Crimson Vow Commander
Affinity for Spirits (This spell costs {1} less to cast for each Spirit you control.) Flying Whenever Millicent or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.
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.
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.)
Ward—Discard a card. Whenever another nontoken Vampire you control dies, you may pay {1} and exile it. If you do, create a 1/1 black Bat creature token with flying. It gains "When this token deals combat damage to a player, sacrifice it and return the exiled card to the battlefield tapped."
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.
Whenever a creature an opponent controls dies, you may pay {1}. If you do, create a 1/1 white Spirit creature token with flying.
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.
Partner with Timin, Youthful Geist (When this creature enters, 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.
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.
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.
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.
Flying When this creature enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
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.
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.
Flying When this creature enters, 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.
Partner with Rhoda, Geist Avenger (When this creature enters, 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.
Attacking Vampires you control have deathtouch and lifelink. (Any amount of damage they deal to a creature is enough to destroy it. Damage dealt by those creatures also causes their controller to gain that much life.) Whenever a Vampire you control dies, you may pay 2 life. If you do, draw a card.
Whenever one or more Vampires you control attack, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") {B}, {T}, Pay 1 life: Create a 1/1 white and black Vampire creature token with lifelink. {B}{B}, {T}, Sacrifice this artifact and thirteen Blood tokens: Each opponent loses 13 life and you gain 13 life.
Partner with Laurine, the Diversion (When this creature enters, 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 "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Each non-Vampire creature gets -X/-X until end of turn, where X is the number of Vampires you control.
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."
When this creature enters, 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—{2}{B}, 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.)
When this enchantment enters, create a Blood token for each opponent you have. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip {2}.
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.
Partner with Kamber, the Plunderer (When this creature enters, target player may put Kamber into their hand from their library, then shuffle.) First strike {2}, 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.)
Whenever this creature or another Vampire you control enters, this creature fights up to one target creature an opponent controls. Whenever a creature dealt damage by this creature this turn dies, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
When this creature enters, destroy up to X target artifacts without mana abilities, where X is the number of Vampires you control.
Whenever this creature or another nontoken Vampire you control dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") {R}, Sacrifice two artifacts: Exile the top card of your library. You may play that card this turn.
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 "{2}, Sacrifice this token: Draw a card.")
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.
Flying, soulbond (You may pair this creature with another unpaired creature when either enters. 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."
When this artifact enters, 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.
Soulbond (You may pair this creature with another unpaired creature when either enters. 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."
Reach Soulbond (You may pair this creature with another unpaired creature when either enters. 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."
Soulbond (You may pair this creature with another unpaired creature when either enters. 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."
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.
Soulbond (You may pair this creature with another unpaired creature when either enters. 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."
Umbris gets +1/+1 for each card your opponents own in exile. Whenever Umbris or another Nightmare or Horror you control enters, target opponent exiles cards from the top of their library until they exile a land card.
Affinity for Spirits (This spell costs {1} less to cast for each Spirit you control.) Flying Whenever Millicent or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.
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.
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.)
Ward—Discard a card. Whenever another nontoken Vampire you control dies, you may pay {1} and exile it. If you do, create a 1/1 black Bat creature token with flying. It gains "When this token deals combat damage to a player, sacrifice it and return the exiled card to the battlefield tapped."
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.
Whenever a creature an opponent controls dies, you may pay {1}. If you do, create a 1/1 white Spirit creature token with flying.
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.
Partner with Timin, Youthful Geist (When this creature enters, 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.
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.
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.
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.
Flying When this creature enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
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.
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.
Flying When this creature enters, 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.
Partner with Rhoda, Geist Avenger (When this creature enters, 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.
Attacking Vampires you control have deathtouch and lifelink. (Any amount of damage they deal to a creature is enough to destroy it. Damage dealt by those creatures also causes their controller to gain that much life.) Whenever a Vampire you control dies, you may pay 2 life. If you do, draw a card.
