Target creature gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Flying
When this creature enters, put a +1/+1 counter on each of up to two other target creatures.
Until end of turn, target creature gets +3/+3, up to one other target creature gets +2/+2, and up to one other target creature gets +1/+1. Those creatures gain vigilance until end of turn.
Equipped creature gets +2/+0. It gets an additional +0/+2 and has first strike as long as an Equipment named Groom's Finery is attached to a creature you control.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
Choose a number between 0 and 13. Each player sacrifices that many creatures of their choice.
Flash
When this creature enters, exile a card from a graveyard.
Whenever you play a land or cast a spell, if it shares a card type with the exiled card, create a 1/1 white Human creature token.
When this enchantment enters, exile target creature an opponent controls with mana value 3 or less until this enchantment leaves the battlefield.
Whenever an opponent casts a Vampire spell with the same name as a card exiled with this enchantment, you gain 2 life.
Whenever you cast an enchantment spell, you gain 2 life.
Whenever this creature attacks, you may pay . If you do, it gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Destroy target [attacking] creature.
, Exile three cards from your graveyard: This creature gains first strike until end of turn.
Discard a card: Exile this creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever this creature attacks, you may pay . If you do, target attacking creature without flying gains flying until end of turn.
As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
If you would gain life, you gain that much life plus 1 instead.
: This creature gains lifelink until end of turn.
, Exile this card from your graveyard: Create two 1/1 white Spirit creature tokens with flying. Activate only if you control an enchantment and only as a sorcery.
, Remove two +1/+1 counters from among creatures you control: Destroy target artifact or enchantment.
Lantern Flare deals X damage to target creature or planeswalker and you gain X life. [X is the number of creatures you control.]
This creature can't attack alone.
Whenever this creature attacks, untap target creature.
, : Tap target creature.
Enchant creature
Enchanted creature has "Whenever a creature you control enters, this creature gets +1/+1 until end of turn."
When this Aura enters, create a 1/1 white Spirit creature token with flying.
Vigilance
Sacrifice this creature: Target creature you control with a +1/+1 counter on it gains lifelink and indestructible until end of turn.
When this creature dies, put its counters on target creature you control.
Piercing Light deals 2 damage to target attacking or blocking creature. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
When this creature enters, if you control another Human, draw a card.
Destroy target artifact or enchantment. You gain 3 life.
Whenever this creature trains, exile up to one other target creature from the battlefield or creature card from a graveyard.
When this creature leaves the battlefield, put the exiled cards onto the battlefield under their owners' control.
Enchanted creature can't attack or block.
: Exile enchanted creature. Create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
Creatures you control with +1/+1 counters on them have base power and toughness 4/4, have flying, and are Angels in addition to their other types.
This spell has flash as long as you control a Spirit.
When you cast this spell, tap up to two target creatures you don't control.
Enchant creature you control
Enchanted creature gets +1/+2.
First strike
Noncreature spells cost more to cast.
: Target creature gets +1/+0 until end of turn. You gain 1 life. Activate only as a sorcery.
: Put a +1/+1 counter on this creature.
Choose one —
Whenever this creature deals damage to a Vampire, destroy that creature.
Whenever you gain life, put a +1/+1 counter on this creature.
As long as this creature has four or more +1/+1 counters on it, it has flying and vigilance.
As long as this creature has ten or more +1/+1 counters on it, it has indestructible.
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
Return target nonland permanent [you control] to its owner's hand.
Whenever this creature enters or attacks, exile a card from a graveyard.
You may look at the top card of your library any time.
Once each turn, you may cast a spell from the top of your library if it shares a card type with a card exiled with this creature.
This spell costs less to cast if you control a Zombie.
Tap target creature. It doesn't untap during its controller's next untap step.
Draw a card.
As an additional cost to cast this spell, exile a creature card from your graveyard.
, Exile this card from your graveyard: Draw a card.
Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.
When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +1/+1.
Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Exploit (When this creature enters, you may sacrifice a creature.)
When this creature exploits a creature, target creature's owner puts it on their choice of the top or bottom of their library.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
: This creature can't be blocked this turn. Activate only if you own a card in exile.
At the beginning of combat on your turn, choose up to one —
When this Aura enters, mill two cards. (Put the top two cards of your library into your graveyard.)
