
Cleaver Skaab
Cleaver Skaab
Creature — Zombie Horror
2/4
, , Sacrifice another Zombie: Create two tokens that are copies of the sacrificed creature.
- You can choose to sacrifice a Zombie token to activate the ability. You'll create two tokens that are copies of that token as normal.
- If the sacrificed Zombie was itself copying a permanent, the tokens will be copies of whatever it was copying, as modified by that copy effect. The tokens won't copy any other effects that were applying to the sacrificed creature, including effects that changed its types, color, power, or toughness while it was on the battlefield.
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1
Corpse Augur
Corpse Augur
Creature — Zombie Wizard
4/2
When this creature dies, you draw X cards and you lose X life, where X is the number of creature cards in target player's graveyard.
- You choose the target player as the ability goes on the stack, but you determine the value of X as that ability resolves. If you target yourself and Corpse Augur is still in the graveyard, its ability will count itself.
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1
Distant Melody
Distant Melody
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.
- Note that this spell counts the number of permanents you control of the chosen type, not just the number of creatures you control. It will also take your kindred permanents of the chosen type into account.
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1
Endless Ranks of the Dead
Endless Ranks of the Dead
Enchantment
At the beginning of your upkeep, create X 2/2 black Zombie creature tokens, where X is half the number of Zombies you control, rounded down.
- If you control fewer than two Zombies, you won't get any tokens.
- The number of Zombies you control is counted when the ability resolves. If you control multiple Endless Ranks of the Dead, the tokens you get when the first ability resolves will count for the subsequent abilities (if the tokens are still under your control at that time).
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1
Forgotten Creation
Forgotten Creation
Creature — Zombie Horror
3/3
Skulk (This creature can't be blocked by creatures with greater power.)
At the beginning of your upkeep, you may discard all the cards in your hand. If you do, draw that many cards.
- The upkeep step is before the draw step, after the untap step. If you have no cards in hand, you can't draw for the turn and then discard that card to draw a new one because Forgotten Creation's last ability will already have triggered and resolved.
- Skulk matters only as blockers are chosen. Modifying either creature's power after blockers are chosen won't cause the attacking creature to become unblocked.
- If you cause a creature to have 0 power or less, use the actual value (which may be negative) to determine whether it can block or be blocked. A creature with skulk and 0 or less power most likely won't be blocked, but it won't deal combat damage and won't trigger any abilities that trigger when combat damage is dealt.
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1
Gisa and Geralf
Gisa and Geralf
Legendary Creature — Human Wizard
4/4
When Gisa and Geralf enters, mill four cards.
Once during each of your turns, you may cast a Zombie creature spell from your graveyard.
- You must follow the normal timing permissions and restrictions of the Zombie spell you cast from your graveyard.
- You must pay the costs to cast that Zombie spell. If it has an alternative cost, you may cast it for that cost instead.
- Once you begin to cast the Zombie spell, losing control of Gisa and Geralf won’t affect the spell.
- If you cast one Zombie creature spell from your graveyard and then have a new Gisa and Geralf come under your control in the same turn, you may cast another Zombie creature spell from your graveyard that turn.
- If a Zombie card is put into your graveyard during your main phase and the stack is empty, you have a chance to cast it before any player may attempt to remove that card from your graveyard.
- If multiple effects allow you to cast a Zombie creature spell from your graveyard, such as those of Gisa and Geralf and Karador, Ghost Chieftain, you must announce which permission you’re using as you begin to cast the spell.
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1
Havengul Runebinder
Havengul Runebinder
Creature — Human Wizard
2/2
, , Exile a creature card from your graveyard: Create a 2/2 black Zombie creature token, then put a +1/+1 counter on each Zombie creature you control.
- Although players may respond to the activated ability, they can't respond to the paying of its costs. The creature card will already be exiled by the time any player could respond.
- The Zombie creature token you put onto the battlefield will also get a +1/+1 counter.
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1
Prowling Geistcatcher
Prowling Geistcatcher
Creature — Human Rogue
2/4
Whenever you sacrifice another creature, exile it. If that creature was a token, put a +1/+1 counter on this creature.
When this creature leaves the battlefield, return each card exiled with it to the battlefield under your control.
- If you sacrifice a nontoken creature you control but don't own, Prowling Geistcatcher will still cause you to exile that card from its owner's graveyard. The card will be returned to the battlefield under your control with the rest of the exiled cards when Prowling Geistcatcher's last ability resolves.
- If you sacrifice a creature token you control but don't own, you will still put a +1/+1 counter on Prowling Geistcatcher.
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1
Shadow Kin
Shadow Kin
Creature — Shapeshifter
2/2
Flash
At the beginning of your upkeep, each player mills three cards. You may exile a creature card from among the cards milled this way. If you do, this creature becomes a copy of that card, except it has this ability.
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1
Tomb Tyrant
Tomb Tyrant
Creature — Zombie Noble
3/3
Other Zombies you control get +1/+1.
, , Sacrifice a creature: Return a Zombie creature card at random from your graveyard to the battlefield. Activate only during your turn and only if there are at least three Zombie creature cards in your graveyard.
- You need at least three Zombie creature cards in your graveyard before you begin to activate Tomb Tyrant's activated ability. You can't begin to activate it with two and plan to sacrifice a Zombie for the third.
- If the creature you sacrifice to pay the cost is a Zombie card, it will be among the cards that may be chosen.
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1
Undead Alchemist
Undead Alchemist
Creature — Zombie
4/2
If a Zombie you control would deal combat damage to a player, instead that player mills that many cards.
Whenever a creature card is put into an opponent's graveyard from their library, exile that card and create a 2/2 black Zombie creature token.
- If you control multiple Undead Alchemists, the multiple replacement abilities will have no added effect. Combat damage dealt to a player by a Zombie you control will be replaced only once with cards being put into that player's graveyard.
- Whenever a creature card is put into an opponent's graveyard from their library, the triggered ability of each Undead Alchemist you control will trigger. The first such ability to resolve will exile that creature card and create a Zombie token. Subsequent abilities won't exile the creature card, but each will create another Zombie token.
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1
Wilhelt, the Rotcleaver
Wilhelt, the Rotcleaver
Legendary Creature — Zombie Warrior
3/3
Whenever another Zombie you control dies, if it didn't have decayed, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
At the beginning of your end step, you may sacrifice a Zombie. If you do, draw a card.
- Decayed represents a static ability and a triggered ability. “Decayed” means “This creature can't block” and “When this creature attacks, sacrifice it at end of combat.”
- Decayed does not create any attacking requirements. You may choose not to attack with a creature that has decayed.
- Decayed does not grant haste. Creatures with decayed that enter the battlefield during your turn may not attack until your next turn.
- Once a creature with decayed attacks, it will be sacrificed at end of combat, even if it no longer has decayed at that time.
5 11
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1
Aetherspouts
Aetherspouts
Instant
For each attacking creature, its owner puts it on their choice of the top or bottom of their library.
- The owner of each attacking creature chooses whether to put it on the top or bottom of their library. The active player (the player whose turn it is) makes all of their choices first, followed by each other player in turn order.
- If an effect puts two or more cards on the top or bottom of a library at the same time, the owner of those cards may arrange them in any order. That library's owner doesn't reveal the order in which the cards go into their library.
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1
Eloise, Nephalia Sleuth
Eloise, Nephalia Sleuth
Legendary Creature — Human Rogue
4/4
Whenever another creature you control dies, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Whenever you sacrifice a token, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
- If you sacrifice a Clue token, Eloise's last ability will trigger in response. You'll surveil before drawing the card.
- Eloise's last ability triggers whenever you sacrifice any token for any reason, not just whenever you sacrifice Clue tokens.
- If you create a token that's a copy of Eloise and both are legendary, you will choose either the token or the original Eloise to keep and put the other into the graveyard. This is not the same as sacrificing it. Putting the token into the graveyard won't cause nontoken Eloise's last ability to trigger.
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1
Eternal Skylord
Eternal Skylord
Creature — Zombie Wizard
3/3
When this creature enters, amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Zombie tokens you control have flying.
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.
- Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.
- If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
- Some cards that cause you to amass Zombies also provide bonuses to "Zombie tokens." These affect any token that happens to be a Zombie, not just a Zombie Army you've amassed.
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1
Ghouls' Night Out
Ghouls' Night Out
Sorcery
For each player, choose a creature card in that player's graveyard. Put those cards onto the battlefield under your control. They're black Zombies in addition to their other colors and types and they gain decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
- The creatures will enter the battlefield simultaneously. They will see each other enter for the purposes of triggered abilities.
- If any creature cards put onto the battlefield this way become permanents that aren't creatures because of another effect, those permanents won't be Zombies, but they will gain decayed.
- Decayed represents a static ability and a triggered ability. "Decayed" means "This creature can't block" and "When this creature attacks, sacrifice it at end of combat."
- Decayed does not create any attacking requirements. You may choose not to attack with a creature that has decayed.
- Decayed does not grant haste. Creatures with decayed that enter the battlefield during your turn may not attack until your next turn.
- Once a creature with decayed attacks, it will be sacrificed at end of combat, even if it no longer has decayed at that time.
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1
Hordewing Skaab
Hordewing Skaab
Creature — Zombie Horror
3/3
Flying
Other Zombies you control have flying.
Whenever one or more Zombies you control deal combat damage to one or more of your opponents, you may draw cards equal to the number of opponents dealt damage this way. If you do, discard that many cards.
- The number of cards you discard is equal to the number of opponents that were dealt combat damage by your Zombies, even if another effect changed the number of cards you drew.
- If some of your Zombies have first strike but others don't, or if you have a Zombie with double strike, the ability will trigger twice, the first time counting the number of opponents who were dealt damage in the first strike combat damage step, and the second time counting the ones who were dealt damage in the second combat damage step.
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1
Liliana's Mastery
Liliana's Mastery
Enchantment
Zombies you control get +1/+1.
When this enchantment enters, create two 2/2 black Zombie creature tokens.
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1
Liliana, Death's Majesty
Liliana, Death's Majesty
Legendary Planeswalker — Liliana
+1: Create a 2/2 black Zombie creature token. Mill two cards.
−3: Return target creature card from your graveyard to the battlefield. That creature is a black Zombie in addition to its other colors and types.
−7: Destroy all non-Zombie creatures.
- A creature that is a Zombie and has other types, such as a Zombie Jackal, isn't a non-Zombie creature.
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1
Open the Graves
Open the Graves
Enchantment
Whenever a nontoken creature you control dies, create a 2/2 black Zombie creature token.
- If another creature you control dies at the same time that Open the Graves leaves the battlefield, you'll get a Zombie token.
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1
Ravenous Rotbelly
Ravenous Rotbelly
Creature — Zombie Horror
4/5
When this creature enters, you may sacrifice up to three Zombies. When you sacrifice one or more Zombies this way, each opponent sacrifices that many creatures of their choice.
- After you sacrifice one or more Zombies, a second ability triggers. Players may respond to it before they have to sacrifice creatures.
- As the reflexive triggered ability resolves, first the next opponent in turn order (or, if it's an opponent's turn, the opponent whose turn it is) chooses the creatures they plan to sacrifice. Then each other opponent in turn order does the same. Finally all chosen creatures are sacrificed at the same time.
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1
Stitcher Geralf
Stitcher Geralf
Legendary Creature — Human Wizard
3/4
, : Each player mills three cards. Exile up to two creature cards put into graveyards this way. Create an X/X blue Zombie creature token, where X is the total power of the cards exiled this way.
- “Exiled this way” refers to the exile instruction that's part of the ability's effect. If the cards each player would put into their graveyard are exiled because of a replacement effect, those cards won't be in the graveyards to be exiled by the next part of the ability. In this case, the value of X will be 0. You'll put a 0/0 token onto the battlefield, then that token will die and subsequently cease to exist (unless something else raises its toughness above 0).
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1
Syphon Flesh
Syphon Flesh
Sorcery
Each other player sacrifices a creature. You create a 2/2 black Zombie creature token for each creature sacrificed this way.
6 4
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1
Gravespawn Sovereign
Gravespawn Sovereign
Creature — Zombie
3/3
Tap five untapped Zombies you control: Put target creature card from a graveyard onto the battlefield under your control.
- You may tap any untapped permanents you control with the appropriate creature type (including this creature) to pay the cost of the ability, including creatures that haven't been under your control continuously since the beginning of your most recent turn.
