Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Target creature you control gets +2/+0 and gains lifelink until end of turn. When that creature dies this turn, create a 1/1 white Spirit creature token with flying.
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains flying until end of turn.
Enchant creature
Enchanted creature has defender.
Prevent all combat damage that would be dealt by enchanted creature.
Coven — , Sacrifice this Aura: Exile enchanted creature. Activate only if you control three or more creatures with different powers.
Flash
, Sacrifice this creature: Destroy target artifact or enchantment.
Enchanted creature has vigilance and "At the beginning of your end step, create a 1/1 white Human creature token."
If it's neither day nor night, it becomes day as this creature enters.
Whenever day becomes night or night becomes day, look at the top two cards of your library. Put one of them into your graveyard.
When this creature enters, create a 1/1 white Human creature token.
Enchant player
As this Aura enters, choose a card name.
Spells with the chosen name enchanted player casts cost more to cast.
Whenever enchanted player casts a spell with the chosen name, you may sacrifice this Aura. If you do, draw a card.
First strike
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, target creature you control gains double strike until end of turn.
Destroy target creature or planeswalker. Its controller investigates. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Target creature gets +2/+2 until end of turn. If it's a Human, instead it gets +3/+3 and gains indestructible until end of turn.
Ward
Whenever day becomes night or night becomes day, look at the top four cards of your library. You may reveal a creature card with mana value 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in any order.
When this creature enters, put a +1/+1 counter on each of up to two target creatures.
, : Tap target creature.
Equipped creature gets +1/+1.
Equipped creature can't be blocked by creatures with power 4 or greater.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
Put a +1/+1 counter on target creature you control. It gains vigilance until end of turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Lifelink
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many valor counters on this creature.
Creatures you control get +1/+1 for each valor counter on this creature.
Flying
When this creature enters, you may return another creature you control to its owner's hand.
Whenever this creature or another creature you control dies, put a +1/+1 counter on target creature you control.
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains lifelink until end of turn.
Creatures you control get +1/+1 until end of turn.
Coven — If you control three or more creatures with different powers, creatures you control get +2/+1 until end of turn instead.
This spell costs less to cast for each creature you attacked with this turn.
When this creature enters, draw a card.
As this enchantment enters, note your life total.
At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for this enchantment. Then note your life total.
Whenever you cast a white spell, you gain 1 life.
When this creature enters, if you cast it, return up to two target creature cards with mana value 2 or less from your graveyard to the battlefield.
When this creature enters, exile up to one target card from a graveyard.
Destroy target creature with toughness 4 or greater.
Whenever this creature enters or attacks, exile up to one target card from a graveyard.
Coven — : Choose a color. This creature gains hexproof from that color until end of turn and can't be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers.
If an opponent has more life than you, you gain 4 life.
If an opponent controls more creatures than you, create two 1/1 white Human creature tokens.
If an opponent has more cards in hand than you, draw a card.
Exile target Spirit, creature with disturb, or enchantment.
Whenever another creature you control dies, put a +1/+1 counter on this creature.
This spell costs less to cast for each creature on the battlefield.
Destroy all creatures.
Whenever day becomes night or night becomes day, you may tap or untap target nonland permanent.
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.
At the beginning of enchanted player's upkeep, any number of target players other than that player each draw cards equal to the number of Curses attached to that player.
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may shuffle up to four target cards from your graveyard into your library.
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
When this creature enters, target player mills three cards. (They put the top three cards of their library into their graveyard.)
: This creature can't be blocked this turn.
Return target creature to its owner's hand. If its mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
When this creature enters, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Whenever day becomes night or night becomes day, draw a card.
Counter target spell unless its controller pays . Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Return target nonland permanent to its owner's hand. If you controlled that permanent, draw a card.
As an additional cost to cast this spell, sacrifice a creature.
You control enchanted creature.
Enchanted creature gets +1/+1.
Defender
Tap three untapped creatures you control: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Spells can't be countered.
Each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost.
When this Aura enters, if there are five or more cards in your graveyard, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order.
When this creature enters, up to one target creature an opponent controls gets -2/-0 until end of turn.
When this enchantment enters and whenever you cast a spell from your graveyard, create a 1/1 blue Bird creature token with flying and "This token can block only creatures with flying."
When this creature enters, look at the top three cards of your library, then put one of them into your hand and the rest into your graveyard.
Surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Other Spirits you control get +1/+1.
Spells you cast from your graveyard cost less to cast.
