Nontoken creatures you control get +1/+1 and have vigilance.
Flying
Delirium — Whenever this creature deals damage, if there are four or more card types among cards in your graveyard, exile target creature an opponent controls.
As an additional cost to cast this spell, sacrifice a permanent.
Exile target artifact, creature, or enchantment.
When this creature enters, if you control another Spirit, you gain 3 life.
Enchant creature
Enchanted creature can't attack, block, or transform.
Sacrifice another permanent: Attach this Aura to target creature. Activate only as a sorcery and only once each turn.
Whenever you cast a creature spell with mana value 3 or less, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Whenever you cast a noncreature spell, this creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
You gain 5 life.
, Exile this card from your graveyard: Create a 1/1 white Spirit creature token with flying. Activate only as a sorcery.
Exile target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way.
Exile all creatures.
Delirium — Create a 4/4 white Angel creature token with flying if there are four or more card types among cards in your graveyard.
Whenever another Spirit you control enters, you gain 2 life.
: Create a 1/1 white Spirit creature token with flying.
Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
When this creature enters, if a creature died this turn, create a 1/1 white Spirit creature token with flying.
Creatures you control get +2/+1 until end of turn.
Tap up to two target creatures.
Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Enchanted creature gets +1/+0 and has flying.
: Return this card from your graveyard to the battlefield attached to target creature. Activate only as a sorcery.
Enchanted creature gets +1/+1 for each creature you control.
As long as enchanted creature is a Human, it has first strike.
Destroy target creature with power 4 or greater.
Investigate.(Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Delirium — This creature gets +1/+0 and has vigilance as long as there are four or more card types among cards in your graveyard.
When this creature enters, creatures you control get +1/+1 until end of turn.
This creature gets +1/+0 for each Equipment you control.
Delirium — This creature has flying as long as there are four or more card types among cards in your graveyard.
At the beginning of combat on your turn, target creature you control gains indestructible until end of turn.
: This enchantment deals 1 damage to target blocking creature.
Lifelink
, Exile this card from your graveyard: Create two 1/1 white Spirit creature tokens with flying. Activate only as a sorcery.
Put target card from a graveyard on your choice of the top or bottom of its owner's library. Create a 1/1 white Spirit creature token with flying.
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
Search your library for an Aura or Equipment card, reveal it, put it into your hand, then shuffle.
Delirium — This creature gets +1/+0 and has first strike as long as there are four or more card types among cards in your graveyard.
Destroy target attacking or blocking creature with power 3 or less.
Delirium — Sacrifice another creature: This creature gets +2/+1 until end of turn. Activate only if there are four or more card types among cards in your graveyard.
Destroy target attacking creature. You gain 3 life.
: Return target Spirit you control to its owner's hand.
, Discard a card: Tap target creature.
Target creature gets +2/+2 until end of turn. If you control an Equipment, create a 1/1 white Human Soldier creature token.
Target creature gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creatures you control get +1/+1 and gain lifelink until end of turn. Untap those creatures. (Damage dealt by those creatures also causes you to gain that much life.)
When this creature enters, put a +1/+1 counter on each other Human you control.
Whenever another Human you control enters, put a +1/+1 counter on this creature.
When this creature enters, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
When this creature enters, tap target creature an opponent controls.
Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, tap target creature that player controls.
Whenever another creature you control dies, put a +1/+1 counter on this creature.
, Sacrifice this enchantment: Create two 1/1 white Spirit creature tokens with flying.
Counter target spell.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Draw two cards, then discard a card.
Return target nonland permanent to its owner's hand. Then that player discards a card if you control a Zombie.
Investigate three times. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Counter target creature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
When this creature enters, create a 2/2 black Zombie creature token.
: Target Zombie gains deathtouch until end of turn.
Return to their owners' hands all creatures with toughness less than or equal to the number of Islands you control.
Reveal the top X plus one cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
Whenever you investigate for the first time each turn, investigate an additional time.
Exile target creature you control, then return that card to the battlefield under its owner's control. If it's a Spirit, put a +1/+1 counter on it.
When this enchantment enters, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, target player mills three cards.
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.
This creature gets -1/-1 for each card in your hand.
, Discard three cards: Return this card from your graveyard to the battlefield tapped.
Enchanted creature gets +1/+1 and has flying.
Discard a card: Return enchanted creature to its owner's hand.
Put target permanent on top of its owner's library.
Counter target sorcery spell.
Delirium — If there are four or more card types among cards in your graveyard, search the graveyard, hand, and library of that spell's controller for any number of cards with the same name as that spell, exile those cards, then that player shuffles.
+1: Scry 1, then draw a card.
−2: Return target creature to its owner's hand.
−8: You get an emblem with "Whenever an opponent casts their first spell each turn, counter that spell."
Target creature gets -4/-0 until end of turn.
