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Millicent, Restless Revenant
Legendary Creature — Spirit Soldier
This spell costs less to cast for each Spirit you control.
Flying
Whenever Millicent, Restless Revenant or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.
4/4
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Strefan, Maurer Progenitor
Legendary Creature — Vampire Noble
Flying
At the beginning of your end step, create a Blood token for each player who lost life this turn.
Whenever Strefan attacks, you may sacrifice two Blood tokens. If you do, you may put a Vampire card from your hand onto the battlefield tapped and attacking. It gains indestructible until end of turn.
3/2
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Donal, Herald of Wings
Legendary Creature — Human Wizard
Whenever you cast a nonlegendary creature spell with flying, you may copy it, except the copy is a 1/1 Spirit in addition to its other types. Do this only once each turn. (The copy becomes a token.)
He sees a flicker of Avacyn's grace in every wingbeat.
3/3
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Timothar, Baron of Bats
Legendary Creature — Vampire Noble
Ward—Discard a card.
Whenever another nontoken Vampire you control dies, you may pay and exile it. If you do, create a 1/1 black Bat creature token with flying. It gains "When this creature deals combat damage to a player, sacrifice it and return the exiled card to the battlefield tapped."
4/4
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Drogskol Reinforcements
Creature — Spirit Soldier
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other Spirits you control have melee.
Prevent all noncombat damage that would be dealt to Spirits you control.
2/2
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Haunted Library
Enchantment
Whenever a creature an opponent controls dies, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
The library of Moormanor had been open to all before the Travails, and it continues to attract curious visitors.
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Priest of the Blessed Graf
Creature — Human Cleric
At the beginning of your end step, create X 1/1 white Spirit creature tokens with flying, where X is the number of opponents who control more lands than you.
The honored dead who lie in blessed grafs are not easily stirred, but the threat of eternal night called many from their rest.
1/2
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Rhoda, Geist Avenger
Legendary Creature — Human Soldier
Partner with Timin, Youthful Geist (When this creature enters the battlefield, target player may put Timin into their hand from their library, then shuffle.)
Vigilance
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, put a +1/+1 counter on Rhoda, Geist Avenger.
3/3
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Storm of Souls
Sorcery
Return all creature cards from your graveyard to the battlefield. Each of them is a 1/1 Spirit with flying in addition to its other types. Exile Storm of Souls.
Devotion does not end with death.
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Sudden Salvation
Instant
Choose up to three target permanent cards in graveyards that were put there from the battlefield this turn. Return them to the battlefield tapped under their owners' control. You draw a card for each opponent who controls one or more of those permanents.
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Breath of the Sleepless
Enchantment
You may cast Spirit spells as though they had flash.
Whenever you cast a creature spell during an opponent's turn, tap up to one target creature.
Worse than the obscuring mists are the ghastly faces that appear in the glow of spectral lanterns.
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Ethereal Investigator
Creature — Spirit
Flying
When Ethereal Investigator enters the battlefield, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
2/3
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Haunting Imitation
Sorcery
Each player reveals the top card of their library. For each creature card revealed this way, create a token that's a copy of that card, except it's 1/1, it's a Spirit in addition to its other types, and it has flying. If no creature cards were revealed this way, return Haunting Imitation to its owner's hand.
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Occult Epiphany
Instant
Draw X cards, then discard X cards. Create a 1/1 white Spirit creature token with flying for each card type among cards discarded this way.
In a single unending moment, a hundred lifetimes of knowledge coursed through his unraveling mind.
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Spectral Arcanist
Creature — Spirit Wizard
Flying
When Spectral Arcanist enters the battlefield, you may cast an instant or sorcery spell with mana value less than or equal to the number of Spirits you control from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
3/2
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Timin, Youthful Geist
Legendary Creature — Spirit
Partner with Rhoda, Geist Avenger (When this creature enters the battlefield, target player may put Rhoda into their hand from their library, then shuffle.)
Flying
At the beginning of each combat, tap up to one target creature.
3/4
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Crossway Troublemakers
Creature — Vampire
Attacking Vampires you control have deathtouch and lifelink.
Whenever a Vampire you control dies, you may pay 2 life. If you do, draw a card.