Enchanted creature gets -X/-0, where X is the number of cards in your graveyard.
This spell costs less to cast if you control a Spirit. It also costs less to cast if you control an enchantment.
Counter target spell unless its controller pays .
Zombies you control have flying.
, , Sacrifice another nontoken creature: Create an X/X blue Zombie creature token, where X is the sacrificed creature's toughness.
This spell can't be countered.
Whenever you cast a spell, choose up to one —
Draw three cards. [Your maximum hand size is reduced by three for the rest of the game.]
Return target [Wolf or Werewolf] creature to its owner's hand.
Whenever a nontoken Zombie you control enters, create a token that's a copy of that creature.
When this creature exploits a creature, counter target spell, activated ability, or triggered ability.
: Exile target creature card from your graveyard and put a +1/+1 counter on this creature.
This creature has all activated abilities of all creature cards exiled with it.
When this creature exploits a creature, return target instant or sorcery card from your graveyard to your hand.
Look at the top four cards of your library. Put two of those cards into your hand and the rest into your graveyard.
Whenever you attack with one or more creatures, target player mills that many cards. (To mill a card, a player puts the top card of their library into their graveyard.)
: Put this card from your graveyard into your library second from the top.
, Discard a creature card: Draw a card.
Until end of turn, target creature becomes a blue Serpent with base power and toughness 5/5.
When this creature enters, you may exile two creature cards from your graveyard. If you do, draw a card.
Defender
Whenever an enchantment you control enters, this creature can attack this turn as though it didn't have defender.
When this creature exploits a creature, scry 1, then draw a card. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
Whenever this creature becomes the target of a spell you control, draw a card.
Counter target spell unless its controller pays . If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Counter target creature or planeswalker spell. Create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
Draw three cards. Then discard two cards unless you discard a basic land card.
This creature can block only creatures with flying.
Counter target spell [that wasn't cast from its owner's hand].
Whenever you cast a noncreature spell, create a 1/1 white Spirit creature token with flying. This ability triggers only once each turn.
Draw a card for each creature you control [with flying].
Target player shuffles up to four target cards from their graveyard into their library. You look at the top four cards of your library, then put one of those cards into your hand and the rest on the bottom of your library in a random order.
When this creature dies, you may search your library for a card named Wretched Throng, reveal it, put it into your hand, then shuffle.
Whenever this creature or another Zombie you control dies, look at the top card of your library. If it's a Zombie card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Target creature gets -13/-13 until end of turn. If that creature would die this turn, exile it instead.
When this artifact enters, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
, , Sacrifice this artifact: Return up to two target creature cards from your graveyard to your hand.
Menace
When this creature enters, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
Whenever this creature attacks, you may sacrifice a Blood token. If you do, it gets +2/+2 until end of turn.
Flying, trample
Whenever an opponent casts a spell, that player creates a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
Whenever this creature attacks, it gets +1/+0 until end of turn for each Blood token defending player controls.
When this creature enters or dies, exile another card from a graveyard. When you do, choose one —
When this creature enters, if you gained life this turn, return up to one target creature card from your graveyard to your hand.
Exile the top thirteen cards of your library, then search your library for a card. Put that card into your hand, then shuffle.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When this creature enters, exile up to one target card from a graveyard. If a creature card was exiled this way, each opponent loses 2 life and you gain 2 life.
When this creature dies, create a 2/2 black Zombie creature token.
Target player reveals their hand. You choose a nonland card from it [with mana value 2 or less]. That player discards that card.
At the beginning of your end step, sacrifice a non-Demon creature. If you do, create a token that's a copy of this creature.
Whenever you discard one or more cards, create a tapped 2/2 black Zombie creature token. This ability triggers only once each turn.
Return target creature card from your graveyard to the battlefield.
When you discard this card, you may pay . When you do, return target creature card from your graveyard to your hand.
This creature can't block.
Whenever this creature deals combat damage to a player, create a Blood token.
, Sacrifice two Blood tokens: Return this card from your graveyard to the battlefield.
Deathtouch
When this creature exploits a creature, target player draws two cards and loses 2 life.
Enchanted creature gets +2/+2 as long as it's a Vampire. Otherwise, it gets -2/-2.
Whenever you sacrifice a Blood token, you gain 1 life.
When this creature exploits a creature, destroy target planeswalker.