When this creature enters, you may search your library for a card with flashback or disturb, put it into your graveyard, then shuffle.
Target creature's owner puts it on their choice of the top or bottom of their library. You create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Investigate. If this spell was cast from a graveyard, investigate twice instead. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Flashback
When this creature enters, draw a card, then discard a card.
Whenever you discard a Spirit card or a card with disturb, put a +1/+1 counter on this creature.
Tap three untapped creatures you control: Tap target creature.
Whenever this creature enters or attacks, put a slime counter on up to one other target creature.
Non-Horror creatures with slime counters on them lose all abilities and have base power and toughness 2/2.
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many other target artifacts, creatures, and/or enchantments phase out.
Target creature gets -2/-0 until end of turn. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
You have no maximum hand size.
At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game.
: Draw a card.
: Add . Spend this mana only to pay a disturb cost or cast an instant or sorcery spell.
Draw three cards.
When this creature enters, if an opponent lost life this turn, each opponent loses 2 life and you gain 2 life.
When this creature enters, if an opponent lost life this turn, create a 1/1 black Bat creature token with flying.
Target creature gains deathtouch until end of turn.
Target player draws two cards and loses 2 life.
Choose one —
When this creature enters, if an opponent lost life this turn, each opponent discards a card.
Whenever another Zombie you control enters, put a +1/+1 counter on this creature.
Return target creature card from your graveyard to your hand. Put a +1/+1 counter on up to one target Zombie you control.
Destroy target creature without flying.
When this creature enters, create two 2/2 black Zombie creature tokens with decayed. When you do, exile up to two target cards from graveyards. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)
Whenever a creature dies or a creature card is put into a graveyard from a library, each opponent loses 1 life.
As an additional cost to cast this spell, sacrifice a creature or pay .
Exile target creature or planeswalker.
Destroy target creature with power 2 or less. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Whenever one or more nontoken creatures die, create a 2/2 black Zombie creature token with decayed. This ability triggers only once each turn. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
If a creature an opponent controls would die, exile it instead.
At the beginning of your upkeep, put all creature cards exiled with Gisa onto the battlefield under your control. They gain decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
Deathtouch
When this creature dies, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Destroy target creature. You lose 2 life.
At the beginning of your end step, if you control no creatures with decayed, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Flying, trample
, Sacrifice another creature: Target player mills three cards.
Pay 1 life: Add . Spend this mana only to cast a spell from your graveyard.
Equipped creature has flying and lifelink.
Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards.
Equip
When The Meathook Massacre enters, each creature gets -X/-X until end of turn.
Whenever a creature you control dies, each opponent loses 1 life.
Whenever a creature an opponent controls dies, you gain 1 life.
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
Menace (This creature can't be blocked except by two or more creatures.)
Enchanted creature has "Whenever another creature dies, put a +1/+1 counter on this creature."
When enchanted creature dies, look at the top X cards of your library, where X is its power. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
Target opponent discards two cards. You create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
When this creature dies, you draw a card and you lose 1 life.
Target creature gets -2/-2 until end of turn. If it's night, that creature gets -13/-13 until end of turn instead.
Exile up to one target card from a graveyard. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Tap three untapped creatures you control: Each opponent loses 1 life.
When this creature enters, each opponent creates a 1/1 white Human creature token.
Whenever a creature an opponent controls dies, put a +1/+1 counter on this creature.
At the beginning of your end step, if an opponent lost life this turn, put a +1/+1 counter on target Vampire you control.
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then create twice that many 2/2 black Zombie creature tokens with decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
This creature can't block.
Up to two target creatures can't block this turn.
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Haste
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then exile up to that many target instant and/or sorcery cards with mana value 3 or less from your graveyard and copy them. You may cast any number of the copies without paying their mana costs.
Whenever day becomes night or night becomes day, this creature deals 1 damage to each opponent.
Burn the Accursed deals 5 damage to target creature and 2 damage to that creature's controller. If that creature would die this turn, exile it instead.
Whenever enchanted player casts a spell other than the first spell they cast each turn or copies a spell, this Aura deals 2 damage to them.
As an additional cost to cast this spell, discard a card.
Draw two cards.
Flashback (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
Whenever this creature attacks, it deals 1 damage to defending player.
, Discard a card, Sacrifice a Vampire: Draw two cards. Activate only if an opponent lost life this turn.
When this creature enters, if an opponent lost life this turn, add .
, Discard a card: Draw a card.
Whenever you cast an instant or sorcery spell, this creature gets +2/+0 until end of turn.