"Lady Anje said no violence at the wedding. She never said anything about the journey there!"
5/5
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Glass-Cast Heart
Artifact
Whenever one or more Vampires you control attack, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
, , Pay 1 life: Create a 1/1 white and black Vampire creature token with lifelink.
, , Sacrifice Glass-Cast Heart and thirteen Blood tokens: Each opponent loses 13 life and you gain 13 life.
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Kamber, the Plunderer
Legendary Creature — Vampire Rogue
Partner with Laurine, the Diversion (When this creature enters the battlefield, target player may put Laurine into their hand from their library, then shuffle.)
Lifelink
Whenever a creature an opponent controls dies, you gain 1 life and create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
3/4
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Olivia's Wrath
Sorcery
Each non-Vampire creature gets -X/-X until end of turn, where X is the number of Vampires you control.
"These worthless cattle think they can sneak unnoticed into my wedding? Dispose of them."
—Olivia Voldaren
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Predators' Hour
Sorcery
Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, exile the top card of that player's library face down. You may look at and play that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell."
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Shadowgrange Archfiend
Creature — Demon
When Shadowgrange Archfiend enters the battlefield, each opponent sacrifices a creature with the greatest power among creatures they control. You gain life equal to the greatest power among creatures sacrificed this way.
Madness—, Pay 8 life. (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
8/4
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Arterial Alchemy
Enchantment
When Arterial Alchemy enters the battlefield, create a Blood token for each opponent you have. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
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Imposing Grandeur
Sorcery
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.
The wedding's lavish decorations paled in comparison to the opulence of its elite guests.
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Laurine, the Diversion
Legendary Creature — Human Rogue
Partner with Kamber, the Plunderer (When this creature enters the battlefield, 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.)
3/3
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Markov Enforcer
Creature — Vampire Soldier
Whenever Markov Enforcer or another Vampire enters the battlefield under your control, Markov Enforcer fights up to one target creature an opponent controls.
Whenever a creature dealt damage by Markov Enforcer this turn dies, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
6/6
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Midnight Arsonist
Creature — Vampire
When Midnight Arsonist enters the battlefield, destroy up to X target artifacts without mana abilities, where X is the number of Vampires you control.
Killing the slayers was self-preservation. The fire was just for fun.
3/2
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Scion of Opulence
Creature — Vampire Noble
Whenever Scion of Opulence or another nontoken Vampire you control dies, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
, Sacrifice two artifacts: Exile the top card of your library. You may play that card this turn.
3/1
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Disorder in the Court
Instant
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 artifact: Draw a card.")
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Sinister Waltz
Sorcery
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.
For one evening, the dueling bloodlines channeled their feuds into elaborate footwork.
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Breathkeeper Seraph
Creature — Angel
Flying, soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. 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."
4/4
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Wedding Ring
Artifact
When Wedding Ring enters the battlefield, 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.
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Imperious Mindbreaker
Creature — Human Wizard
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. 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."
1/4
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Doom Weaver
Creature — Spider Horror
Reach
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. 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."
1/8
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Mirage Phalanx
Creature — Human Soldier
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. 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."
4/4
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Hollowhenge Overlord
Creature — Wolf
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.
The ruins of the town were a notable upgrade from the wolves' forest den.
4/4
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Thundering Mightmare
Creature — Horse Spirit
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. 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."
3/3
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Umbris, Fear Manifest
Legendary Creature — Nightmare Horror
Umbris, Fear Manifest gets +1/+1 for each card your opponents own in exile.
Whenever Umbris or another Nightmare or Horror enters the battlefield under your control, target opponent exiles cards from the top of their library until they exile a land card.
1/1
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Millicent, Restless Revenant
Legendary Creature — Spirit Soldier
This spell costs less to cast for each Spirit you control.
Flying
Whenever Millicent, Restless Revenant or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.
4/4
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Strefan, Maurer Progenitor
Legendary Creature — Vampire Noble
Flying
At the beginning of your end step, create a Blood token for each player who lost life this turn.
Whenever Strefan attacks, you may sacrifice two Blood tokens. If you do, you may put a Vampire card from your hand onto the battlefield tapped and attacking. It gains indestructible until end of turn.