At the beginning of your upkeep, this creature deals 1 damage to you.
Destroy target creature or planeswalker. Create two Blood tokens. (They're artifacts with " , , Discard a card, Sacrifice this token: Draw a card.")
Equipped creature gets +2/+0. It gets an additional +0/+2 and has deathtouch as long as an Equipment named Bride's Gown is attached to a creature you control.
Whenever this creature or another nontoken Zombie you control dies, create a 2/2 black Zombie creature token.
Destroy target creature or planeswalker.
When this creature exploits a creature, each opponent exiles a card from their hand.
Parasitic Grasp deals 3 damage to target [Human] creature. You gain 3 life.
Destroy all creatures [with mana value 2 or less].
: Return this card from your graveyard to the battlefield tapped.
You draw two cards, lose 2 life, then create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
When this creature exploits a creature, each opponent sacrifices a creature of their choice.
When this creature enters, target creature an opponent controls gets -2/-2 until end of turn if that opponent controls no other creatures.
+1: Look at the top card of your library. You may reveal that card and put it into your hand. If you do, you lose life equal to its mana value.
−2: Create a 2/3 black Vampire creature token with flying and lifelink.
−7: Sorin deals 13 damage to any target. You gain 13 life.
At the beginning of each end step, put a slime counter on each creature you don't control.
Creatures you don't control get -1/-1 for each slime counter on them.
Whenever a creature you don't control with a slime counter on it dies, create a 1/1 black Slug creature token.
, Sacrifice a Slug: Draw a card.
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)
When this creature dies, you may exile it. When you do, return target creature card from your graveyard to your hand.
Until end of turn, target creature gains "When this creature dies, return it to the battlefield tapped under its owner's control with a +1/+1 counter on it."
This creature enters tapped.
Target player loses 2 life and you gain 2 life. Create two Blood tokens. (They're artifacts with " , , Discard a card, Sacrifice this token: Draw a card.")
Whenever this creature attacks, you may sacrifice a Blood token. If you do, put a +1/+1 counter on this creature and draw a card.
Take an extra turn after this one. During that turn, damage can't be prevented. [At the beginning of that turn's end step, you lose the game.]
Exile Alchemist's Gambit.
Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever this creature deals combat damage to a player, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
Whenever you sacrifice one or more Blood tokens, target creature can't block this turn. This ability triggers only once each turn.
This creature has first strike as long as it's attacking.
When this creature dies, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
Whenever a player plays a land or casts a spell, if it shares a card type with the exiled card, this creature deals 2 damage to that player.
+1: Add . Chandra deals 1 damage to up to one target player or planeswalker.
+1: Exile the top card of your library. If it's red, you may cast it this turn.
−7: Exile the top five cards of your library. You may cast red spells from among them this turn. You get an emblem with "Whenever you cast a red spell, this emblem deals X damage to any target, where X is the amount of mana spent to cast that spell."
Discard your hand, then draw a card for each card you've discarded this turn.
Haste
Whenever this creature attacks, if you attacked with exactly one other creature this combat, you may have that creature's base power and toughness become 4/3 until end of turn.
Enchant player
Creatures attacking enchanted player have trample.
Whenever a creature deals combat damage to enchanted player, that player exiles the top card of their library. Until end of turn, that creature's controller may play that card and they may spend mana as though it were mana of any color to cast that spell.
Haste (This creature can attack and as soon as it comes under your control.)
When this creature enters, target creature gets +2/+0 until end of turn.
When this creature enters, gain control of target creature with mana value less than or equal to the number of Vampires you control until end of turn. Untap that creature. It gains haste until end of turn.
End the Festivities deals 1 damage to each opponent and each creature and planeswalker they control.
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, create two Blood tokens. (They're artifacts with " , , Discard a card, Sacrifice this token: Draw a card.")
Flame-Blessed Bolt deals 2 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
Whenever you cast a noncreature spell, this creature gets +2/+2 until end of turn.
Trample
Tap two untapped creatures you control: This Vehicle becomes an artifact creature until end of turn.
As long as you control another Wolf or Werewolf, this creature gets +1/+0 and has trample.
It becomes night. Discard any number of cards, then draw that many cards plus one.
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
, , Exile three cards from your graveyard: Create a 3/2 red Wolf creature token.