Whenever one or more Vampires you control attack, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") {B}, {T}, Pay 1 life: Create a 1/1 white and black Vampire creature token with lifelink. {B}{B}, {T}, Sacrifice this artifact and thirteen Blood tokens: Each opponent loses 13 life and you gain 13 life.
Partner with Laurine, the Diversion (When this creature enters, 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 "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Each non-Vampire creature gets -X/-X until end of turn, where X is the number of Vampires you control.
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."
When this creature enters, 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—{2}{B}, 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.)
When this enchantment enters, create a Blood token for each opponent you have. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip {2}.
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.
Partner with Kamber, the Plunderer (When this creature enters, target player may put Kamber into their hand from their library, then shuffle.) First strike {2}, 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.)
Whenever this creature or another Vampire you control enters, this creature fights up to one target creature an opponent controls. Whenever a creature dealt damage by this creature this turn dies, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
When this creature enters, destroy up to X target artifacts without mana abilities, where X is the number of Vampires you control.
Whenever this creature or another nontoken Vampire you control dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") {R}, Sacrifice two artifacts: Exile the top card of your library. You may play that card this turn.
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 "{2}, Sacrifice this token: Draw a card.")
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.
Flying, soulbond (You may pair this creature with another unpaired creature when either enters. 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."
When this artifact enters, 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.
Soulbond (You may pair this creature with another unpaired creature when either enters. 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."
Reach Soulbond (You may pair this creature with another unpaired creature when either enters. 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."
Soulbond (You may pair this creature with another unpaired creature when either enters. 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."
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.
Soulbond (You may pair this creature with another unpaired creature when either enters. 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."
Umbris gets +1/+1 for each card your opponents own in exile. Whenever Umbris or another Nightmare or Horror you control enters, target opponent exiles cards from the top of their library until they exile a land card.
Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
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.
Flying When this creature 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.
Flying Whenever you cast a creature spell with mana value 3 or less, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Choose one or both — • Exile target artifact. • Exile target enchantment.
This creature enters with X +1/+1 counters on it, where X is the number of other creatures on the battlefield. {2}{W}, Remove a +1/+1 counter from this creature: Create a 1/1 white Spirit creature token with flying.
Flying Will of the council — When this creature enters, 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.
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.
Destroy all creatures with power greater than target creature's power.
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
Vigilance When this creature dies, create X 1/1 white Spirit creature tokens with flying, where X is the number of creature cards in your graveyard.
Flying When this creature enters, create a 1/1 white Spirit creature token with flying. {3}{W}, Exile this creature: Exile target creature.
Flying, protection from black Echo {3}{W}{W} (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 this creature enters, return target creature card from your graveyard to the battlefield.
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.
First strike When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
Whenever another creature you control with power 2 or less enters, you may pay {1}. If you do, draw a card.
Changeling (This card is every creature type.) {X}: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
Flying Whenever you cast a Spirit or Arcane spell, create a 3/3 white Spirit creature token with flying.
When a creature you control dies, sacrifice this enchantment. If you do, create four 1/1 colorless Spirit creature tokens.
Flying Sacrifice this creature: Exile target player's graveyard.
Flying {1}{U}: Return target Spirit you control to its owner's hand.
Exile target creature. Its controller gains life equal to its power.
Whenever a creature token leaves the battlefield, put a +1/+1 counter on this creature. {2}{W}, Remove a +1/+1 counter from this creature: Create two 1/1 white Spirit creature tokens with flying.
Flying Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
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.
Choose a creature type. Draw a card for each permanent you control of that type.
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.
Whenever this creature becomes untapped, you may pay {2}. If you do, draw a card. Whenever an opponent casts a spell from anywhere other than their hand, draw a card. Discard a card: This creature can't be blocked this turn.
Enchant creature, land, or planeswalker Enchanted permanent is a colorless land with "{T}: Add {C}" and loses all other card types and abilities.
