Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters with three +1/+1 counters on it.)
Flying
Whenever you cast a Vampire creature spell, it gains bloodthirst 3.
Flying
, Pay 2 life: Put a +1/+1 counter on this creature.
When this creature leaves the battlefield, draw a card for each +1/+1 counter on it.
"Flee all you like. The further you run the more firmly I feel your heartbeat."
Flying
Whenever this creature or another creature you control dies, each opponent sacrifices a creature of their choice.
His verdict is always guilty. His sentence is always death.
When this creature enters, you draw X cards and you lose X life, where X is the number of Vampires you control.
"Drench these golden streets in the blood of our enemies."
Whenever this creature or another creature dies, put a +1/+1 counter on each Vampire you control.
"Please, come in! Hors d'oeuvres are on the table."
Target player draws X cards and loses X life.
"Silumgar's mind is a dark labyrinth, full of grim secrets and subtle traps."
—Siara, the Dragon's Mouth
: Exile target creature and put a +1/+1 counter on this creature.
This creature has all activated abilities of all creature cards exiled with it.
"Ah, this is a nice life. I can see why you were so desperate to keep it."
Flying
Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
"I often think on how excited they must feel to be chosen as my prey."
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
Lifelink
, Sacrifice a creature: Put a +1/+1 counter on each Vampire you control.
"If you're not surrounded by decadence, my question to you is—why not?"
Flying, protection from white
When this creature enters, each opponent loses life equal to the number of Vampires you control. You gain life equal to the life lost this way.
Flying
Whenever a creature you control deals combat damage to a player, put that many +1/+1 counters on it.
"Jarad fancies himself king of the undercity, but he's merely king of rot."
You draw two cards and lose 2 life.
"I have seen things that would reduce a weaker person to blubbering and raving. Want to hear about them?"
—Vraska
Whenever you tap a Swamp for mana, add an additional .
: This creature gets +1/+1 until end of turn.
Hate is an everlasting wellspring from which she is eternally sustained.
Flying
When this creature enters, destroy target creature an opponent controls.
Whenever a creature an opponent controls dies, exile it and put a +1/+1 counter on each Vampire you control.
Whenever a Vampire you control attacks, each opponent loses 1 life and you gain 1 life.
The Sanctum Seekers were the first of the knightly orders to cross the sea and are still the most zealous.
Discard a card: Vampires you control get +1/+1 until end of turn. Activate only once each turn.
"Blood from the vein is the finest vintage to accompany a feast of the mind."
—Runo Stromkirk
Enchant land
Enchanted land has ", Pay 1 life: Draw a card."
If you're looking for it, it's available. The question is how much you're willing to pay.
Target creature gets -3/-3 until end of turn. You may tap any number of untapped Vampire creatures you control. If you do, put a +1/+1 counter on each of those Vampires.
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.
This creature attacks each combat if able.
Whenever this creature attacks, discard your hand, then draw three cards.
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.)
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.)
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.
This spell costs less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
"Holy places are no longer sanctuary from death, and death is no longer sanctuary from anything."
—Thalia, Knight-Cathar
Flying
Commander creatures you control get +2/+2 and have haste.
"My liege will lead and I will follow—to the battlefield, to the grave, and beyond."
Trample
At the beginning of each player's end step, this creature deals 4 damage to that player unless they control a commander.
The finest soldiers aren't worth a whit without a set of hands to lead them and a set of eyes to guide them.
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.)
Choose one —
• Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn.
• Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.
As this enchantment enters, choose a creature type.
Whenever a nontoken creature you control of the chosen type enters, create a token that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.
Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it.
"If you're not having fun, what's the point of living forever?"
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.)
Destroy target artifact you don't control.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Beauty is in the eye of the exploder.
[+1]: Until end of turn, whenever a creature you control deals combat damage to a player, put a loyalty counter on Dovin.
[−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.
Flying
Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
Dead or alive, true leaders can inspire an entire army.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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.
Choose one —
• Exile target player's graveyard.
• Destroy target artifact.
• Each creature deals 1 damage to its controller.
First strike
Other Vampire creatures you control get +1/+1 and have first strike.
"No longer can we allow our human populations to be mindlessly slaughtered by ghouls. Slay all who trespass."
—Runo Stromkirk
Flying
Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
: This creature deals 1 damage to target creature.
: Add one mana of any color in your commander's color identity.
It started as a mere drop of water. The Magic Mirror crystallized it into much more.
: Add or .
, , Sacrifice this artifact: Draw two cards.
"Mandatory lockets enable the tracking of all Senate personnel for improved security and efficiency."
—Dovin Baan
, : Add .
The maze-like design embodies the core of Azorius law—strict structure designed to test wills and stall change.
This artifact enters tapped.
: Add .
The essence of night to harden the soul.
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
It harmonizes with the essence of its master.
This artifact enters tapped.
: Add .
The essence of flame to stoke the spirit.
This artifact enters tapped.
: Add .
The essence of sunlight to brighten the way.
, : Add .
Made of bone and boiled in blood, a Rakdos signet is not considered finished until it has been used as a murder weapon.
This artifact enters tapped.
: Add .
The essence of wind to lift up the weary.
: Add .
Lost to time is the artificer's art of trapping light from a distant star in a ring of purest gold.
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"There is great wisdom in rushing headlong into combat . . . if you're prepared."
—Kenjek, captain of the Thousand Swords
: Add .
, , Sacrifice this artifact: Destroy target permanent.
Its collapse is like the lashing out of a long-dead civilization that resents being forgotten.
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
: Add one mana of any color in your commander's color identity.
When defeat is near and guidance is scarce, all eyes look in one direction.
: Add one mana of any color that a land an opponent controls could produce.
"It was a strange morning. When we awoke, we found our trees transformed. We didn't know whether to water them or polish them."
—Pulan, Bant orchardist
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
: Add or .
: Add .
, , Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token with flying.
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
: Add or .
A haunted fog known as the Nebelgast shrouds the cities along Nephalia's coast.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
The continent of Ondu is a vast plateau crisscrossed by deep trenches and meandering rivers.
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .