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.
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.")
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.
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.
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
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 enters, it deals 1 damage to each opponent. Create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
Whenever Anje and/or one or more other Vampires you control enter, create a Blood token. This ability triggers only once each turn. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
, Sacrifice another creature or a Blood token: Each opponent loses 2 life and you gain 2 life.
When this creature enters, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
, Sacrifice this creature: Target creature gets -X/-X until end of turn, where X is twice the number of Blood tokens you control. Activate only as a sorcery.
Other Vampires you control get +1/+1.
When Edgar dies, return it to the battlefield transformed under its owner's control.
At the beginning of your upkeep, create a 1/1 white and black Vampire creature token with lifelink and put a bloodline counter on Edgar Markov's Coffin. Then if there are three or more bloodline counters on it, remove those counters and transform it.
Lifelink
At the beginning of your end step, if you gained life this turn, you may pay . If you do, draw a card.
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.
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.)
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."
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.
Flying, lifelink, protection from Vampires
Katilda's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Enchant creature
Enchanted creature has flying, lifelink, and protection from Vampires, and it gets +X/+X, where X is the number of permanents you control that are Spirits and/or enchantments.
If Katilda's Rising Dawn would be put into a graveyard from anywhere, exile it instead.
First strike
Noncreature spells cost more to cast.
Zombies you control have flying.
, , Sacrifice another nontoken creature: Create an X/X blue Zombie creature token, where X is the sacrificed creature's toughness.
: Draw a card, then exile a card from your hand face down. You may look at that card for as long as it remains exiled. You may pay . If you do, transform Jacob Hauken.
At the beginning of your upkeep, exile the top card of your library face down. You may look at that card for as long as it remains exiled.
Once during each of your turns, you may play a land or cast a spell from among the cards exiled with this permanent without paying its mana cost.
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.
Flying
When Dorothea attacks or blocks, sacrifice it at end of combat.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Enchant creature
Enchanted creature has "Whenever this creature attacks, create a 4/4 white Spirit creature token with flying that's tapped and attacking. Sacrifice that token at end of combat."
If Dorothea's Retribution would be put into a graveyard from anywhere, exile it instead.
If you would draw a card, exile the top two cards of your library instead. You may play those cards this turn.
Whenever a Frog you control attacks, mill three cards.
Whenever a permanent card is put into your graveyard from your library, exile it with a croak counter on it.
You may play lands and cast spells from among cards you own in exile with croak counters on them.
First strike (This creature deals combat damage before creatures without first strike.)
Reach (This creature can block creatures with flying.)
At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
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
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.
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.
When this enchantment enters, exile target creature an opponent controls with mana value 3 or less until this enchantment leaves the battlefield.
Whenever an opponent casts a Vampire spell with the same name as a card exiled with this enchantment, you gain 2 life.
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever this creature trains, exile up to one other target creature from the battlefield or creature card from a graveyard.
When this creature leaves the battlefield, put the exiled cards onto the battlefield under their owners' control.
First strike
Noncreature spells cost more to cast.
"Our dear Madam Mina is once more our teacher. Her eyes have been where we were blinded. Now we are on the track once again, and this time we may succeed."
: Draw a card, then exile a card from your hand face down. You may look at that card for as long as it remains exiled. You may pay . If you do, transform Jacob Hauken.
At the beginning of your upkeep, exile the top card of your library face down. You may look at that card for as long as it remains exiled.
Once during each of your turns, you may play a land or cast a spell from among the cards exiled with this permanent without paying its mana cost.
Draw three cards. Then discard two cards unless you discard a basic land card.
I knew he had left the castle now, and thought to use the opportunity to explore more than I had dared to do as yet.
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.
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.
Nothing can be more dreadful than those awful women, who were—who are—waiting to suck my blood.
At the beginning of your upkeep, any opponent may sacrifice a creature of their choice. If no one does, transform this creature.
I looked at her throat just now as she lay asleep, and the tiny wounds seem not to have healed.
Flying
This creature gets +2/+0 as long as an opponent controls a Human.
Van Helsing raised his lantern and drew the slide; by the concentrated light that fell on Lucy's face we could see that the lips were crimson with fresh blood.
[+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.
"Do you mean to tell me that Lucy was bitten by such a bat . . . ?"
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.")
She was ghastly, chalkily pale; the red seemed to have gone even from her lips and gums, and the bones of her face stood out prominently; her breathing was painful to see or hear.
This creature gets +3/+2 as long as there are four or more creature cards in your graveyard.
: Add one mana of any color.
We want no proofs; we ask none to believe us! This boy will some day know what a brave and gallant woman his mother is.
Other Vampires you control get +1/+1.
When Edgar dies, return it to the battlefield transformed under its owner's control.
"It is in the hold, perhaps in one of those boxes. I'll unscrew them one by one and see. You work the helm."
At the beginning of your upkeep, create a 1/1 white and black Vampire creature token with lifelink and put a bloodline counter on Edgar Markov's Coffin. Then if there are three or more bloodline counters on it, remove those counters and transform it.
If you would draw a card, exile the top two cards of your library instead. You may play those cards this turn.
"The blood is the life! The blood is the life!"
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."
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.
He seems absolutely imperturbable. I can fancy what a wonderful power he must have over his patients.
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.
Choose a number between 0 and 13. Each player sacrifices that many creatures of their choice.
Flash
When this creature enters, exile a card from a graveyard.
Whenever you play a land or cast a spell, if it shares a card type with the exiled card, create a 1/1 white Human creature token.
Defender, flying, vigilance
At the beginning of your upkeep, if this creature has two or fewer judgment counters on it, put a judgment counter on it.
As long as this creature has three or more judgment counters on it, it can attack as though it didn't have defender.
Disturb
Enchant player
At the beginning of your upkeep, put a judgment counter on this Aura. Then if there are three or more judgment counters on it, enchanted player loses the game.
If Sinner's Judgment would be put into a graveyard from anywhere, exile it instead.
As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
, Remove two +1/+1 counters from among creatures you control: Destroy target artifact or enchantment.
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Lantern Flare deals X damage to target creature or planeswalker and you gain X life. [X is the number of creatures you control.]
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever this creature trains, exile up to one other target creature from the battlefield or creature card from a graveyard.
When this creature leaves the battlefield, put the exiled cards onto the battlefield under their owners' control.
Creatures you control with +1/+1 counters on them have base power and toughness 4/4, have flying, and are Angels in addition to their other types.
Whenever you gain life, put a +1/+1 counter on this creature.
As long as this creature has four or more +1/+1 counters on it, it has flying and vigilance.
As long as this creature has ten or more +1/+1 counters on it, it has indestructible.
At the beginning of your end step, put an invitation counter on this enchantment. If you attacked with two or more creatures this turn, draw a card. Otherwise, create a 1/1 white Human creature token. Then if this enchantment has three or more invitation counters on it, transform it.
Creatures you control get +1/+1.
Flying
Whenever this creature enters or attacks, exile a card from a graveyard.
You may look at the top card of your library any time.
Once each turn, you may cast a spell from the top of your library if it shares a card type with a card exiled with this creature.
Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.
Flying
At the beginning of combat on your turn, choose up to one —
• Tap target creature.
• Target creature doesn't untap during its controller's next untap step.
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Draw three cards. [Your maximum hand size is reduced by three for the rest of the game.]