At the beginning of each player's draw step, that player draws an additional card.
{T}: Add {U}. {2}{U}: Put an hour counter on this artifact. At the beginning of each upkeep, put an hour counter on this artifact. When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Flash Flying Whenever this creature or another Spirit you control enters, tap target creature an opponent controls.
Flash Flying When this creature enters, target Spirit gains hexproof until end of turn. You may cast Spirit spells as though they had flash.
Whenever a creature you control deals combat damage to a player, you may draw a card. Cycling {2} ({2}, Discard this card: Draw a card.)
Flying This creature can block only creatures with flying. Tap two untapped Spirits you control: Tap target creature you don't control.
Flying Whenever you cast a Spirit or Arcane spell, you may draw a card.
Flash (You may cast this spell any time you could cast an instant.) Flying {3}{U}: Draw a card.
Flying Other Spirits you control get +1/+1.
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, you may draw a card. {4}{U}: Tap target creature without flying.
You draw three cards and you lose 3 life.
At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.
Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
Lifelink When this creature enters, you may return target Vampire or Wizard creature card from your graveyard to the battlefield.
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters with three +1/+1 counters on it.) Flying Whenever you cast a Vampire creature spell, it gains bloodthirst 3.
Flying {B}, Pay 2 life: Put a +1/+1 counter on this creature. When this creature leaves the battlefield, draw a card for each +1/+1 counter on it.
Flying Whenever this creature or another creature you control dies, each opponent sacrifices a creature of their choice.
When this creature enters, you draw X cards and you lose X life, where X is the number of Vampires you control.
Whenever this creature or another creature dies, put a +1/+1 counter on each Vampire you control.
Target player draws X cards and loses X life.
{4}{B}{B}: Exile target creature and put a +1/+1 counter on this creature. This creature has all activated abilities of all creature cards exiled with it.
Flying Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
Lifelink {2}, Sacrifice a creature: Put a +1/+1 counter on each Vampire you control.
Flying, protection from white When this creature enters, each opponent loses life equal to the number of Vampires you control. You gain life equal to the life lost this way.
Flying Whenever a creature you control deals combat damage to a player, put that many +1/+1 counters on it.
You draw two cards and you lose 2 life.
Whenever you tap a Swamp for mana, add an additional {B}. {B}: This creature gets +1/+1 until end of turn.
Flying When this creature enters, destroy target creature an opponent controls. Whenever a creature an opponent controls dies, exile it and put a +1/+1 counter on each Vampire you control.
Whenever a Vampire you control attacks, each opponent loses 1 life and you gain 1 life.
Discard a card: Vampires you control get +1/+1 until end of turn. Activate only once each turn.
Enchant land Enchanted land has "{T}, Pay 1 life: Draw a card."
Target creature gets -3/-3 until end of turn. You may tap any number of untapped Vampire creatures you control. If you do, put a +1/+1 counter on each of those Vampires.
Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Lifelink (Damage dealt by this creature also causes you to gain that much life.)
This creature attacks each combat if able. Whenever this creature attacks, discard your hand, then draw three cards. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Madness {X}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) Avacyn's Judgment deals 2 damage divided as you choose among any number of targets. If this spell's madness cost was paid, it deals X damage divided as you choose among those permanents and/or players instead.
This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.
Flying Commander creatures you control get +2/+2 and have haste.
Trample At the beginning of each player's end step, this creature deals 4 damage to that player unless they control a commander.
Each Vampire creature card you own that isn't on the battlefield has madness. The madness cost is equal to its mana cost. (If you discard a card with madness, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Choose one — • Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn. • Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.
As this enchantment enters, choose a creature type. Whenever a nontoken creature you control of the chosen type enters, create a token that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.
Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it.
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 {2}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Trample Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Destroy target artifact you don't control. Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
[+1]: Until end of turn, whenever a creature you control deals combat damage to a player, put a loyalty counter on Dovin. [−1]: Create a 1/1 colorless Thopter artifact creature token with flying. You gain 1 life. [−7]: Look at the top ten cards of your library. Put three of them into your hand and the rest on the bottom of your library in a random order.