Return target creature to its owner's hand.
When this creature enters, if you control another Zombie, you may draw a card. If you do, discard a card.
When this creature enters, each opponent mills three cards.
Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, that player mills three cards.
Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
When this creature enters, target creature gains flying until end of turn.
, Exile this card from your graveyard: Creatures you control gain flying until end of turn.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever one or more creatures you control deal combat damage to a player, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
, Exile a creature card from your graveyard: Investigate. You gain 2 life.
Reveal the top five cards of your library. Put up to two instant and/or sorcery cards from among them into your hand and the rest into your graveyard.
Draw three cards, untap up to two lands, then discard a card.
Tap target creature. It doesn't untap during its controller's next untap step.
Flash
When this creature enters, target Spirit gains hexproof until end of turn.
You may cast Spirit spells as though they had flash.
: Target player draws a card, then discards a card.
Create a tapped 2/2 black Zombie creature token for each instant and sorcery card in your graveyard.
This creature can't attack unless you've cast a noncreature spell this turn.
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
This creature enters tapped.
When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
, Discard two cards: Return this card from your graveyard to the battlefield tapped.
Whenever you cast an instant or sorcery spell, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
, Sacrifice this enchantment: Target player mills three cards. Draw a card.
Gain control of target creature if its toughness is 2 or less. If this spell's madness cost was paid, instead gain control of that creature if its toughness is X or less.
Target opponent loses 3 life and you gain 3 life.
At the beginning of each player's upkeep, if that player has no cards in hand, you draw a card and you lose 1 life.
Creatures you control have skulk. (They can't be blocked by creatures with greater power.)
: Creatures you control get +1/+1 until end of turn.
Discard your hand. Search your library for three cards, put them into your hand, then shuffle.
All creatures get -2/-2 until end of turn.
, Discard a card: Create a 1/1 black Vampire Knight creature token with lifelink. Activate only once each turn.
At the beginning of your upkeep, each player discards a card. Each opponent who discarded a card that shares a card type with the card you discarded loses 3 life. (Players reveal the discarded cards simultaneously.)
When this creature enters or dies, mill two cards. (Put the top two cards of your library into your graveyard.)
Enchanted creature gets -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.
Return up to two target creature cards from your graveyard to the battlefield. Each of those creatures is a black Zombie in addition to its other colors and types. Put Ever After on the bottom of its owner's library.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Create three tapped 2/2 black Zombie creature tokens and you gain 3 life. If this spell's madness cost was paid, instead create X of those tokens and you gain X life.
, Exile this card from your graveyard: Create a 2/2 black Zombie creature token. Activate only as a sorcery.
Create two 2/2 black Zombie creature tokens.
Target creature gets +3/+1 and gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
Delirium — This creature has menace as long as there are four or more card types among cards in your graveyard. (A creature with menace can't be blocked except by two or more creatures.)
, Sacrifice a creature: Put a +1/+1 counter on each Vampire you control.
Mill X cards. Target player loses 2 life for each creature card put into your graveyard this way.
Return up to two target creature cards from your graveyard to your hand, then discard a card.
, Discard a card: Put two +1/+1 counters on this creature.
As an additional cost to cast this spell, sacrifice a creature or land.
Draw two cards.
Flying, trample
When this creature enters, mill four cards.
Delirium — At the beginning of your upkeep, you lose 4 life unless there are four or more card types among cards in your graveyard.
Menace (This creature can't be blocked except by two or more creatures.)
Whenever this creature attacks or blocks, sacrifice another creature or land.
Destroy target tapped creature.
This creature can't block.
: Target Vampire gains haste until end of turn.
When this creature enters, discard a card.
Target opponent reveals their hand. You choose a nonland card from it and exile that card.
Delirium — If there are four or more card types among cards in your graveyard, search that player's graveyard, hand, and library for any number of cards with the same name as the exiled card, exile those cards, then that player shuffles.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When this creature dies, you may pay . If you do, return it to its owner's hand.
When this creature dies, you may pay . If you do, return another target Zombie creature card with mana value X from your graveyard to the battlefield.
When this creature dies, target player discards a card.
: Return this card from your graveyard to your hand.
Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token. You gain 2 life.
, Pay 1 life, Mill a card, Discard a card, Sacrifice this enchantment: Destroy target creature.
Delirium — : This creature gets +1/+1 until end of turn. Activate only if there are four or more card types among cards in your graveyard.
When this creature enters, put a +1/+1 counter on another target Vampire you control.
Target creature gets -4/-4 until end of turn.
Target player sacrifices a creature or planeswalker of their choice.
Delirium — If there are four or more card types among cards in your graveyard, instead that player sacrifices a creature and a planeswalker of their choice.
When this creature enters, target creature an opponent controls gets -1/-1 until end of turn.
Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, target creature that player controls gets -1/-1 until end of turn.
At the beginning of your upkeep, choose one —
, Sacrifice this enchantment: Target opponent exiles two cards from their hand. Activate only as a sorcery.
Avacyn's Judgment deals 2 damage divided as you choose among any number of targets. If this spell's madness cost was paid, it deals X damage divided as you choose among those permanents and/or players instead.
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Burn from Within deals X damage to any target. If a creature is dealt damage this way, it loses indestructible until end of turn. If that creature would die this turn, exile it instead.
Create two 1/1 red Devil creature tokens. They have "When this token dies, it deals 1 damage to any target."
Create four 1/1 red Devil creature tokens. They have "When this token dies, it deals 1 damage to any target."
Target blocking creature fights another target blocking creature.
Dual Shot deals 1 damage to each of up to two target creatures.
Haste
: This creature gets +2/+0 until end of turn.
Each Vampire creature card you own that isn't on the battlefield has madness. The madness cost is equal to its mana cost. (If you discard a card with madness, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Fiery Temper deals 3 damage to any target.
Whenever a source an opponent controls deals damage to you or a permanent you control, you may have this creature deal 1 damage to that source's controller.
Geistblast deals 2 damage to any target.
, Exile this card from your graveyard: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
When this creature enters, it deals 1 damage to each opponent.
Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, this creature deals 1 damage to that player.
Flying, haste
If a source would deal damage to you, it deals double that damage to you instead.
If a source would deal damage to this creature, it deals double that damage to this creature instead.
Whenever you cast an instant or sorcery spell from your hand, you may cast target card with the same name as that spell from your graveyard. (You still pay its costs.)
This creature can't block unless you control another Wolf or Werewolf.
Haste (This creature can attack and as soon as it comes under your control.)
Target creature deals damage to itself equal to its power.
Discard a card, Sacrifice this creature: Draw a card.
As an additional cost to cast this spell, discard a card or pay .
Lightning Axe deals 5 damage to target creature.
, Discard a card: Draw a card.
Creatures without flying can't block this turn.
Gain control of target creature until end of turn. Untap that creature. It gets +2/+0 and gains haste until end of turn.
Trample
Whenever you cast an instant or sorcery spell, put a +1/+1 counter on this creature.
Discard a card: This creature gets +2/-2 until end of turn.
Reduce to Ashes deals 5 damage to target creature. If that creature would die this turn, exile it instead.
Target creature gets +2/+1 and gains trample until end of turn.
First strike
Delirium — This creature has double strike as long as there are four or more card types among cards in your graveyard.
Enchanted creature gets +2/+2.
Menace
At the beginning of your upkeep, reveal the top card of your library. Any opponent may have you put that card into your graveyard. If a player does, this creature deals damage to that player equal to that card's mana value. Otherwise, put that card into your hand.
Flash (You may cast this spell any time you could cast an instant.)
Enchanted creature gets +3/+0 and has first strike.
Attacking creatures you control have first strike.
Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it.
Exile target artifact or land. Structural Distortion deals 2 damage to that permanent's controller.
As an additional cost to cast this spell, discard a card.
: Target attacking Wolf or Werewolf gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Target creature gets +1/+1 and gains double strike until end of turn.
, Sacrifice this enchantment: Add .
When this creature enters, target creature can't block this turn.
Whenever this creature attacks, you may pay and discard a card. If you do, this creature deals damage to target creature or planeswalker equal to the discarded card's mana value.
Untap target creature. It gets +2/+2 and gains reach until end of turn.
Whenever this creature deals damage to one or more creatures, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
At the beginning of each end step, if you sacrificed three or more Clues this turn, you may put a creature card from your hand onto the battlefield.
When this creature dies, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Each opponent sacrifices a creature of their choice with flying.
Investigate, then target creature gets +1/+1 until end of turn for each Clue you control. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
At the beginning of your upkeep, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
Creatures you control have " : Add one mana of any color."
Whenever a permanent you control transforms into a non-Human creature, create a 2/2 green Wolf creature token.
: Add or .
Delirium — This creature has deathtouch as long as there are four or more card types among cards in your graveyard.
Enchanted creature gets +3/+3.
As long as enchanted creature is a Human, it has trample.
Search your library for up to two basic land cards and reveal them. Put one into your hand and the other into your graveyard. Then shuffle.
Reach
This creature can block only creatures with flying.
Whenever you sacrifice a Clue, you gain 3 life.
: Return target basic land card from your graveyard to your hand.
Each creature you control that's a Wolf or a Werewolf gets +1/+1 and has trample.
Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, create a 3/3 green Ooze creature token that's tapped and attacking.
When this creature enters, another target Human you control gets +2/+2 until end of turn.
Delirium — This creature has trample as long as there are four or more card types among cards in your graveyard.
, Tap an untapped creature you control: Add one mana of any color.