3/2
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Donal, Herald of Wings
Legendary Creature — Human Wizard
Whenever you cast a nonlegendary creature spell with flying, you may copy it, except the copy is a 1/1 Spirit in addition to its other types. Do this only once each turn. (The copy becomes a token.)
3/3
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Timothar, Baron of Bats
Legendary Creature — Vampire Noble
Ward—Discard a card.
Whenever another nontoken Vampire you control dies, you may pay and exile it. If you do, create a 1/1 black Bat creature token with flying. It gains "When this creature deals combat damage to a player, sacrifice it and return the exiled card to the battlefield tapped."
4/4
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Drogskol Reinforcements
Creature — Spirit Soldier
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other Spirits you control have melee.
Prevent all noncombat damage that would be dealt to Spirits you control.
2/2
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Haunted Library
Enchantment
Whenever a creature an opponent controls dies, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
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Priest of the Blessed Graf
Creature — Human Cleric
At the beginning of your end step, create X 1/1 white Spirit creature tokens with flying, where X is the number of opponents who control more lands than you.
1/2
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Rhoda, Geist Avenger
Legendary Creature — Human Soldier
Partner with Timin, Youthful Geist (When this creature enters the battlefield, target player may put Timin into their hand from their library, then shuffle.)
Vigilance
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, put a +1/+1 counter on Rhoda, Geist Avenger.
3/3
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Storm of Souls
Sorcery
Return all creature cards from your graveyard to the battlefield. Each of them is a 1/1 Spirit with flying in addition to its other types. Exile Storm of Souls.
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Sudden Salvation
Instant
Choose up to three target permanent cards in graveyards that were put there from the battlefield this turn. Return them to the battlefield tapped under their owners' control. You draw a card for each opponent who controls one or more of those permanents.
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Breath of the Sleepless
Enchantment
You may cast Spirit spells as though they had flash.
Whenever you cast a creature spell during an opponent's turn, tap up to one target creature.
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Ethereal Investigator
Creature — Spirit
Flying
When Ethereal Investigator enters the battlefield, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
2/3
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Haunting Imitation
Sorcery
Each player reveals the top card of their library. For each creature card revealed this way, create a token that's a copy of that card, except it's 1/1, it's a Spirit in addition to its other types, and it has flying. If no creature cards were revealed this way, return Haunting Imitation to its owner's hand.
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Occult Epiphany
Instant
Draw X cards, then discard X cards. Create a 1/1 white Spirit creature token with flying for each card type among cards discarded this way.
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Spectral Arcanist
Creature — Spirit Wizard
Flying
When Spectral Arcanist enters the battlefield, you may cast an instant or sorcery spell with mana value less than or equal to the number of Spirits you control from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
3/2
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Timin, Youthful Geist
Legendary Creature — Spirit
Partner with Rhoda, Geist Avenger (When this creature enters the battlefield, target player may put Rhoda into their hand from their library, then shuffle.)
Flying
At the beginning of each combat, tap up to one target creature.
3/4
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Crossway Troublemakers
Creature — Vampire
Attacking Vampires you control have deathtouch and lifelink.
Whenever a Vampire you control dies, you may pay 2 life. If you do, draw a card.
5/5
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Glass-Cast Heart
Artifact
Whenever one or more Vampires you control attack, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
, , Pay 1 life: Create a 1/1 white and black Vampire creature token with lifelink.
, , Sacrifice Glass-Cast Heart and thirteen Blood tokens: Each opponent loses 13 life and you gain 13 life.
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Kamber, the Plunderer
Legendary Creature — Vampire Rogue
Partner with Laurine, the Diversion (When this creature enters the battlefield, target player may put Laurine into their hand from their library, then shuffle.)
Lifelink
Whenever a creature an opponent controls dies, you gain 1 life and create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
3/4
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Olivia's Wrath
Sorcery
Each non-Vampire creature gets -X/-X until end of turn, where X is the number of Vampires you control.
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Predators' Hour
Sorcery
Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, exile the top card of that player's library face down. You may look at and play that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell."
