Flying
When this creature enters, target opponent draws a card and you draw three cards.
"I would be a fool if I taught you everything I know."
Flying
Whenever you attack with two or more creatures with flying, draw a card.
Fishing boats often follow hunting drakes to find the largest schools of fish.
Flying
Creature spells with flying you cast cost less to cast.
On Evos Isle, the swift and formidable aven enforce the will of the ruling sphinxes.
Flying
Whenever a creature with flying attacks, you may draw a card.
"Your mind is too filled with foolish concerns to hear the subtle whispers that the breeze brings."
This spell costs less to cast if you control a creature with flying.
Draw two cards.
Magic written across the sky falls like rain on thirsty ground, bringing forth wisdom in its season.
You draw three cards and you lose 3 life.
"Conquering your first world is the hardest, after all. My power grew as I moved from world to world, taking anything that would make the next taking easier."
—Ob Nixilis
Flying
At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.
"Why would I kill you all? Who then would be left to worship me?"
Create thirteen tapped 2/2 black Zombie creature tokens.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sometimes death comes knocking. Sometimes it tears down the walls.
Flying
At the beginning of your upkeep, target player draws a card and loses 1 life.
He relishes the devotion of his Skirsdag puppets and their belief that it will earn them immortality.
Other Zombie creatures you control get +1/+1.
, : Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
Every grave cradles a recruit.
Whenever another Zombie you control enters, put a +1/+1 counter on this creature.
He rose from the graf for every cobbler, tanner, and fool who'd been slaughtered in the parish—and they rose and shambled after him.
Choose a creature type. Creatures that aren't of the chosen type get -3/-3 until end of turn.
Panic spread like wildfire as the demons of Immersturm poured into Bretagard, slaughtering as they came.
Destroy target non-Zombie creature. It can't be regenerated. Return up to one target Zombie card from your graveyard to your hand.
On Innistrad, Liliana embraced necromancy, honing her powers by practicing on scores of undead—and sometimes the living.
Enchant player
Whenever enchanted player is attacked, create a 2/2 black Zombie creature token. Each opponent attacking that player does the same.
Sounds of life beckon many a restless soul.
Destroy all creatures. Each player loses life equal to the number of creatures they controlled that were destroyed this way.
When the winds blow out of the abyss, death is the only harvest.
Each opponent chooses a creature card in their graveyard. Put those cards onto the battlefield under your control.
Fortunately, the reanimation spell just missed the long-dead colony of dung scorpions.
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
"On vile wings and bloody wind, the swarm will rise."
—Skyclave inscription
When this creature enters, each player sacrifices a creature of their choice.
Grixis is a world where the only things found in abundance are death and decay. Corpses, whole or in part, are the standard currency among necromancers and demons.
Tap five untapped Zombies you control: Put target creature card from a graveyard onto the battlefield under your control.
The warlocks never expected their creations to create servants of their own.
When this creature enters, each opponent loses X life, where X is your devotion to black. You gain life equal to the life lost this way. (Each in the mana costs of permanents you control counts toward your devotion to black.)
Flying
At the beginning of your upkeep, draw a card unless target opponent sacrifices a creature of their choice or pays 3 life.
The promise of anguish is payment enough for services rendered.
Kicker (You may pay an additional as you cast this spell.)
Menace
When Josu Vess enters, if it was kicked, create eight 2/2 black Zombie Knight creature tokens with menace.
When this creature enters, amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Despite their many forms, the Eternals worked in chilling harmony, unburdened by instinct or emotion.
[+1]: Mill three cards. If at least one Zombie card is milled this way, each opponent loses 2 life and you gain 2 life.
[−2]: Target creature gets -X/-X until end of turn, where X is the number of Zombies you control.
[−3]: You may cast Zombie spells from your graveyard this turn.
Zombies you control get +1/+0.
At the beginning of your end step, if a creature died this turn, you may pay . If you do, create a 2/2 black Zombie creature token.
Liliana inspires horror in many and fanatical admiration in a few.
Zombies you control get +1/+1.
When this enchantment enters, create two 2/2 black Zombie creature tokens.
"There are so many of them. It seems they've just been waiting for someone to serve."
Flash
When this creature enters, draw X cards, where X is the number of creatures that died under your control this turn.
The purple banner of the House of Vess is a symbol of death wherever it's flown.
Other Zombies you control get +1/+1.
, : All Zombies gain menace until end of turn.
The Curse of Wandering leaves only hatred.
Undergrowth — When this creature enters, it deals 1 damage to target opponent for each creature card in your graveyard.
"I prefer the big and looming to the small and skittering."
