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You draw three cards and you lose 3 life.
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Flying
At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
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Anje’s Ravager attacks each combat if able.
Whenever Anje’s Ravager attacks, discard your hand, then draw three cards.
Madness
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At the beginning of your upkeep, each player sacrifices a non-Vampire creature.
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Counter target spell. Its controller may draw up to two cards at the beginning of the next turn’s upkeep.
You draw a card at the beginning of the next turn’s upkeep.
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: Add one mana of any color in your commander’s color identity.
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When Arterial Alchemy enters the battlefield, create a Blood token for each opponent you have.
Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip
.Avg Price $0.00 -
When Arterial Alchemy enters the battlefield, create a Blood token for each opponent you have.
Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip
.Avg Price $0.00 -
Madness
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.
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Azorius Chancery enters the battlefield tapped.
When Azorius Chancery enters the battlefield, return a land you control to its owner’s hand.
: Add .
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: Add or .
, , Sacrifice Azorius Locket: Draw two cards.
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Choose an opponent. You and that player each create three 1/1 white Spirit creature tokens with flying.
Choose an opponent. You gain 2 life for each creature you control and that player gains 2 life for each creature they control.
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This spell costs
less to cast for each creature on the battlefield.Blasphemous Act deals 13 damage to each creature.
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Whenever Blood Artist or another creature dies, target player loses 1 life and you gain 1 life.
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Lifelink
When Bloodline Necromancer enters the battlefield, you may return target Vampire or Wizard creature card from your graveyard to the battlefield.
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Bloodthirst 3
Flying
Whenever you cast a Vampire creature spell, it gains bloodthirst 3.
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Flying
Commander creatures you control get +2/+2 and have haste.
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Flying
, Pay 2 life: Put a +1/+1 counter on Bloodtracker.
When Bloodtracker leaves the battlefield, draw a card for each +1/+1 counter on it.
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Flying
When Boreas Charger leaves the battlefield, choose an opponent who controls more lands than you. Search your library for a number of Plains cards equal to the difference, reveal those cards, put one of them onto the battlefield tapped and the rest into your hand, then shuffle.
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You may cast Spirit spells as though they had flash.
Whenever you cast a creature spell during an opponent's turn, tap up to one target creature.
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You may cast Spirit spells as though they had flash.
Whenever you cast a creature spell during an opponent's turn, tap up to one target creature.
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Flying, soulbound
As long as Breathkeeper Seraph is paired with another creature, each of those creatures has "When this creature dies, you may return it to the battlefield at the beginning of your next upkeep."
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Flying, soulbound
As long as Breathkeeper Seraph is paired with another creature, each of those creatures has "When this creature dies, you may return it to the battlefield at the beginning of your next upkeep."
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Flying
Whenever Butcher of Malakir or another creature you control dies, each opponent sacrifices a creature.
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Flying
Whenever you cast a creature spell with mana value 3 or less, investigate.
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When Champion of Dusk enters the battlefield, you draw X cards and you lose X life, where X is the number of Vampires you control.
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Charcoal Diamond enters the battlefield tapped.
: Add .
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: Add one mana of any color in your commander’s color identity.
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: Add one mana of any color in your commander’s color identity.
Sacrifice Commander’s Sphere: Draw a card.
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Whenever Cordial Vampire or another creature dies, put a +1/+1 counter on each Vampire you control.
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Trample
At the beginning of each player’s end step, Crimson Honor Guard deals 4 damage to that player unless they control a commander.
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Attacking Vampires you control have deathtouch and lifelink.
Whenever a Vampire you control dies, you may pay 2 life. If you do, draw a card.
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Attacking Vampires you control have deathtouch and lifelink.
Whenever a Vampire you control dies, you may pay 2 life. If you do, draw a card.
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Choose one or both —
• Exile target artifact.
• Exile target enchantment.
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Custodi Soulbinders enters the battlefield with X +1/+1 counters on it, where X is the number of other creatures on the battlefield.
, Remove a +1/+1 counter from Custodi Soulbinders: Create a 1/1 white Spirit creature token with flying.
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Flying
Will of the council — When Custodi Squire enters the battlefield, starting with you, each player votes for an artifact, creature, or enchantment card in your graveyard. Return each card with the most votes or tied for most votes to your hand.