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Shadowgrange Archfiend
Creature — Demon
When Shadowgrange Archfiend enters the battlefield, each opponent sacrifices a creature with the greatest power among creatures they control. You gain life equal to the greatest power among creatures sacrificed this way.
Madness—, Pay 8 life. (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
8/4
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Arterial Alchemy
Enchantment
When Arterial Alchemy enters the battlefield, create a Blood token for each opponent you have. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
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Imposing Grandeur
Sorcery
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.
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Laurine, the Diversion
Legendary Creature — Human Rogue
Partner with Kamber, the Plunderer (When this creature enters the battlefield, 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.)
3/3
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Markov Enforcer
Creature — Vampire Soldier
Whenever Markov Enforcer or another Vampire enters the battlefield under your control, Markov Enforcer fights up to one target creature an opponent controls.
Whenever a creature dealt damage by Markov Enforcer this turn dies, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
6/6
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Midnight Arsonist
Creature — Vampire
When Midnight Arsonist enters the battlefield, destroy up to X target artifacts without mana abilities, where X is the number of Vampires you control.
3/2
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Scion of Opulence
Creature — Vampire Noble
Whenever Scion of Opulence or another nontoken Vampire you control dies, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
, Sacrifice two artifacts: Exile the top card of your library. You may play that card this turn.
3/1
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Disorder in the Court
Instant
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 artifact: Draw a card.")
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Sinister Waltz
Sorcery
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.
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Breathkeeper Seraph
Creature — Angel
Flying, soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. 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."
4/4
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Wedding Ring
Artifact
When Wedding Ring enters the battlefield, 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.
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Imperious Mindbreaker
Creature — Human Wizard
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. 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."
1/4
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Doom Weaver
Creature — Spider Horror
Reach
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. 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."
1/8
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Mirage Phalanx
Creature — Human Soldier
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. 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."
4/4
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Hollowhenge Overlord
Creature — Wolf
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.
4/4
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Thundering Mightmare
Creature — Horse Spirit
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. 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."
3/3
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Umbris, Fear Manifest
Legendary Creature — Nightmare Horror
Umbris, Fear Manifest gets +1/+1 for each card your opponents own in exile.
Whenever Umbris or another Nightmare or Horror enters the battlefield under your control, target opponent exiles cards from the top of their library until they exile a land card.
1/1
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Angel of Flight Alabaster
Creature — Angel
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.
4/4
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Benevolent Offering
Instant
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.
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Boreas Charger
Creature — Pegasus
Flying
When Boreas Charger 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.
2/1
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Bygone Bishop
Creature — Spirit Cleric
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 artifact: Draw a card.")
2/3
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Crush Contraband
Instant
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.
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Custodi Soulbinders
Creature — Human Cleric
Custodi Soulbinders enters the battlefield with X +1/+1 counters on it, where X is the number of other creatures on the battlefield.
, Remove a +1/+1 counter from Custodi Soulbinders: Create a 1/1 white Spirit creature token with flying.
0/0
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Custodi Squire
Creature — Spirit Cleric
Flying
Will of the council — When Custodi Squire enters the battlefield, 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.
3/3
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Darksteel Mutation
Enchantment — Aura
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.
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Fell the Mighty
Sorcery
Destroy all creatures with power greater than target creature's power.
"They had it coming."
—Squire Imalia, savior of Thiswick
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Field of Souls
Enchantment
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.
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Ghostly Prison
Enchantment
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.
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Hallowed Spiritkeeper
Creature — Avatar
Vigilance
When Hallowed Spiritkeeper dies, create X 1/1 white Spirit creature tokens with flying, where X is the number of creature cards in your graveyard.
3/2
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Hanged Executioner
Creature — Spirit
Flying
When Hanged Executioner enters the battlefield, create a 1/1 white Spirit creature token with flying.
, Exile Hanged Executioner: Exile target creature.
1/1
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Karmic Guide
Creature — Angel Spirit
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 Karmic Guide enters the battlefield, return target creature card from your graveyard to the battlefield.
2/2
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Kirtar's Wrath
Sorcery
Destroy all creatures. They can't be regenerated.
Threshold — If seven or more cards are 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.
