When this enchantment enters, create a Blood token for each opponent you have. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
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.
Partner with Kamber, the Plunderer (When this creature enters, target player may put Kamber into their hand from their library, then shuffle.)
First strike
, Sacrifice an artifact or creature: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever this creature or another Vampire you control enters, this creature fights up to one target creature an opponent controls.
Whenever a creature dealt damage by this creature this turn dies, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
When this creature enters, destroy up to X target artifacts without mana abilities, where X is the number of Vampires you control.
Whenever this creature or another nontoken Vampire you control dies, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
, Sacrifice two artifacts: Exile the top card of your library. You may play that card this turn.
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. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Choose three target creature cards in your graveyard. Return two of them at random to the battlefield and put the other on the bottom of your library.
Flying, 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 Breathkeeper Seraph is paired with another creature, each of those creatures has "When this creature dies, you may return it to the battlefield under its owner's control at the beginning of your next upkeep."
When this artifact enters, if it was cast, target opponent creates a token that's a copy of it.
Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card.
Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
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 Imperious Mindbreaker is paired with another creature, each of those creatures has "Whenever this creature attacks, each opponent mills cards equal to its toughness."
Reach
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 Doom Weaver is paired with another creature, each of those creatures has "When this creature dies, draw cards equal to its power."
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 Mirage Phalanx is paired with 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 soulbond. Exile it at end of combat."
Flash
At the beginning of your upkeep, for each creature you control that's a Wolf or a Werewolf, create a 2/2 green Wolf creature token.
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 Thundering Mightmare is paired with another creature, each of those creatures has "Whenever an opponent casts a spell, put a +1/+1 counter on this creature."
Umbris gets +1/+1 for each card your opponents own in exile.
Whenever Umbris or another Nightmare or Horror you control enters, target opponent exiles cards from the top of their library until they exile a land card.
Flying
At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
She endures without Avacyn but secretly asks each soul she guides if they have seen her.
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.
Flying
When this creature 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.
Flying
Whenever you cast a creature spell with mana value 3 or less, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Choose one or both —
• Exile target artifact.
• Exile target enchantment.
The Izzet mage knew she would neither get her thermoinverter back nor have the satisfaction of exploding it herself.
This creature enters with X +1/+1 counters on it, where X is the number of other creatures on the battlefield.
, Remove a +1/+1 counter from this creature: Create a 1/1 white Spirit creature token with flying.
Flying
Will of the council — When this creature enters, 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.
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.
Infinitely powerless.
Destroy all creatures with power greater than target creature's power.
"They had it coming."
—Squire Imalia, savior of Thiswick
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
Though the spirits' bodies were ethereal, Agnur soon learned that their blades were quite solid—and razor-sharp.
Vigilance
When this creature dies, create X 1/1 white Spirit creature tokens with flying, where X is the number of creature cards in your graveyard.
Flying
When this creature enters, create a 1/1 white Spirit creature token with flying.
, Exile this creature: Exile target creature.
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Destroy all creatures. They can't be regenerated.
Threshold — If there are seven or more cards 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.
First strike
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
Whenever another creature you control with power 2 or less enters, you may pay . If you do, draw a card.
"In these halls there is no pass or fail. Your true test comes with the first full moon."
Changeling (This card is every creature type.)
: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
Unaware of Lorwyn's diversity, it sees only itself, reflected a thousand times over.
Flying
Whenever you cast a Spirit or Arcane spell, create a 3/3 white Spirit creature token with flying.
Her angry call split the sky. From that rift descended her champions.
When a creature you control dies, sacrifice this enchantment. If you do, create four 1/1 colorless Spirit creature tokens.
"I am not afraid to die today nor afraid of what death will bring."
Flying
Sacrifice this creature: Exile target player's graveyard.
A lifetime of keeping up appearances is not enough to earn an eternity of rest.
Flying
: Return target Spirit you control to its owner's hand.
The restless geists of common folk often continue their lifelong labors.
Exile target creature. Its controller gains life equal to its power.
"The arc of my blade has carved a path of light for the peace that will follow."
Whenever a creature token leaves the battlefield, put a +1/+1 counter on this creature.
, Remove a +1/+1 counter from this creature: Create two 1/1 white Spirit creature tokens with flying.
Flying
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
"Her voice is justice, clear and relentless."
—Akroma, angelic avenger
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.
Choose a creature type. Draw a card for each permanent you control of that type.
Oona's song is like a twisted dinner chime. All the faeries return home, but it is Oona who feasts—on the stolen dreams and rumors they serve her.
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.
"I have wept such a torrent as to scour the land clean."
—Mu Yanling
Whenever this creature 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: This creature can't be blocked this turn.
Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with ": Add " and loses all other card types and abilities.
Only one vault was great enough to hold Emrakul.
At the beginning of each player's draw step, that player draws an additional card.
"He's a lot like me, that masterless little kami . . . unimpressed by grandeur and never at a loss for a trick."
—Toshiro Umezawa
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Flash
Flying
Whenever this creature or another Spirit you control enters, tap target creature an opponent controls.
Flash
Flying
When this creature enters, target Spirit gains hexproof until end of turn.
You may cast Spirit spells as though they had flash.
Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling (, Discard this card: Draw a card.)
"The bonders work with creatures that fly, slink, and burrow. Assume they know everything."
—Jirina Kudro
Flying
This creature can block only creatures with flying.
Tap two untapped Spirits you control: Tap target creature you don't control.
The Blessed Sleep doesn't come easily to a mind chained by regrets.
Flying
Whenever you cast a Spirit or Arcane spell, you may draw a card.
This storm blows gales through the dreams of mortals.
Flash (You may cast this spell any time you could cast an instant.)
Flying
: Draw a card.
"Any ship that sails on these mean seas for long is bound to pick up a ghost or two."
—Admiral Beckett Brass
Flying
Other Spirits you control get +1/+1.
A king's knowledge does not vanish when the heart stops beating.
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, you may draw a card.
: Tap target creature without flying.
"Here, there is only truth."
—Barvisa, Azorius emissary
You draw three cards and you lose 3 life.
Knowledge demands sacrifice.
At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.
"So many have died in search of that map. And now it appears in the hands of the arrogant child Chandra Nalaar."
Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
"Great art can never be created without great suffering."
Lifelink
When this creature enters, you may return target Vampire or Wizard creature card from your graveyard to the battlefield.
"The veil of death hides little from our kind."