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1
Rooftop Storm
Rooftop Storm
Enchantment
You may pay rather than pay the mana cost for Zombie creature spells you cast.
- You must still pay any mandatory additional costs, such as exiling a creature card from your graveyard for Makeshift Mauler.
- The mana cost and mana value of the spell are unchanged. Rooftop Storm only changes what you pay.
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1
Ruthless Deathfang
Ruthless Deathfang
Creature — Dragon
4/4
Flying
Whenever you sacrifice a creature, target opponent sacrifices a creature of their choice.
- Ruthless Deathfang's triggered ability will trigger whenever you sacrifice any creature, including Ruthless Deathfang itself. It will trigger whenever you sacrifice a creature for any reason, including to pay a cost or as the result of a spell or ability (such as an opposing Ruthless Deathfang's ability).
- Notably, the “legend rule” does not cause any permanents to be sacrificed. They are simply put into their owners' graveyards.
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1
Zombie Apocalypse
Zombie Apocalypse
Sorcery
Return all Zombie creature cards from your graveyard to the battlefield tapped, then destroy all Humans.
- All Humans are destroyed, not just ones you control.
- If a creature card in your graveyard is both a Zombie and a Human, it will be returned to the battlefield tapped, then be destroyed.
7+ 6
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1
Army of the Damned
Army of the Damned
Sorcery
Create thirteen tapped 2/2 black Zombie creature tokens.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
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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
Curse of Unbinding
Curse of Unbinding
Enchantment — Aura Curse
Enchant player
At the beginning of enchanted player's upkeep, that player reveals cards from the top of their library until they reveal a creature card. Put that card onto the battlefield under your control. That player puts the rest of the revealed cards into their graveyard.
- The controller of Curse of Unbinding puts the creature card onto the battlefield under their control. This may not be the same player as the enchanted player.
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1
Eater of Hope
Eater of Hope
Creature — Demon
6/4
Flying
, Sacrifice another creature: Regenerate this creature.
, Sacrifice two other creatures: Destroy target creature.
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1
Gorex, the Tombshell
Gorex, the Tombshell
Legendary Creature — Zombie Turtle
4/4
As an additional cost to cast this spell, you may exile any number of creature cards from your graveyard. This spell costs less to cast for each card exiled this way.
Deathtouch
Whenever Gorex attacks or dies, choose a card at random exiled with Gorex and put that card into its owner's hand.
- Gorex's first ability can't reduce its cost below . You can exile any number of creature cards from your graveyard, even if they won't reduce Gorex's cost any further.
- Include any additional costs to cast Gorex before applying its own cost reduction. For example, if Gorex is your commander and an additional cost of applies from the "commander tax," you may cast Gorex by exiling four creature cards from your graveyard and paying .
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1
Overseer of the Damned
Overseer of the Damned
Creature — Demon
5/5
Flying
When this creature enters, you may destroy target creature.
Whenever a nontoken creature an opponent controls dies, create a tapped 2/2 black Zombie creature token.
Lands 40
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1
Bojuka Bog
Bojuka Bog
Land
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add .
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1
Choked Estuary
Choked Estuary
Land
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
: Add or .
- Lands don't have a subtype just because they can produce mana of the corresponding color. Choked Estuary itself is neither an Island nor a Swamp, even though it produces blue and black mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Choked Estuary onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- 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 Prairie Stream from the Battle for Zendikar set to satisfy the ability of Choked Estuary.
- If an Island or Swamp is entering the battlefield from your hand at the same time as Choked Estuary, you may reveal the other land to have Choked Estuary enter untapped.
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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
Darkwater Catacombs
Darkwater Catacombs
Land
, : Add .
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1
Dimir Aqueduct
Dimir Aqueduct
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
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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12
Island
Island
Basic Land — Island
( : Add .)
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1
Mortuary Mire
Mortuary Mire
Land
This land enters tapped.
When this land enters, you may put target creature card from your graveyard on top of your library.
: 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
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- 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.
- 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.
- 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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15
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Tainted Isle
Tainted Isle
Land
: Add .
: Add or . Activate only if you control a Swamp.
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1
Temple of Deceit
Temple of Deceit
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
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.