Whenever you cast an instant or sorcery spell, put a charge counter on this artifact.
, , Remove any number of charge counters from this artifact: It deals that much damage to any target.
, : Exile the top card of your library. You may play that card this turn.
Enchanted creature gets +2/-2.
: Target creature can't block this turn.
Light Up the Night deals X damage to any target. It deals X plus 1 damage instead if that target is a creature or planeswalker.
Flashback— , Remove X loyalty counters from among planeswalkers you control. If you cast this spell this way, X can't be 0. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Target creature you control gets +X/+0 and gains first strike and trample until end of turn.
This spell costs less to cast if it's night.
Moonrager's Slash deals 3 damage to any target.
Whenever you cast a spell, you may discard your hand. If you do, draw a card for each of that spell's colors.
When this creature dies, it deals X damage to any target, where X is the number of colors among permanents you control.
Trample
This creature enters with a +1/+1 counter on it if an opponent lost life this turn.
This spell costs less to cast if you control a Vampire.
Neonate's Rush deals 1 damage to target creature and 1 damage to its controller. Draw a card.
Whenever day becomes night or night becomes day, discard up to two cards, then draw that many cards.
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If you control a Wolf or Werewolf, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Whenever this creature attacks, it deals 1 damage to target creature defending player controls. If that creature is a Zombie, this creature deals 2 damage to it instead.
Create a red Elemental creature token with trample and "This token's power and toughness are each equal to the number of instant and sorcery cards in your graveyard plus the number of cards with flashback you own in exile."
Target creature gets +3/+1 until end of turn. If it's your turn, that creature gains trample until end of turn. Otherwise, it gains first strike until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking. A creature with first strike deals combat damage before creatures without first strike.)
Whenever day becomes night or night becomes day, you may pay . If you do, return this card from your graveyard to the battlefield tapped.
: This creature deals 1 damage to each opponent.
Whenever you cast an instant or sorcery spell, untap this creature.
When this creature enters, if an opponent lost life this turn, it deals X damage to up to one target creature or planeswalker, where X is the number of Vampires you control.
This creature has first strike as long as it's attacking.
: This creature gets +2/+0 until end of turn.
You may look at the top card of your library any time.
You may play lands from the top of your library.
Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library.
Reach
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+1.
Vigilance (Attacking doesn't cause this creature to tap.)
When this creature enters, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
As long as you control a token, this creature gets +2/+0.
When this creature dies, create a 1/2 green Spider creature token with reach.
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains trample until end of turn.
Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.
Consuming Blob's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1.
At the beginning of your end step, create a green Ooze creature token with "This token's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1."
This creature enters with X +1/+1 counters on it.
Coven — At the beginning of your end step, if you control three or more creatures with different powers, put a +1/+1 counter on target creature you control.
Coven — : Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers.
When this creature enters, you gain 3 life.
: Add one mana of any color.
Distribute three +1/+1 counters among one, two, or three target creatures you control.
Return target card from your graveyard to your hand.
Coven — Choose target creature you control and target creature you don't control. If you control three or more creatures with different powers, put a +1/+1 counter on the chosen creature you control. Then the chosen creatures fight each other. (Each deals damage equal to its power to the other.)
When this creature enters, mill three cards, then you may return a land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature can't be blocked by creatures with power 2 or less this turn.
When this Aura enters, if enchanted creature is a Wolf or Werewolf, untap that creature.
Enchanted creature gets +2/+2 and has vigilance.
Target creature gets +2/+2 until end of turn.
Coven — Then if you control three or more creatures with different powers, draw a card.
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Then if there are three or more basic land types among lands you control, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: This creature gains deathtouch until end of turn.
Destroy target creature with flying.
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many target lands you control become 3/3 Wolf creatures with haste that are still lands.
Create two 3/3 green Insect creature tokens. You gain 2 life.
Other tapped creatures you control have deathtouch.
Other untapped creatures you control have hexproof.
, : Untap another target creature or land you control.
Create a 4/4 green Beast creature token.
: This creature gets +2/+2 until end of turn. Activate only once each turn.
Look at the top five cards of your library. You may put up to two permanent cards with mana value 5 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest into your graveyard.
When this creature enters, put a +1/+1 counter on target creature.
Choose up to three target cards in graveyards. The owners of those cards shuffle them into their libraries. You gain 2 life.
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
Whenever one or more cards leave your graveyard, put a +1/+1 counter on this creature.
When this creature dies, you gain life equal to its power.