Flying Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
Choose one — • Exile target player's graveyard. • Destroy target artifact. • Each creature deals 1 damage to its controller.
First strike Other Vampire creatures you control get +1/+1 and have first strike.
Flying Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature. {1}{R}: This creature deals 1 damage to target creature.
{T}: Add one mana of any color in your commander's color identity.
{T}: Add {W} or {U}. {W/U}{W/U}{W/U}{W/U}, {T}, Sacrifice this artifact: Draw two cards.
{1}, {T}: Add {W}{U}.
This artifact enters tapped. {T}: Add {B}.
{T}: Add one mana of any color in your commander's color identity. Sacrifice this artifact: Draw a card.
This artifact enters tapped. {T}: Add {R}.
This artifact enters tapped. {T}: Add {W}.
{1}, {T}: Add {B}{R}.
This artifact enters tapped. {T}: Add {U}.
{T}: Add {C}{C}.
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{T}: Add {C}. {7}, {T}, Sacrifice this artifact: Destroy target permanent.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {W}{U}.
{T}: Add one mana of any color in your commander's color identity.
{T}: Add one mana of any color that a land an opponent controls could produce.
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped. {T}: Add {B} or {R}.
{T}: Add {C}. {W}{U}, {T}, Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token with flying.
This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped. {T}: Add {W} or {U}.
({T}: Add {W} or {U}.) This land enters tapped unless you control two or more basic lands.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {B}{R}.
{1}, {T}: Add {B}{R}.
{1}, {T}: Add {W}{U}.
({T}: Add {B} or {R}.) This land enters tapped unless you control two or more basic lands.
{T}: Add {C}. {T}: Add {B} or {R}. Activate only if you control a Swamp.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {W} or {U}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {B} or {R}.
{T}: Add {C}{C}. Activate only if you control five or more lands.
As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
Flying
Flying
Flying
{2}, Sacrifice this token: Draw a card.
Flying
| Card | Number | Rarity | Price |
|---|---|---|---|
Millicent, Restless Revenant | 1 | Mythic | $0.37 |
Strefan, Maurer Progenitor | 2 | Mythic | $1.04 |
Donal, Herald of Wings | 3 | Mythic | $0.41 |
Timothar, Baron of Bats | 4 | Mythic | $0.32 |
Drogskol Reinforcements | 5 | Rare | $0.37 |
Haunted Library | 6 | Rare | $0.60 |
Priest of the Blessed Graf | 7 | Rare | $0.37 |
Rhoda, Geist Avenger | 8 | Rare | $0.43 |
Storm of Souls | 9 | Rare | $0.27 |
Sudden Salvation | 10 | Rare | $0.15 |
Breath of the Sleepless | 11 | Rare | $0.24 |
Ethereal Investigator | 12 | Rare | $0.40 |
Haunting Imitation | 13 | Rare | $0.18 |
Occult Epiphany | 14 | Rare | $2.00 |
Spectral Arcanist | 15 | Rare | $0.24 |
Timin, Youthful Geist | 16 | Rare | $0.57 |
Crossway Troublemakers | 17 | Rare | $0.31 |
Glass-Cast Heart | 18 | Rare | $0.42 |
Kamber, the Plunderer | 19 | Rare | $0.27 |
Olivia's Wrath | 20 | Rare | $0.42 |
Predators' Hour | 21 | Rare | $0.28 |
Shadowgrange Archfiend | 22 | Rare | $5.90 |
Arterial Alchemy | 23 | Rare | $0.37 |
Imposing Grandeur | 24 | Rare | $1.79 |
Laurine, the Diversion | 25 | Rare | $0.17 |
Markov Enforcer | 26 | Rare | $0.35 |
Midnight Arsonist | 27 | