Tap three untapped creatures you control: Each opponent loses 1 life.
A barricade only buys time. So the wealthy buy more barricades.
When this creature enters, each opponent creates a 1/1 white Human creature token.
Whenever a creature an opponent controls dies, put a +1/+1 counter on this creature.
From every kill, a gruesome trophy.
At the beginning of your end step, if an opponent lost life this turn, put a +1/+1 counter on target Vampire you control.
With House Voldaren ascendant, some members of the Stromkirk line took it upon themselves to "borrow" from the blood tithes.
Deathtouch
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then create twice that many 2/2 black Zombie creature tokens with decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
Flying
This creature can't block.
The Voldaren have begun demanding blood offerings from the villagers in their territory. Their agents arrive from the sky to collect the ceremonial bowls in eerie silence.
This creature can't block.
When this creature dies, return it to the battlefield transformed under your control attached to target creature or planeswalker an opponent controls.
As the flames consumed the killer, his eyes remained fixed on the executioner's face, his hands twitching like angry spiders.
Enchant creature or planeswalker an opponent controls
At the beginning of your upkeep, enchanted permanent's controller sacrifices a nonland permanent of their choice, then that player loses 1 life.
The next day, the executioner was found with ashen handprints on his throat.
Up to two target creatures can't block this turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
You don't have to outrun the werewolf; you only have to outrun your fellow guard.
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
While the Dawnhart witches focus their magic on nature and community, other covens consort with devils and twist the elements to their will.
Haste
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then exile up to that many target instant and/or sorcery cards with mana value 3 or less from your graveyard and copy them. You may cast any number of the copies without paying their mana costs.
Menace (This creature can't be blocked except by two or more creatures.)
If it's neither day nor night, it becomes day as this creature enters.
Whenever day becomes night or night becomes day, this creature deals 1 damage to each opponent.
Choose one —
• Burn Down the House deals 5 damage to each creature and each planeswalker.
• Create three 1/1 red Devil creature tokens with "When this token dies, it deals 1 damage to any target." They gain haste until end of turn.
Burn the Accursed deals 5 damage to target creature and 2 damage to that creature's controller. If that creature would die this turn, exile it instead.
Nothing remained but a few drifting embers and the smell of smoldering hair.
Choose one —
• Cathartic Pyre deals 3 damage to target creature or planeswalker.
• Discard up to two cards, then draw that many cards.
"Leave behind the sorrow of this body. Be blessed, being of light."
Enchant player
Whenever enchanted player casts a spell other than the first spell they cast each turn or copies a spell, this Aura deals 2 damage to them.
Even within the chapel's hallowed halls, the devils' laughter pierced his prayers.
As an additional cost to cast this spell, discard a card.
Draw two cards.
Flashback (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
Whenever this creature attacks, it deals 1 damage to defending player.
"Lady Anje sends her regards. I'll carve the rest of her message into your skin."
, Discard a card, Sacrifice a Vampire: Draw two cards. Activate only if an opponent lost life this turn.
In the arena, vampires set aside all pretense of honor or civilization and fight like the predators they know themselves to be.
When this creature enters, if an opponent lost life this turn, add .
, Discard a card: Draw a card.
Furious to find the workshop empty, the starving vampires flew into a frenzy.
: This creature gets +1/+0 and gains first strike until end of turn.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
As long as the sun is up, you'll only lose your purse.
: This creature gets +1/+0 and gains first strike until end of turn.
: Creatures you control get +2/+0 until end of turn.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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.
When a spell you control deals damage, transform this creature.
At the edge of night, on the cusp of winter, the allure of fire grows ever stronger.
Whenever a spell you control deals damage, put a flame counter on this creature.
, Remove a flame counter from this creature: Exile the top card of your library. You may play that card this turn.
Never again would she fear the dusk.
Whenever you cast an instant or sorcery spell, put a charge counter on this artifact.
, , Remove any number of charge counters from this artifact: It deals that much damage to any target.
, : Exile the top card of your library. You may play that card this turn.
Trample
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
He was one masked stranger among many. Blending in was child's play.
Trample
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
When Tovolar's howl sounded from the woods, it was answered from the heart of the festival.
Enchant creature
Enchanted creature gets +2/-2.
Nothing is funnier to a devil than setting someone—anyone—on fire.
: Target creature can't block this turn.
"This Tovolar is no brainless brute. He sends his howling minions to terrorize a village for months. Sleepless nights and fear take their toll. Only then, when morale is at its worst, does he strike."