—Cevraya, Golgari shaman
Menace (This creature can't be blocked except by two or more creatures.)
Lieutenant — At the beginning of combat on your turn, if you control your commander, each opponent loses 3 life.
Zombies work best when they're fed appropriately, so it's prudent to let them eat on the job.
Whenever a nontoken creature you control dies, this creature deals 1 damage to you and you draw a card.
No one welcomes his visit, yet all must grant him tribute.
Deathtouch
When this creature enters, mill two cards and you gain 2 life. (To mill a card, put the top card of your library into your graveyard.)
Caught between life and death, between land and sea, between thought and oblivion.
Destroy target creature.
Ob Nixilis decided the fastest way to seize control of New Capenna would be to usurp the networks of power already hidden there. Xander's Maestros were the first to fall.
Destroy all creatures, then return a creature card put into a graveyard this way to the battlefield under your control. It's a black Zombie in addition to its other colors and types. Exile Necromantic Selection.
It shambled from the cloud of ash and bone dust, undeterred by its own extinction.
Each player sacrifices six creatures of their choice. You create six tapped 2/2 black Zombie creature tokens.
"You foolish knights pound your breastplates and vow to fight until your last breath. As if that's when it ends."
—Tormod, the Desecrator
[+1]: You draw a card and you lose 1 life.
[−3]: Destroy target creature.
[−8]: Target opponent gets an emblem with "Whenever a player draws a card, you lose 2 life."
Whenever a nontoken creature you control dies, create a 2/2 black Zombie creature token.
It was a night like any other. It would soon become a night no one would ever forget.
Flying
When this creature enters, you may destroy target creature.
Whenever a nontoken creature an opponent controls dies, create a tapped 2/2 black Zombie creature token.
Choose two —
• Target player loses X life.
• Return target creature card with mana value X or less from your graveyard to the battlefield.
• Target creature gets -X/-X until end of turn.
• Up to X target creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
Whenever this creature attacks, put target creature card from defending player's graveyard onto the battlefield under your control.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Scry 2, then draw two cards. You lose 2 life. (To 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.)
The dead know lessons the living haven't learned.
Each player sacrifices a creature of their choice. Create an X/X black Demon creature token with flying, where X is the total power of the creatures sacrificed this way.
Flying
Whenever a creature an opponent controls dies, you may gain 3 life.
Whenever an opponent discards a card, you may gain 3 life.
Flying
You may cast this creature from your graveyard by paying and sacrificing two creatures rather than paying its mana cost.
"May all the cairns of Jund be toppled."
—Meren of Clan Nel Toth
Flying
Whenever this creature deals combat damage to a player, each opponent discards a card. Each player who discarded a card with the greatest mana value among cards discarded this way loses life equal to that mana value.
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
Target player draws two cards and loses 2 life.
Little agonies pave the way to greater power.
Each opponent sacrifices a creature or planeswalker with the greatest mana value among creatures and planeswalkers they control.
The Kargan tribes share legends of the victory their ancestors won over the Akoum Skyclave, and its horrendous cost.
, Sacrifice a creature or planeswalker: You gain 1 life and draw a card.
"I know they're unstoppable fighters created to harvest souls—it's just they're so rude about it."
—Kaya
Each other player sacrifices a creature. You create a 2/2 black Zombie creature token for each creature sacrificed this way.
Necromancers deal in commodities far more precious than gold and grain.
Each other player discards a card. You draw a card for each card discarded this way.
When tempers run high, it's easy to lose your head.
At the beginning of each player's end step, if no creatures died this turn, this creature deals 4 damage to that player.
, Sacrifice a creature: You gain 4 life.
"Monster or human, my rate's the same."
This creature enters with a +1/+1 counter on it for each other Zombie you control and each Zombie card in your graveyard.
If this creature would be dealt damage, prevent that damage and remove a +1/+1 counter from it.
Whenever this creature or another Zombie you control dies, you draw a card and you lose 1 life.
"To see past the veil of death, cross it."
—The Red Book of Mezdrithalik
Flying
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
As they fought the Eldrazi, many vampires learned to live among humans. Others were unable to make the adjustment.
, Sacrifice a creature: You gain 1 life and draw a card.
Scions of the Markov line take particular pleasure in the perversion of humans' holy rituals.
Whenever this creature or another Zombie dies, each opponent loses 1 life.
Those who don't learn from their deaths are destined to repeat them.
Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.
"Die. But die knowing that your pathetic life will yield a great bounty for me."
—Zul Ashur, lich lord
When this creature enters, amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Zombie tokens you control have deathtouch.
His blessing is a curse.
: Exile target card from a graveyard.
Once it consecrated the dead. Now it desecrates them.