For each creature, its controller sacrifices it unless they pay X life.
"Try again in the next life, darling."
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.
When this creature enters, you may return target creature card with mana value 3 or less from your graveyard to your hand.
(Melds with Graf Rats.)
Haste
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, other creatures you control get +1/+0 and gain menace until end of turn.
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
On Innistrad, one person's windfall usually starts with another person lying face down in the mud.
Morbid — When this creature enters, if a creature died this turn, target creature gets -4/-4 until end of turn.
Cover your ears and you may never hear her coming—both a blessing and a curse.
Destroy target tapped creature.
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.)
"Thank you. This blade becomes so hot in my hand, but your blood has quenched it."
Discard a card: This creature gains flying until end of turn.
Displays of Voldaren bloodlust are not restricted to glamorous banquets and lavish parties.
At the beginning of your end step, if you gained life this turn, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
Sacrifice two Blood tokens: Transform this creature. Activate only as a sorcery.
At the beginning of your end step, if you gained life this turn, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
: Each opponent loses 2 life and you gain 2 life.
: Return this card from your graveyard to your hand.
His mind was lost long before his flesh.
Exile target creature and all other creatures with the same name as that creature.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Tap three untapped creatures you control: Each opponent loses 1 life.
A barricade only buys time. So the wealthy buy more barricades.
Morbid — , Tap two untapped creatures you control: Create a 5/5 black Demon creature token with flying. Activate only if a creature died this turn.
"Thraben's pleas fall on deaf ears. Ours do not."
[+1]: Target creature you control gains deathtouch and lifelink until end of turn. If it's a Vampire, put a +1/+1 counter on it.
[+1]: You may sacrifice a Vampire. When you do, Sorin deals 3 damage to any target and you gain 3 life.
[−3]: You may put a Vampire creature card from your hand onto the battlefield.
Target creature gets -1/-1 until end of turn.
Morbid — That creature gets -13/-13 until end of turn instead if a creature died this turn.
Linger on death's door and risk being invited in.
Defender
: Exchange target opponent's life total with this creature's toughness.
There will be no absolution.
At the beginning of your upkeep, choose one —
• Each player with exactly 13 life loses the game, then each player gains 1 life.
• Each player with exactly 13 life loses the game, then each player loses 1 life.
As an additional cost to cast this spell, sacrifice a creature.
Draw two cards.
"You were so eager to take and consume. Yet when asked to give, you refuse?"
Flying
Whenever this creature or another nontoken creature you control dies, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
Whenever you create a Blood token, if you control five or more Blood tokens, transform this creature.
Flying
At the beginning of combat on your turn, up to one target Blood token you control becomes a 2/2 black Bat creature with flying and haste in addition to its other types.
"Humans throw rice and release doves at their weddings? How quaint."
Choose one —
• Abrade deals 3 damage to target creature.
• Destroy target artifact.
The Falkenrath progenitor was a vicious falconer, and the line is quick to remind others of its heritage.
Alchemist's Greeting deals 4 damage to target creature.
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.)
"Impressive."
—Chandra Nalaar
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.
Draw a card.
"One vampire for every family member I've lost."
This spell costs less to cast for each instant and sorcery card in your graveyard.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, discard your hand, then draw three cards.
At the beginning of combat on your turn, target creature you control gains double strike until end of turn.
"Some claim that rage is a cloud that obscures thought and vision. But I can assure you—I've never seen with greater clarity."
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.")
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
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.)
Escalate (Pay this cost for each mode chosen beyond the first.)
Choose one or both —
• Target creature gets +3/+0 until end of turn.
• Target creature gains first strike until end of turn.
Whenever you cast a spell from your graveyard, this enchantment deals 2 damage to any target.
Mist is the geists' sorrow. Wind is their pain. Fire is their vengeance.
[+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."
Escalate (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Target player discards all the cards in their hand, then draws that many cards.
• Collective Defiance deals 4 damage to target creature.
• Collective Defiance deals 3 damage to target opponent or planeswalker.
Whenever this creature attacks, add at the beginning of your next main phase this turn.
: Transform this creature.
It strikes with the fury of a tempest.