—Barnes, village watch
Light Up the Night deals X damage to any target. It deals X plus 1 damage instead if that target is a creature or planeswalker.
Flashback—, Remove X loyalty counters from among planeswalkers you control. If you cast this spell this way, X can't be 0. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Target creature you control gets +X/+0 and gains first strike and trample until end of turn.
In the adrenaline-fueled chaos, she hadn't even felt the bite.
This spell costs less to cast if it's night.
Moonrager's Slash deals 3 damage to any target.
The cathars fell like leaves as Tovolar himself joined the fray.
Flying
Whenever you cast a spell, you may discard your hand. If you do, draw a card for each of that spell's colors.
When this creature dies, it deals X damage to any target, where X is the number of colors among permanents you control.
Trample
This creature enters with a +1/+1 counter on it if an opponent lost life this turn.
Markov vampires cultivate an image of such decadent elegance that it can be easy to forget they can field a deadly fighting force.
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
If it's neither day nor night, it becomes day as this creature enters.
Whenever day becomes night or night becomes day, discard up to two cards, then draw that many cards.
"Sleep? I can sleep when I'm dead!"
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If you control a Wolf or Werewolf, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Tovolar's howl of command was too much to resist, even for Arlinn's own loyal pack.
Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Devils find human dwellings to be oppressively cold, dark, and unburnt.
Flying
Whenever this creature attacks, it deals 1 damage to target creature defending player controls. If that creature is a Zombie, this creature deals 2 damage to it instead.
Choose one —
• Destroy target artifact.
• Target attacking creature gets +2/+2 until end of turn.
The folk of Kessig build up their courage by burning effigies of the things they fear.
At the beginning of combat on your turn, target creature you control gets +1/+0 and gains haste until end of turn.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
At the beginning of combat on your turn, target creature you control gets +2/+0 and gains trample and haste until end of turn.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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.)
Defender
Whenever you cast an instant or sorcery spell, put a number of ember counters on this creature equal to the amount of mana spent to cast that spell. Then if this creature has seven or more ember counters on it, remove them and transform this creature.
Flying
Whenever you cast an instant or sorcery spell, this creature deals 2 damage to any target.
A dragon is born. A province burns.
Whenever you cast an instant or sorcery spell, this creature gets +1/+1 until end of turn.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Whenever you cast an instant or sorcery spell, this creature gets +2/+2 until end of turn.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Target creature gets +3/+1 until end of turn. If it's your turn, that creature gains trample until end of turn. Otherwise, it gains first strike until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking. A creature with first strike deals combat damage before creatures without first strike.)
"There's nothing like a good meal to really lift the spirit."
Flying
If it's neither day nor night, it becomes day as this creature enters.
Whenever day becomes night or night becomes day, you may pay . If you do, return this card from your graveyard to the battlefield tapped.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
She dispatched every challenger with a sickening snap of bone.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
With every arm in sight broken, she turned her attention to the furniture.
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."
Haste
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
"You have my word. You'll see no wolf attacks while we're around!"
Wolves and Werewolves you control have haste.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
With no guards to be seen, the cobbled streets of Gatstaf echoed with howls.
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."
This creature has first strike as long as it's attacking.
: This creature gets +2/+0 until end of turn.
A duel to first blood means something very different when a vampire is involved.
You may look at the top card of your library any time.
You may play lands from the top of your library.
Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library.
Reach
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
She won't rest until she's collected specimens of every bird on Innistrad.
Reach
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Her hunger won't be sated until she's tasted every bird on Innistrad.
Flash
Reach
With their usual prey scared off by werewolves, the wolves of the Ulvenwald adopted inventive new hunting techniques.
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Vigilance (Attacking doesn't cause this creature to tap.)
When this creature enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
As long as you control a token, this creature gets +2/+0.
Reach
When this creature dies, create a 1/2 green Spider creature token with reach.
Travelers in the Somberwald scan the ground for werewolves and other threats, unaware of what lurks above.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains trample until end of turn.
"On this night, the dark will fear us."
Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.
As werewolf attacks increased, brutal weapons not seen since the Travails were dusted off and put to work.
Consuming Blob's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1.
At the beginning of your end step, create a green Ooze creature token with "This token's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1."
This creature enters with X +1/+1 counters on it.
Coven — At the beginning of your end step, if you control three or more creatures with different powers, put a +1/+1 counter on target creature you control.
"Welcome to the greatest show in Kessig!"
When this creature enters, create a 1/1 white Human creature token.
Coven — : Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers.
When this creature enters, you gain 3 life.
: Add one mana of any color.
"Wherever there is life, there is power for one who knows the old ways."