Lacerate Flesh deals 4 damage to target creature. Create a number of Blood tokens equal to the amount of excess damage dealt to that creature this way. (They're artifacts with " , , Discard a card, Sacrifice this token: Draw a card.")
: This creature gains first strike until end of turn. Activate only as a sorcery.
This creature enters with X +1/+1 counters on it.
If damage would be dealt to this creature while it has a +1/+1 counter on it, prevent that damage and remove that many +1/+1 counters from it. When one or more counters are removed from this creature this way, it deals that much damage to any target.
Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step.
Choose one or both —
Whenever this creature deals damage, create that many Blood tokens. (They're artifacts with " , , Discard a card, Sacrifice this token: Draw a card.")
: This creature deals 1 damage to any target.
When this creature dies, it deals 3 damage to any target.
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Rending Flame deals 5 damage to target creature or planeswalker. If that permanent is a Spirit, Rending Flame also deals 2 damage to that permanent's controller.
, : This creature deals damage equal to the number of Wolves and Werewolves you control to target opponent.
Whenever you sacrifice a Blood token, you may have this artifact become a 3/3 Vampire artifact creature with haste until end of turn.
At the beginning of your end step, create a 1/1 red Human creature token. Then if you control exactly thirteen permanents, you may sacrifice this enchantment. When you do, it deals 7 damage to any target.
Target creature gets +3/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Vampires' Vengeance deals 2 damage to each non-Vampire creature. Create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
When this creature enters, it deals 1 damage to each opponent. Create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
Reach
This creature enters with a +1/+1 counter on it if you control a permanent with mana value 4 or greater.
Whenever you cast a spell with mana value 4 or greater, put a +1/+1 counter on this creature.
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+1.
Reach, trample
When this creature enters, you gain 5 life.
, Exile this card from your graveyard: You gain 5 life.
Look at the top seven cards of your library. Put up to two land cards from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
Spells you cast cost less to cast for each card type they share with cards exiled with this creature.
Whenever one or more +1/+1 counters are put on one or more Humans you control, draw a card. This ability triggers only once each turn.
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 creature cards are put into your graveyard from anywhere during your turn, create a 1/1 green Insect creature token. This ability triggers only once each turn.
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Whenever another Human you control enters, this creature gets +1/+1 until end of turn.
Search your library for a [basic land] card, [reveal it,] put it into your hand, then shuffle.
When this creature enters, you gain life equal to the greatest toughness among other creatures you control.
At the beginning of combat on your turn, choose one —
This creature enters with two +1/+1 counters on it for each other nontoken Human you control.
Whenever this creature attacks, you may search your library for a basic land card that doesn't share a land type with a land you control, put that card onto the battlefield, then shuffle.
: Create a 1/1 green Insect creature token. Put X +1/+1 counters on it, where X is the number of basic land types among lands you control. Activate only as a sorcery.
At the beginning of combat on your turn, target Wolf or Werewolf you control gets +2/+2 until end of turn.
Whenever an opponent casts their second spell each turn, create a 2/2 green Wolf creature token.
Whenever a Human you control dies, draw a card.
Whenever a creature you control with a +1/+1 counter on it dies, you gain 2 life.
Target creature gets +2/+2 and gains trample until end of turn.
When this creature enters, mill three cards, then put a +1/+1 counter on this creature for each creature card in your graveyard. (To mill three cards, put the top three cards of your library into your graveyard.)
Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
Enchant creature or land
As long as enchanted permanent is a creature, it gets +2/+2.
As long as enchanted permanent is a land, it has " : Add two mana of any one color."
At the beginning of combat on your turn, if you control another Wolf or Werewolf, put a +1/+1 counter on this creature.
When this creature dies, you gain life equal to its power.
This creature gets +3/+2 as long as there are four or more creature cards in your graveyard.
: Add one mana of any color.
Return up to one target creature card and up to one target noncreature permanent card from your graveyard to your hand. Exile Retrieve.
When this creature enters, create a 3/1 green Boar creature token.
When this creature enters, choose up to one —
When this Aura enters, draw a card.
Enchanted creature gets +1/+3.
: This creature gets +2/+2 until end of turn. Activate only once each turn.
Equipped creature gets +3/+3.
Whenever equipped creature attacks, you may sacrifice a Forest. If you do, that creature gains trample until end of turn.
