Lifelink
At the beginning of your end step, if you gained life this turn, you may pay . If you do, draw a card.
The ceremonial "incense" was a concoction of Edgar's own design, a precise blend of blood from his favorite human lineages.
Flying, haste
At the beginning of combat on your turn, up to two target creatures you control each get +1/+0 until end of turn.
"I'll lead."
When Odric enters, create X Blood tokens, where X is the number of abilities from among flying, first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance found among creatures you control. (Count each ability only once.)
When Old Rutstein enters and at the beginning of your upkeep, mill a card. If a land card is milled this way, create a Treasure token. If a creature card is milled this way, create a 1/1 green Insect creature token. If a noncreature, nonland card is milled this way, create a Blood token.
Flying, haste
Whenever Olivia attacks, return target creature card from your graveyard to the battlefield tapped and attacking. It gains "When you don't control a legendary Vampire, exile this creature."
Her grand wedding had one goal: to unite the vampire bloodlines under her rule.
Flying
When Runo enters, put up to one target creature card from your graveyard on top of your library.
At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If a creature card with mana value 6 or greater is revealed this way, transform Runo.
Flying
Whenever Krothuss attacks, create a tapped and attacking token that's a copy of another target attacking creature. If that creature is a Kraken, Leviathan, Octopus, or Serpent, create two of those tokens instead.
As long as you've put one or more +1/+1 counters on a creature this turn, this creature has trample and lifelink.
: Target creature you control with a +1/+1 counter on it gains trample and lifelink until end of turn.
Exploit (When this creature enters, you may sacrifice a creature.)
Whenever a creature you control exploits a nontoken creature, create a 2/2 black Zombie creature token.
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever you cast a creature spell, create a 1/1 green and white Human Soldier creature token with training.
Reach
At the beginning of your upkeep, mill a card. (Put the top card of your library into your graveyard.)
, , Sacrifice this creature: Create a 1/1 green Insect creature token for each creature card in your graveyard. Activate only as a sorcery.
Flying
When this creature enters, look at the top six cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
When this creature enters, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
"Please, my friends, help yourselves to the help."
—Olivia Voldaren
Creatures attacking you get -1/-0.
At the beginning of each end step, if you were dealt 4 or more damage this turn, exile this artifact.
"Sturdy nails make for sound sleep."
—Cosper Lowe of the Silbern Guard
Equipped creature gets +1/+0 and has "Whenever this creature deals combat damage, create a Blood token." (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
, , Exile a creature card from your graveyard: Create a token that's a copy of the exiled card, except it's a 0/0 Construct artifact in addition to its other types and it has "This token gets +1/+1 for each Construct you control." It gains haste until end of turn. Activate only as a sorcery.
: Add one mana of any color. Put an omen counter on this creature.
At the beginning of your end step, if there are three or more omen counters on this creature, untap it, then transform it.
As the sand eroded, a faint sound could be heard whirling under the ground.
At the beginning of your first main phase, add one mana of any color.
Were it not for the cultists' fatal curiosity, the terrible machine might have lain dormant for decades more.
: Add one mana of any color.
, : Exile target card from a graveyard.
After the Travails, Runechanters set about repairing twisted symbols of Avacyn as the first step in restoring faith in the Church.
This artifact enters with a number of suspect counters on it equal to the greatest number of creatures a player controls.
, , Remove a suspect counter from this artifact: Draw a card.
, Sacrifice this artifact: Draw a card.
When this artifact enters, exile target card from a graveyard.
, , Exile this artifact: Exile all cards from all graveyards, then draw a card.
When this artifact enters, draw a card.
, Sacrifice this artifact: Target creature can't be blocked this turn. If it's a Vampire, it also gains lifelink until end of turn.
RSVP at your own risk.
This land enters tapped unless you control two or more other lands.
: Add or .
Deadly mushrooms litter these woods, each waiting for an errant footstep to release its noxious spores.
This land enters tapped unless you control two or more other lands.
: Add or .
Soothing whispers invite travelers to step closer, closer, closer . . . until they vanish soundlessly beneath the surface.
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
"Spend too much time scanning the shadows for evil and you'll never see the beauty our world has to offer."
—Katilda, Dawnhart Prime
This land enters tapped unless you control two or more other lands.
: Add or .
The Quietus Cult holds their grim ceremonies in the dark places where unburied dead litter the ground.
This land enters tapped unless you control two or more other lands.
: Add or .
Frequent, violent storms shape the Nephalia coastline, sculpting cliffs and caves where monsters often lurk.
This land enters tapped unless you control two or more other lands.
: Add or .
Riders chase the fading light recklessly through the mountains, desperate for one last glimpse of day.
: Add .
, Pay 1 life: Add one mana of any color. Spend this mana only to cast a Vampire spell.
, : Create a Blood token. This ability costs less to activate for each Vampire you control. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
[+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.
[+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."
[+1]: Creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on up to one target creature token you control.
[−2]: Until end of turn, if one or more tokens would be created under your control, twice that many of those tokens are created instead.
[−6]: Exile all cards from all graveyards, then create a 1/1 white Spirit creature token with flying for each card exiled this way.
This land enters tapped unless you control two or more other lands.
: Add or .
This land enters tapped unless you control two or more other lands.
: Add or .
This land enters tapped unless you control two or more other lands.
: Add or .
This land enters tapped unless you control two or more other lands.
: Add or .
This land enters tapped unless you control two or more other lands.
: Add or .
Vigilance
: Put a +1/+1 counter on this creature.
Flying
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
Menace
When this creature enters, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
Whenever this creature attacks, you may sacrifice a Blood token. If you do, it gets +2/+2 until end of turn.
, Discard a card: This creature gains indestructible until end of turn. Tap it. Then if there are four or more creature cards in your graveyard, transform this creature. (Damage and effects that say "destroy" don't destroy it.)
Bloodsworn Knight's power and toughness are each equal to the number of creature cards in your graveyard.
, Discard a card: This creature gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it.)
Flying, trample
Whenever an opponent casts a spell, that player creates a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
Whenever this creature attacks, it gets +1/+0 until end of turn for each Blood token defending player controls.
Flying
This creature can't block.
Whenever this creature deals combat damage to a player, create a Blood token.
, Sacrifice two Blood tokens: Return this card from your graveyard to the battlefield.
When this creature 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 gain 1 life.
Flying
At the beginning of combat on your turn, choose one that hasn't been chosen —
• Each player sacrifices a creature of their choice.
• You draw a card and you lose 1 life.
• Transform Henrika.
Flying, deathtouch, lifelink
: Each creature you control with flying, deathtouch, and/or lifelink gets +1/+0 until end of turn.
At the beginning of your upkeep, any opponent may sacrifice a creature of their choice. If no one does, transform this creature.
Flying
This creature gets +2/+0 as long as an opponent controls a Human.
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.
When this creature enters, target creature an opponent controls gets -2/-2 until end of turn if that opponent controls no other creatures.
[+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.
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.
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.
When you attack with exactly two creatures, transform this creature.
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.