+1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
0: Put any number of land cards from your hand onto the battlefield tapped.
−3: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn.
Look at the top four cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Other Zombies you control get +1/+0.
Return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains "If this creature would die, exile it instead."
As an additional cost to cast this spell, sacrifice any number of creatures.
Create an X/X blue and black Zombie creature token with menace, where X is the total power of the sacrificed creatures.
Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog.
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.
Destroy target artifact, enchantment, or land. If a land was destroyed this way, its controller may search their library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Otherwise, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
This spell costs less to cast for each creature that died this turn.
Return target creature card from your graveyard to the battlefield.
You gain 2 life, draw two cards, then discard two cards.
Whenever you sacrifice another creature, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
, Sacrifice another creature: This creature gets +2/+2 until end of turn.
At the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.
When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Create X 2/2 black Zombie creature tokens with decayed, where X is half the number of creature cards in your graveyard, rounded up. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
This creature enters with a +1/+1 counter on it for each creature that died this turn.
Exile target nonlegendary creature, then return it to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on it. Otherwise, tap it.
Create a 3/1 black and red Vampire creature token with trample, lifelink, and haste. Sacrifice it at the beginning of the next end step.
Create two 1/1 white Human creature tokens.
Protection from Werewolves
Human creatures you control have " : Add one mana of any of this creature's colors."
, : Put a +1/+1 counter on each creature you control.
Flying, lifelink
Whenever another nontoken creature you control dies, return that card to its owner's hand at the beginning of the next end step.
When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order.
Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.
Flying, haste
If a spell would deal damage to you or another permanent you control, prevent that damage.
If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
Whenever a creature or enchantment you control enters this turn, draw a card.
As an additional cost to cast this spell, sacrifice a nonland permanent.
Exile target nonland permanent.
: Add two mana of any one color. Spend this mana only to cast spells from your graveyard.
, , Exile this creature: Return target card with flashback you own from exile to your hand.
Sacred Fire deals 2 damage to any target and you gain 2 life.
Humans you control get +1/+1.
Coven — Whenever Sigarda attacks, if you control three or more creatures with different powers, look at the top five cards of your library. You may reveal a Human creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Look at the top two cards of target opponent's library. Exile one of them face down and put the other on the bottom of that library. You may play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk.
Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.
When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.
Instant and sorcery spells you cast cost less to cast.
Trample, haste
Whenever day becomes night or night becomes day, put a +1/+1 counter on target creature you control.
+1: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life.
−2: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
−7: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."
It becomes night. Until end of turn, target creature gets +1/+0 and gains trample and "Whenever this creature deals combat damage to a player, draw a card."
If it's neither day nor night, it becomes day as Vadrik enters.
Instant and sorcery spells you cast cost less to cast, where X is Vadrik's power.
Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik.
When this creature enters, if an opponent lost life this turn, put a +1/+1 counter on each other Vampire you control.
As long as an opponent lost life this turn, each other Vampire you control enters with an additional +1/+1 counter on it.
Choose up to two target creature cards in your graveyard. An opponent chooses one of them. Return that card to your hand. Return the other to the battlefield under your control. It gains haste. Exile it at the beginning of the next end step.
Put a +1/+1 counter on up to one target creature you control. Tap up to one target creature you don't control, and that creature doesn't untap during its controller's next untap step.
If it's neither day nor night, it becomes day as The Celestus enters.
, : If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.
Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
, , Sacrifice this artifact: Exile up to one target card from a graveyard. Draw a card.
, Exile this card from your graveyard: Add one mana of any color.
, , Sacrifice this artifact: Search your library for an artifact card with a mana ability or a basic land card, reveal it, put it into your hand, then shuffle.
As this artifact enters, choose a card name.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
, , Sacrifice this artifact: It deals 3 damage to target creature. If a Werewolf is dealt damage this way, destroy it.
: This artifact becomes a 4/4 green Bear artifact creature until end of turn.
This land enters tapped unless you control two or more other lands.
: Add or .
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
When Hobbling Zombie dies, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
When Falcon Abomination enters, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
As long as it's your turn, each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost.
Spells you cast from your graveyard cost less to cast. (If it doesn't require , it costs less to cast.)
When Phantom Carriage enters, you may search your library for a card with flashback or disturb, put it into your graveyard, then shuffle.
When Shipwreck Sifters enters, draw a card, then discard a card.
Whenever a Spirit card or a card with disturb is put into your graveyard from anywhere, put a +1/+1 counter on Shipwreck Sifters.
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