Return all land cards from your graveyard to the battlefield tapped.
When this creature dies, draw a card.
During your turn, this creature gets +0/+2.
When this creature enters, another target creature you control gains deathtouch until end of turn.
Target creature gets +3/+3 and gains reach until end of turn. Untap it.
Target creature you control gets +2/+0 until end of turn if it's night. Then it deals damage equal to its power to target creature you don't control.
Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
Whenever Anje and/or one or more other Vampires you control enter, create a Blood token. This ability triggers only once each turn. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
, Sacrifice another creature or a Blood token: Each opponent loses 2 life and you gain 2 life.
, Sacrifice this creature: Target creature gets -X/-X until end of turn, where X is twice the number of Blood tokens you control. Activate only as a sorcery.
If you would draw a card, exile the top two cards of your library instead. You may play those cards this turn.
Whenever a Frog you control attacks, mill three cards.
Whenever a permanent card is put into your graveyard from your library, exile it with a croak counter on it.
You may play lands and cast spells from among cards you own in exile with croak counters on them.
First strike (This creature deals combat damage before creatures without first strike.)
Reach (This creature can block creatures with flying.)
At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
+1: Creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on up to one target creature token you control.
−2: Until end of turn, if one or more tokens would be created under your control, twice that many of those tokens are created instead.
−6: Exile all cards from all graveyards, then create a 1/1 white Spirit creature token with flying for each card exiled this way.
Lifelink
At the beginning of your end step, if you gained life this turn, you may pay . If you do, draw a card.
Flying, haste
At the beginning of combat on your turn, up to two target creatures you control each get +1/+0 until end of turn.
When Odric enters, create X Blood tokens, where X is the number of abilities from among flying, first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance found among creatures you control. (Count each ability only once.)
When Old Rutstein enters and at the beginning of your upkeep, mill a card. If a land card is milled this way, create a Treasure token. If a creature card is milled this way, create a 1/1 green Insect creature token. If a noncreature, nonland card is milled this way, create a Blood token.
Whenever Olivia attacks, return target creature card from your graveyard to the battlefield tapped and attacking. It gains "When you don't control a legendary Vampire, exile this creature."
As long as you've put one or more +1/+1 counters on a creature this turn, this creature has trample and lifelink.
: Target creature you control with a +1/+1 counter on it gains trample and lifelink until end of turn.
Whenever a creature you control exploits a nontoken creature, create a 2/2 black Zombie creature token.
Whenever you cast a creature spell, create a 1/1 green and white Human Soldier creature token with training.
At the beginning of your upkeep, mill a card. (Put the top card of your library into your graveyard.)
, , Sacrifice this creature: Create a 1/1 green Insect creature token for each creature card in your graveyard. Activate only as a sorcery.
When this creature enters, look at the top six cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creatures attacking you get -1/-0.
At the beginning of each end step, if you were dealt 4 or more damage this turn, exile this artifact.
Equipped creature gets +1/+0 and has "Whenever this creature deals combat damage, create a Blood token." (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
, , Exile a creature card from your graveyard: Create a token that's a copy of the exiled card, except it's a 0/0 Construct artifact in addition to its other types and it has "This token gets +1/+1 for each Construct you control." It gains haste until end of turn. Activate only as a sorcery.
, : Exile target card from a graveyard.
This artifact enters with a number of suspect counters on it equal to the greatest number of creatures a player controls.
, , Remove a suspect counter from this artifact: Draw a card.
, Sacrifice this artifact: Draw a card.
When this artifact enters, exile target card from a graveyard.
, , Exile this artifact: Exile all cards from all graveyards, then draw a card.
When this artifact enters, draw a card.
, Sacrifice this artifact: Target creature can't be blocked this turn. If it's a Vampire, it also gains lifelink 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 .
, Pay 1 life: Add one mana of any color. Spend this mana only to cast a Vampire spell.
, : Create a Blood token. This ability costs less to activate for each Vampire you control. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
( : Add .)
As long as you've put one or more +1/+1 counters on a creature this turn, Sigardian Paladin has trample and lifelink.
Whenever a creature you control exploits a creature, create a 2/2 black Zombie creature token.
, Exile Cobbled Lancer from your graveyard: Draw a card.
Exploit
When Stitched Assistant exploits a creature, scry 2, then draw a card.
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