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Knight of the White Orchid
Creature — Human Knight
First strike
When Knight of the White Orchid enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
2/2
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Mentor of the Meek
Creature — Human Soldier
Whenever another creature with power 2 or less enters the battlefield under your control, 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."
2/2
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Mirror Entity
Creature — Shapeshifter
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.
1/1
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Oyobi, Who Split the Heavens
Legendary Creature — Spirit
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.
3/6
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Promise of Bunrei
Enchantment
When a creature you control dies, sacrifice Promise of Bunrei. 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."
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Remorseful Cleric
Creature — Spirit Cleric
Flying
Sacrifice Remorseful Cleric: Exile target player's graveyard.
A lifetime of keeping up appearances is not enough to earn an eternity of rest.
2/1
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Spectral Shepherd
Creature — Spirit
Flying
: Return target Spirit you control to its owner's hand.
The restless geists of common folk often continue their lifelong labors.
2/2
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Swords to Plowshares
Instant
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."
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Twilight Drover
Creature — Spirit
Whenever a creature token leaves the battlefield, put a +1/+1 counter on Twilight Drover.
, Remove a +1/+1 counter from Twilight Drover: Create two 1/1 white Spirit creature tokens with flying.
1/1
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Windborn Muse
Creature — Spirit
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
2/3
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Arcane Denial
Instant
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.
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Distant Melody
Sorcery
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.
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Flood of Tears
Sorcery
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
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Ghostly Pilferer
Creature — Spirit Rogue
Whenever Ghostly Pilferer 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: Ghostly Pilferer can't be blocked this turn.
2/1
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Imprisoned in the Moon
Enchantment — Aura
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.
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Kami of the Crescent Moon
Legendary Creature — Spirit
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
1/3
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Midnight Clock
Artifact
: Add .
: Put an hour counter on Midnight Clock.
At the beginning of each upkeep, put an hour counter on Midnight Clock.
When the twelfth hour counter is put on Midnight Clock, shuffle your hand and graveyard into your library, then draw seven cards. Exile Midnight Clock.
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Nebelgast Herald
Creature — Spirit
Flash (You may cast this spell any time you could cast an instant.)
Flying
Whenever Nebelgast Herald or another Spirit enters the battlefield under your control, tap target creature an opponent controls.
2/1
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Rattlechains
Creature — Spirit
Flash
Flying
When Rattlechains enters the battlefield, target Spirit gains hexproof until end of turn.
You may cast Spirit spells as though they had flash.
2/1
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Reconnaissance Mission
Enchantment
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
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Shacklegeist
Creature — Spirit
Flying
Shacklegeist 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.
2/2
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Sire of the Storm
Creature — Spirit
Flying
Whenever you cast a Spirit or Arcane spell, you may draw a card.
This storm blows gales through the dreams of mortals.
3/3
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Spectral Sailor
Creature — Spirit Pirate
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
1/1
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Supreme Phantom
Creature — Spirit
Flying
Other Spirits you control get +1/+1.
A king's knowledge does not vanish when the heart stops beating.
1/3
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Verity Circle
Enchantment
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
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Ancient Craving
Sorcery
You draw three cards and you lose 3 life.
Knowledge demands sacrifice.
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Anowon, the Ruin Sage
Legendary Creature — Vampire Shaman
At the beginning of your upkeep, each player sacrifices a non-Vampire creature.
"So many have died in search of that map. And now it appears in the hands of the arrogant child Chandra Nalaar."
4/3
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Blood Artist
Creature — Vampire
Whenever Blood Artist or another creature dies, target player loses 1 life and you gain 1 life.
"Great art can never be created without great suffering."
0/1
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Bloodline Necromancer
Creature — Vampire Wizard
Lifelink
When Bloodline Necromancer enters the battlefield, you may return target Vampire or Wizard creature card from your graveyard to the battlefield.
"The veil of death hides little from our kind."
3/2
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Bloodlord of Vaasgoth
Creature — Vampire Warrior
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.)
Flying
Whenever you cast a Vampire creature spell, it gains bloodthirst 3.
3/3
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Bloodtracker
Creature — Vampire Wizard
Flying
, Pay 2 life: Put a +1/+1 counter on Bloodtracker.
