At the beginning of your upkeep, any opponent may sacrifice a creature of their choice. If no one does, transform this creature.
"Aren't you going to invite me in?"
Flying
This creature gets +2/+0 as long as an opponent controls a Human.
"Aren't you going to offer me a drink?"
Exploit (When this creature enters, you may sacrifice a creature.)
When this creature exploits a creature, each opponent exiles a card from their hand.
"This still doesn't make you the brains of the operation."
—Ghoulcaller Gisa
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Parasitic Grasp deals 3 damage to target [Human] creature. You gain 3 life.
Some wicked souls linger only to consume the warmth of life.
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Destroy all creatures [with mana value 2 or less].
To Olivia's guests, a welcome. To everyone else, a warning.
: Return this card from your graveyard to the battlefield tapped.
"The jaw bone's connected to the skull bone. The skull bone's connected to the . . . uh . . . hook thingy."
—Garl, sticher's assistant
You draw two cards, lose 2 life, then create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
Small talk is a dying art.
At the beginning of your end step, if you discarded a card this turn, transform this creature.
"Forgive my manners. It's been so long since I had a guest for dinner."
Whenever this creature attacks, defending player loses 1 life and you gain 1 life.
Her cauldron refilled, she settled in to wait for the next unsuspecting traveler to knock at her door.
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.
Exploit (When this creature enters, you may sacrifice a creature.)
When this creature exploits a creature, each opponent sacrifices a creature of their choice.
Now that it doesn't need to breathe, its hunting ground extends well beyond the sea.
When this creature enters, target creature an opponent controls gets -2/-2 until end of turn if that opponent controls no other creatures.
Olivia set a few villagers loose in the hedge maze as part of the evening's "entertainment."
[+1]: Look at the top card of your library. You may reveal that card and put it into your hand. If you do, you lose life equal to its mana value.
[−2]: Create a 2/3 black Vampire creature token with flying and lifelink.
[−7]: Sorin deals 13 damage to any target. You gain 13 life.
At the beginning of each end step, put a slime counter on each creature you don't control.
Creatures you don't control get -1/-1 for each slime counter on them.
Whenever a creature you don't control with a slime counter on it dies, create a 1/1 black Slug creature token.
, Sacrifice a Slug: Draw a card.
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)
When this creature dies, you may exile it. When you do, return target creature card from your graveyard to your hand.
Until end of turn, target creature gains "When this creature dies, return it to the battlefield tapped under its owner's control with a +1/+1 counter on it."
Few take kindly to being put in their place, especially if their place is the grave.
This creature enters tapped.
"In case any of you new recruits were wondering, this is why we don't use mass graves anymore."
—Kerren of the Mausoleum Guards
Target player loses 2 life and you gain 2 life. Create two Blood tokens. (They're artifacts with ", , Discard a card, Sacrifice this token: Draw a card.")
Young vampires gorge themselves at every meal, but their elders have learned to savor the smallest bite.
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."
Whenever this creature attacks, you may sacrifice a Blood token. If you do, put a +1/+1 counter on this creature and draw a card.
In lieu of payment, he was granted permission to devour any unauthorized visitors.
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.
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Take an extra turn after this one. During that turn, damage can't be prevented. [At the beginning of that turn's end step, you lose the game.]
Exile Alchemist's Gambit.
When you attack with exactly two creatures, transform this creature.
"May I have this dance?"
Trample
When this creature transforms into Deadly Dancer, add . Until end of turn, you don't lose this mana as steps and phases end.
: This creature and another target creature each get +1/+0 until end of turn.
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 creature deals 1 damage to any target.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
"Careful, this thing's dangerous. Wouldn't want anyone getting hurt."
: This creature deals 1 damage to any target. A creature dealt damage this way can't block this turn.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever this creature deals combat damage to a player, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
This creature can't block.
Whenever you sacrifice one or more Blood tokens, target creature can't block this turn. This ability triggers only once each turn.
Arvon was ecstatic to offer his blood to such a captivating creature.
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.")
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
First strike
When this creature enters, exile a card from a graveyard.
Whenever a player plays a land or casts a spell, if it shares a card type with the exiled card, this creature deals 2 damage to that player.
[+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."
Discard your hand, then draw a card for each card you've discarded this turn.
"We cannot escape change, but with faith and fortitude, we can mold it to our liking."
—Marel, Dawnhart witch
Haste
Whenever this creature attacks, if you attacked with exactly one other creature this combat, you may have that creature's base power and toughness become 4/3 until end of turn.
Enchant player
Creatures attacking enchanted player have trample.
Whenever a creature deals combat damage to enchanted player, that player exiles the top card of their library. Until end of turn, that creature's controller may play that card and they may spend mana as though it were mana of any color to cast that spell.
Haste (This creature can attack and as soon as it comes under your control.)
When this creature enters, target creature gets +2/+0 until end of turn.
After weeks of unending darkness, a glimpse of dawn was all the people of Stensia needed to rekindle their will to fight.
When this creature enters, gain control of target creature with mana value less than or equal to the number of Vampires you control until end of turn. Untap that creature. It gains haste until end of turn.
"You can join me or feed me. Choose fast."
End the Festivities deals 1 damage to each opponent and each creature and planeswalker they control.
When the defenses around Lurenbraum Fortress faltered, the Crimson Ballroom received some unexpected guests.
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, create two Blood tokens. (They're artifacts with ", , Discard a card, Sacrifice this token: Draw a card.")
Menace (This creature can't be blocked except by two or more creatures.)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
When Harold ran from the wolves, the others called him a coward.
Menace (This creature can't be blocked except by two or more creatures.)
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Come nightfall, they were the ones fleeing in terror.
Flame-Blessed Bolt deals 2 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
"I noticed you were short on party favors, so I brought my own."
—Higa, slayer-captain of Gatstaf
Haste
Whenever you cast a noncreature spell, this creature gets +2/+2 until end of turn.
"Devils need no reason to stir up chaos. The chaos itself is their reward."
—Rem Karolus, Fiendslayer
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.
Whenever this creature is dealt damage, it deals that much damage to any target.
: This creature gets +2/+0 until end of turn.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Whenever a permanent you control is dealt damage, this creature deals that much damage to any target.
: This creature gets +2/+0 until end of turn.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
It becomes night. Discard any number of cards, then draw that many cards plus one.
"When lost souls wander into the woods, the wilds have a way of showing them who they really are."
—Rahilda, Vildin-Pack alpha
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
"Hunter's fire" was meant for slaying monsters in the Ulvenwald, but that never stopped Ralen from showing it off.
Menace
, , Exile three cards from your graveyard: Create a 3/2 red Wolf creature token.
"It's a perfect partnership. My village is safe from wolf attacks, and she gets to eat any vampires we catch."
Lacerate Flesh deals 4 damage to target creature. Create a number of Blood tokens equal to the amount of excess damage dealt to that creature this way. (They're artifacts with ", , Discard a card, Sacrifice this token: Draw a card.")
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Whenever you cast a noncreature spell, this creature deals 2 damage to each opponent.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
: This creature gains first strike until end of turn. Activate only as a sorcery.
These thick-furred wolves have adapted to Stensia's storms, channeling their energy into bursts of supernatural speed.
This creature enters with X +1/+1 counters on it.
If damage would be dealt to this creature while it has a +1/+1 counter on it, prevent that damage and remove that many +1/+1 counters from it. When one or more counters are removed from this creature this way, it deals that much damage to any target.
Flying
Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step.
Choose one or both —
• Creatures you control get +1/+0 until end of turn.
• Target Vampire you control deals damage equal to its power to another target creature.
Menace
Whenever this creature deals damage, create that many Blood tokens. (They're artifacts with ", , Discard a card, Sacrifice this token: Draw a card.")
: This creature deals 1 damage to any target.
When this creature dies, it deals 3 damage to any target.
Memories of the Harvesttide tragedy festered until they grew into an incarnate rage that set the world ablaze.
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
A stitcher looks at their creation and sees the result of years of study and hours of toil. A devil sees a new plaything.
Rending Flame deals 5 damage to target creature or planeswalker. If that permanent is a Spirit, Rending Flame also deals 2 damage to that permanent's controller.
"It is our duty to bring the Blessed Sleep to the dead, even if they resist that gift."
—Grete, Order of Saint Traft
, : 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.
When this artifact enters, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
Whenever you sacrifice a Blood token, you may have this artifact become a 3/3 Vampire artifact creature with haste until end of turn.
At the beginning of your end step, create a 1/1 red Human creature token. Then if you control exactly thirteen permanents, you may sacrifice this enchantment. When you do, it deals 7 damage to any target.
"Vampires have done nothing but take from us. Tonight, we reclaim what's ours!"
Target creature gets +3/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Before the officiant even had a chance to ask if anyone objected to the Voldaren-Markov union, Arlinn made her opinion known.
Vampires' Vengeance deals 2 damage to each non-Vampire creature. Create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
Olivia was quick to make an example of any village that refused to pay her blood tithe.