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Target player draws X cards and loses X life.
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: Exile target creature and put a +1/+1 counter on Dark Impostor.
Dark Impostor has all activated abilities of all creature cards exiled with it.
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Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
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Exile X target creatures, then investigate X times. Return the exiled cards to the battlefield tapped under their owners' control at the beginning of the next end step.
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Exile X target creatures, then investigate X times. Return the exiled cards to the battlefield tapped under their owners' control at the beginning of the next end step.
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Choose a creature type. Draw a card for each permanent you control of that type.
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Whenever you cast a non legendary creature spell with flying, you may copy it, except the copy is a 1/1 Spirit in addition to its other types. Do this only once each turn.
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Whenever you cast a non legendary creature spell with flying, you may copy it, except the copy is a 1/1 Spirit in addition to its other types. Do this only once each turn.
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Reach
Soulbound
As long as Doom Weaver is paired with another creature, each of those creatures has "When this creature dies, draw cards equal to its power."
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Reach
Soulbound
As long as Doom Weaver is paired with another creature, each of those creatures has "When this creature dies, draw cards equal to its power."
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+1: Until end of turn, whenever a creature you control deals combat damage to a player, put a loyalty counter on Dovin, Grand Arbiter.
−1: Create a 1/1 colorless Thopter artifact creature token with flying. You gain 1 life.
−7: Look at the top ten cards of your library. Put three of them into your hand and the rest on the bottom of your library in a random order.
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Flying
Other Spirit creatures you control get +1/+1 and have hexproof.
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Melee
Other Spirits you control have melee.
Prevent all noncombat damage that would be dealt to Spirits you control.
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Melee
Other Spirits you control have melee.
Prevent all noncombat damage that would be dealt to Spirits you control.
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Flying
When Ethereal Investigator enters the battlefield, investigate X times, where X is the number of opponents you have.
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
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Flying
When Ethereal Investigator enters the battlefield, investigate X times, where X is the number of opponents you have.
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
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: Add one mana of any color that a land an opponent controls could produce.
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Each Vampire creature card you own that isn’t on the battlefield has madness. The madness cost is equal to its mana cost.
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Flying
Whenever Falkenrath Noble or another creature dies, target player loses 1 life and you gain 1 life.
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Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent’s mana value.
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Destroy all creatures with power greater than target creature’s power.
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Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.
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Fire Diamond enters the battlefield tapped.
: Add .
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Return all nonland permanents to their owners’ hands. If you return four or more nontoken permanents you control this way, you may put a permanent card from your hand onto the battlefield.
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As Foreboding Ruins enters the battlefield, you may reveal a Swamp or Mountain card from your hand. If you don’t, Foreboding Ruins enters the battlefield tapped.
: Add or .
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Hexproof
Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that’s tapped and attacking. Exile that token at end of combat.
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Whenever Ghostly Pilferer becomes untapped, you may pay
. If you do, draw a card.Whenever an opponent casts a spell from anywhere other than their hand, draw a card.
Discard a card: Ghostly Pilferer can’t be blocked this turn.
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Creatures can’t attack you unless their controller pays
for each creature they control that’s attacking you.Avg Price $0.00 -
Whenever one or more Vampires you control attack, create a Blood token.
, , Pay 1 life: Create a 1/1 white and black Vampire creature token with lifelink.
, , Sacrifice Glass-Cast Heart and thirteen Blood tokens: Each opponent loses 13 life and you gain 13 life.
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Whenever one or more Vampires you control attack, create a Blood token.
, , Pay 1 life: Create a 1/1 white and black Vampire creature token with lifelink.
, , Sacrifice Glass-Cast Heart and thirteen Blood tokens: Each opponent loses 13 life and you gain 13 life.
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Vigilance
When Hallowed Spiritkeeper dies, create X 1/1 white Spirit creature tokens with flying, where X is the number of creature cards in your graveyard.
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Flying
When Hanged Executioner enters the battlefield, create a 1/1 white Spirit creature token with flying.
, Exile Hanged Executioner: Exile target creature.
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Whenever a creature an opponent controls dies, you may pay
. If you do, create a 1/1 white Spirit creature token with flying.Avg Price $0.00 -
Whenever a creature an opponent controls dies, you may pay
. If you do, create a 1/1 white Spirit creature token with flying.Avg Price $0.00 -
Each player reveals the top card of their library. For each creature card revealed this way, create a token that's a copy of that card, except it's 1/1, it's a Spirit in addition to its other types, and it has flying. If no creature cards were revealed this way, return Haunting Imitation to its owner's hand.
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Each player reveals the top card of their library. For each creature card revealed this way, create a token that's a copy of that card, except it's 1/1, it's a Spirit in addition to its other types, and it has flying. If no creature cards were revealed this way, return Haunting Imitation to its owner's hand.
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Flash
At the beginning of your upkeep, for each creature you control that's a Wolf or Werewolf, create a 2/2 green Wolf creature token.
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Flash
At the beginning of your upkeep, for each creature you control that's a Wolf or Werewolf, create a 2/2 green Wolf creature token.
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Soulbound
As long as Imperious Mindbreaker is paired with another creature, each of those creatures has "Whenever this creature attacks, each opponent mills cards equal to its toughness."
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Soulbound
As long as Imperious Mindbreaker is paired with another creature, each of those creatures has "Whenever this creature attacks, each opponent mills cards equal to its toughness."
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Each player may discard their hand and draw cards equal to the greatest mana value of a commander they own on the battlefield or in the command zone.
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Each player may discard their hand and draw cards equal to the greatest mana value of a commander they own on the battlefield or in the command zone.
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Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with “
: Add ” and loses all other card types and abilities.Avg Price $0.00 -
Lifelink
, Sacrifice a creature: Put a +1/+1 counter on each Vampire you control.
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Partner with Laurine, the Diversion
Lifelink
Whenever a creature an opponent controls dies, you gain 1 life and create a Blood token.
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Partner with Laurine, the Diversion
Lifelink
Whenever a creature an opponent controls dies, you gain 1 life and create a Blood token.
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At the beginning of each player’s draw step, that player draws an additional card.
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Flying, protection from black
Echo
When Karmic Guide enters the battlefield, return target creature card from your graveyard to the battlefield.
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Destroy all creatures. They can’t be regenerated.
Threshold — If seven or more cards are in your graveyard, instead destroy all creatures, then create two 1/1 white Spirit creature tokens with flying. Creatures destroyed this way can’t be regenerated.
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First strike
When Knight of the White Orchid enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
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Partner with Kamber, the Plunderer
First strike
, Sacrifice an artifact or creature: Goad target creature.
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Partner with Kamber, the Plunderer
First strike
, Sacrifice an artifact or creature: Goad target creature.
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Flying, protection from white
When Malakir Bloodwitch enters the battlefield, each opponent loses life equal to the number of Vampires you control. You gain life equal to the life lost this way.
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Marble Diamond enters the battlefield tapped.
: Add .
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When Markov Enforcer or another Vampire enters the battlefield under your control, Markov Enforcer fights up to one target creature an opponent controls.
Whenever a creature dealt damage by Markov Enforcer this turn dies, create a Blood token.
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When Markov Enforcer or another Vampire enters the battlefield under your control, Markov Enforcer fights up to one target creature an opponent controls.
Whenever a creature dealt damage by Markov Enforcer this turn dies, create a Blood token.
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Whenever another creature with power 2 or less enters the battlefield under your control, you may pay
. If you do, draw a card.Avg Price $0.00 -
When Midnight Arsonist enters the battlefield, destroy up to X target artifacts without mana abilities, where X is the number of Vampires you control.
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When Midnight Arsonist enters the battlefield, destroy up to X target artifacts without mana abilities, where X is the number of Vampires you control.
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: Add .
: Put an hour counter on Midnight Clock.
At the beginning of each upkeep, put an hour counter on Midnight Clock.
When the twelfth hour counter is put on Midnight Clock, shuffle your hand and graveyard into your library, then draw seven cards. Exile Midnight Clock.
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This spell costs
less to cast for each Spirit you control.Flying
Whenever Millicent, Restless Revenant or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.
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This spell costs
less to cast for each Spirit you control.Flying
Whenever Millicent, Restless Revenant or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.
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Soulbound
As long as Mirage Phalanx is paired to another creature, each of those creatures has "At the beginning of combat on your turn, create a token that's a copy of this creature, except it has haste and loses soulbound. Exile it at end of combat.
Avg Price $0.00