Whenever this creature attacks, add at the beginning of your next main phase this turn.
As without, so within.
Draw two cards, then discard two cards.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"Avacyn has abandoned us! We have nothing left except what we can take!"
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.)
Whenever you cast an instant or sorcery spell, this creature gets +2/+0 until end of turn.
So many candles. So many flammables. So little time.
Fiery Temper deals 3 damage to any target.
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.)
"Let the flames ignore the sinless."
Trample
At the beginning of combat on your turn, you may discard a card. If you do, this creature gets +3/+0 until end of turn.
"Writhe all you want, filth. It will do you no good."
Haste
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
The cathars realized they had not tracked her—she had led them here.
Whenever a Werewolf you control enters, you may transform it.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
Whenever this creature attacks, create two 1/1 red Human creature tokens that are tapped and attacking.
(Melds with Hanweir Battlements.)
"We're ready for anything!"
Trample, haste
Whenever Hanweir attacks, create two 3/2 colorless Eldrazi Horror creature tokens that are tapped and attacking.
Defender
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
He scans for wolves, knowing there's one he can never anticipate.
This creature attacks each combat if able.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
Technically he never left his post. He looks after the wolf wherever it goes.
Trample
Tap two untapped creatures you control: This Vehicle becomes an artifact creature until end of turn.
A carriage crafted from the finest materials. Horses bred from the finest stock. Skulls taken from the finest foes.
As long as you control another Wolf or Werewolf, this creature gets +1/+0 and has trample.
Even vampires know to travel faster when they hear howling in the Geier Reach passes.
First strike
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
"Hold tight. I've got a surprise for them."
Double strike
Werewolves you control have menace. (A creature with menace can't be blocked except by two or more creatures.)
At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
As an additional cost to cast this spell, discard a card or pay .
Lightning Axe deals 5 damage to target creature.
Spirits disturbed by ghoulcallers become geists driven by restless anger.
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as this creature is paired with another creature, both creatures have haste.
All creatures have haste.
Gavony was their stage, and the moon their spotlight.
Flying
Whenever a player casts an instant or sorcery spell that targets only this creature, that player copies that spell for each other creature they control that the spell could target. Each copy targets a different one of those creatures.
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.
"We spend our entire existence pursuing the joy of our first night's feast."
—Anje Falkenrath
Each player discards their hand, then draws seven cards.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
In a wave of spells called the Cursemute, Avacyn cleansed the world with divine fire.
, : This creature deals damage equal to the number of Wolves and Werewolves you control to target opponent.
The wolf's captor hid his fear, but he knew someday the runes would fail, the collar would break, and the wolf would remember his face.
Escalate (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Creatures target player controls gain trample until end of turn.
• Savage Alliance deals 2 damage to target creature.
• Savage Alliance deals 1 damage to each creature target opponent controls.
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."
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
When this creature enters, it deals 1 damage to each of up to two target creatures.
: Transform this creature.
"Never thought I'd see the day I'd be wishing to see just a plain old werewolf."
—Raf Gyel of the Quiver of Kessig
Whenever this creature attacks, it deals 2 damage to any target.
". . . heck, I'd settle for anything that even resembled a werewolf."
—Raf Gyel of the Quiver of Kessig
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.
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.)
Trample
Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card.
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.)
Defender
: This creature deals 1 damage to each opponent.
Whenever you cast an instant or sorcery spell, untap this creature.
"Madness can't touch a mind ignited by genius."
You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice that creature at the beginning of the next end step.
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Trample
: Target attacking Wolf or Werewolf gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
"I am not its master. We are of the same pack."
—Ulrich, Krallenhorde alpha
Target creature gets +1/+1 and gains double strike until end of turn.
"It's right to fear those that you keep locked away."
—Rahilda, Vildin-Pack alpha
When this creature enters, any opponent may have it deal 4 damage to them. If a player does, sacrifice this creature.
It's not any fun until someone loses an eye.
Haste
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
"I'm afraid it's bad news."
Menace (This creature can't be blocked except by two or more creatures.)
At the beginning of each upkeep, if a player cast two or more spells last turn, transform 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.
"Gotcha."