When Bloodtracker 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."
2/2
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Butcher of Malakir
Creature — Vampire Warrior
Flying
Whenever Butcher of Malakir or another creature you control dies, each opponent sacrifices a creature.
His verdict is always guilty. His sentence is always death.
5/4
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Champion of Dusk
Creature — Vampire Knight
When Champion of Dusk enters the battlefield, 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."
4/4
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Cordial Vampire
Creature — Vampire
Whenever Cordial Vampire or another creature dies, put a +1/+1 counter on each Vampire you control.
"Please, come in! Hors d'oeuvres are on the table."
1/1
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Damnable Pact
Sorcery
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
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Dark Impostor
Creature — Vampire Assassin
: Exile target creature and put a +1/+1 counter on Dark Impostor.
Dark Impostor 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."
2/2
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Falkenrath Noble
Creature — Vampire Noble
Flying
Whenever Falkenrath Noble 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."
2/2
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Feed the Swarm
Sorcery
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
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Indulgent Aristocrat
Creature — Vampire Noble
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?"
1/1
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Malakir Bloodwitch
Creature — Vampire Shaman
Flying, protection from white
When Malakir Bloodwitch enters the battlefield, each opponent loses life equal to the number of Vampires you control. You gain life equal to the life lost this way.
4/4
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Necropolis Regent
Creature — Vampire
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."
6/5
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Night's Whisper
Sorcery
You draw two cards and you lose 2 life.
"I have seen things that would reduce a weaker person to blubbering and raving. Want to hear about them?"
—Vraska
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Nirkana Revenant
Creature — Vampire Shade
Whenever you tap a Swamp for mana, add an additional .
: Nirkana Revenant gets +1/+1 until end of turn.
Hate is an everlasting wellspring from which she is eternally sustained.
4/4
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Patron of the Vein
Creature — Vampire Shaman
Flying
When Patron of the Vein enters the battlefield, 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.
4/4
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Sanctum Seeker
Creature — Vampire Knight
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.
3/4
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Stromkirk Condemned
Creature — Vampire Horror
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
2/2
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Underworld Connections
Enchantment — Aura
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.
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Urge to Feed
Instant
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.
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Vampire Nighthawk
Creature — Vampire Shaman
Flying, deathtouch, lifelink
As they fought the Eldrazi, many vampires learned to live among humans. Others were unable to make the adjustment.
2/3
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Anje's Ravager
Creature — Vampire Berserker
Anje's Ravager attacks each combat if able.
Whenever Anje's Ravager 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.)
3/3
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Avacyn's Judgment
Sorcery
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.
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Blasphemous Act
Sorcery
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
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Bloodsworn Steward
Creature — Vampire Knight
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."
4/4
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Crimson Honor Guard
Creature — Vampire Knight
Trample
At the beginning of each player's end step, Crimson Honor Guard 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.
4/5
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Falkenrath Gorger
Creature — Vampire Berserker
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.)
2/1
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Mob Rule
Sorcery
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.
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Molten Echoes
Enchantment
As Molten Echoes enters the battlefield, choose a creature type.
Whenever a nontoken creature of the chosen type enters the battlefield under your control, create a token that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.
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Rakish Heir
Creature — Vampire
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?"
2/2
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Stensia Masquerade
Enchantment
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.)
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Stromkirk Occultist
Creature — Vampire Horror
Trample
Whenever Stromkirk Occultist 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.)
3/2
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Vandalblast
Sorcery
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.
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Dovin, Grand Arbiter
Legendary Planeswalker — Dovin
[+1]: Until end of turn, whenever a creature you control deals combat damage to a player, put a loyalty counter on Dovin, Grand Arbiter.
[−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.
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Drogskol Captain
Creature — Spirit Soldier
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.
2/2
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Geist of Saint Traft
Legendary Creature — Spirit Cleric
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.
2/2
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Rakdos Charm
Instant
Choose one —
• Exile target player's graveyard.
• Destroy target artifact.
• Each creature deals 1 damage to its controller.
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Stromkirk Captain
Creature — Vampire Soldier
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
2/2
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Vampiric Dragon
Creature — Vampire Dragon
Flying
Whenever a creature dealt damage by Vampiric Dragon this turn dies, put a +1/+1 counter on Vampiric Dragon.
: Vampiric Dragon deals 1 damage to target creature.
5/5
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Arcane Signet
Artifact
: 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.
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Azorius Locket
Artifact
: Add or .
, , Sacrifice Azorius Locket: Draw two cards.
"Mandatory lockets enable the tracking of all Senate personnel for improved security and efficiency."
—Dovin Baan
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Azorius Signet
Artifact
, : Add .
The maze-like design embodies the core of Azorius law—strict structure designed to test wills and stall change.
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Charcoal Diamond
Artifact
Charcoal Diamond enters the battlefield tapped.
: Add .
The essence of night to harden the soul.
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Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice Commander's Sphere: Draw a card.
It harmonizes with the essence of its master.
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Fire Diamond
Artifact
Fire Diamond enters the battlefield tapped.
: Add .
The essence of flame to stoke the spirit.
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Marble Diamond
Artifact
Marble Diamond enters the battlefield tapped.
: Add .
The essence of sunlight to brighten the way.
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Rakdos Signet
Artifact
, : Add .
Made of bone and boiled in blood, a Rakdos signet is not considered finished until it has been used as a murder weapon.
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Sky Diamond
Artifact
Sky Diamond enters the battlefield tapped.
: Add .
The essence of wind to lift up the weary.
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Sol Ring
Artifact
: Add .
Lost to time is the artificer's art of trapping light from a distant star in a ring of purest gold.
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Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.)
Equip
"There is great wisdom in rushing headlong into combat . . . if you're prepared."
—Kenjek, captain of the Thousand Swords
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Unstable Obelisk
Artifact
: Add .
, , Sacrifice Unstable Obelisk: Destroy target permanent.
Its collapse is like the lashing out of a long-dead civilization that resents being forgotten.
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Azorius Chancery
Land
Azorius Chancery enters the battlefield tapped.
When Azorius Chancery enters the battlefield, return a land you control to its owner's hand.
: Add .
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Command Tower
Land
: 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.
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Exotic Orchard
Land
: 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
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Foreboding Ruins
Land
As Foreboding Ruins enters the battlefield, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters the battlefield tapped.
: Add or .
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Moorland Haunt
Land
: Add .
, , Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token with flying.
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Myriad Landscape
Land
Myriad Landscape enters the battlefield tapped.
: Add .
, , Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
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Path of Ancestry
Land
Path of Ancestry enters the battlefield 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.)
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Port Town
Land
As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters the battlefield tapped.
: Add or .
A haunted fog known as the Nebelgast shrouds the cities along Nephalia's coast.
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Prairie Stream
Land — Plains Island
(: Add or .)
Prairie Stream enters the battlefield tapped unless you control two or more basic lands.
The continent of Ondu is a vast plateau crisscrossed by deep trenches and meandering rivers.
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Rakdos Carnarium
Land
Rakdos Carnarium enters the battlefield tapped.
When Rakdos Carnarium enters the battlefield, return a land you control to its owner's hand.
: Add .
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Shadowblood Ridge
Land
, : Add .
Gnolls make offerings to sinister forces in the shadow-drenched chasms.
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Skycloud Expanse
Land
, : Add .
Legend says a mighty angel appears to pilgrims in need who reach this lofty height.
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Smoldering Marsh
Land — Swamp Mountain
(: Add or .)
Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands.
The continent of Guul Draz is a geothermal swampland reeking of heat and decay.
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Tainted Peak
Land
: Add .
: Add or . Activate only if you control a Swamp.
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Temple of Enlightenment
Land
Temple of Enlightenment enters the battlefield tapped.
When Temple of Enlightenment enters the battlefield, scry 1.
: Add or .
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Temple of Malice
Land
Temple of Malice enters the battlefield tapped.
When Temple of Malice enters the battlefield, scry 1.
: Add or .
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Temple of the False God
Land
: Add . Activate only if you control five or more lands.
"When gods become apathetic, the people will worship anyone who answers their pleas."
—Kiora
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Unclaimed Territory
Land
As Unclaimed Territory enters the battlefield, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
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