Put two +1/+1 counters on target creature.
Delirium — Put three +1/+1 counters on that creature instead if there are four or more card types among cards in your graveyard.
Delirium — This creature gets +3/+0 as long as there are four or more card types among cards in your graveyard.
Choose target creature you don't control. Each creature you control that's a Wolf or a Werewolf deals damage equal to its power to that creature.
When this creature enters, put a +1/+1 counter on target creature.
Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, put a +1/+1 counter on target creature.
When this creature enters, you may discard a land card. If you do, create a 2/2 green Wolf creature token.
: This creature gets +4/+4 until end of turn.
Target creature you control deals damage equal to its power to target creature you don't control.
Destroy target artifact or enchantment.
Return any number of cards with different mana values from your graveyard to your hand. Put Seasons Past on the bottom of its owner's library.
For each token you control, create a token that's a copy of that permanent.
Whenever a Wolf or Werewolf you control becomes the target of an instant or sorcery spell, create a 2/2 green Wolf creature token.
Delirium — At the beginning of your upkeep, if there are four or more card types among cards in your graveyard, put three +1/+1 counters on this creature.
When this creature enters, you may return target land card from your graveyard to your hand.
Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.
Ulvenwald Hydra's power and toughness are each equal to the number of lands you control.
When this creature enters, you may search your library for a land card, put it onto the battlefield tapped, then shuffle.
Whenever a nontoken creature you control dies, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, create a 1/1 white Human Soldier creature token.
, Sacrifice this enchantment: Reveal the top four cards of your library. You may put an artifact, creature, enchantment, land, or planeswalker card from among them into your hand. Put the rest into your graveyard.
: Target Human gains double strike until end of turn.
Reach (This creature can block creatures with flying.)
This creature can block an additional seven creatures each combat.
Enchant land
When this Aura enters, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Enchanted land has " : Add two mana of any one color."
This spell can't be countered.
You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.
Exile target nonland permanent. You lose 3 life.
At the beginning of each player's end step, that player draws a card. If the player is your opponent and has four or more cards in hand, this enchantment deals 2 damage to that player.
Deathtouch
At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land.
You may play an additional land on each of your turns.
Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
Enchanted creature has "Whenever this creature attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat."
+2: You may discard a card. If you do, draw a card.
−2: Exile target enchantment, tapped artifact, or tapped creature.
−8: Search your library for an artifact or creature card, put it onto the battlefield, then shuffle. It gains haste. Return it to your hand at the beginning of the next end step.
Whenever another creature you control enters, you may discard a card. If you do, put a +1/+1 counter on that creature, it gains haste until end of turn, and it becomes a Vampire in addition to its other types.
Whenever a creature enters, if it entered from your graveyard or you cast it from your graveyard, return this card from your graveyard to the battlefield tapped at the beginning of the next end step.
You and Humans you control have hexproof.
, Exile a card from your graveyard: Create a 1/1 white Human Soldier creature token.
+1: Reveal the top card of your library and put that card into your hand. Each opponent loses life equal to its mana value.
−X: Sorin deals X damage to target creature or planeswalker and you gain X life.
−9: Create a number of 1/1 black Vampire Knight creature tokens with lifelink equal to the highest life total among all players.
, : Put a charge counter on this artifact, then you may cast an instant or sorcery spell with mana value equal to the number of charge counters on this artifact from your hand without paying its mana cost.
, , Remove X charge counters from this artifact: Scry X.
This artifact enters tapped.
: Choose a color of a card in your graveyard. Add one mana of that color.
: Put target card from your graveyard on the bottom of your library.
, , Sacrifice this artifact: It deals 2 damage to any target.
Equipped creature has vigilance, trample, and haste.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
: Add .
, : Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Equipped creature gets +2/+2.
Equip—Discard a card.
When this creature attacks or blocks, sacrifice it at end of combat.
Equipped creature gets +1/+0.
Whenever equipped creature attacks, you may mill two cards.
Equipped creature has skulk. (It can't be blocked by creatures with greater power.)
Whenever equipped creature deals combat damage to a player, you may draw a card. If you do, discard a card.
Equip
Equipped creature gets +4/+2.
Whenever equipped creature dies, if it was a Human, create a 1/1 white Spirit creature token with flying.
At the beginning of your upkeep, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
, Sacrifice three Clues: Search your library for a card, put that card into your hand, then shuffle.
Equipped creature gets +1/+1 and has vigilance.
As long as equipped creature is a Human, it gets an additional +1/+0.
Defender
, Sacrifice this creature: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
: Return this card from your graveyard to the battlefield tapped.
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
This land enters tapped.
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped.
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
, , Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
( : Add .)
This website uses cookies and other tracking technologies for functional and analytical purposes. To improve your browsing experience on our site, we would also like to place tracking cookies.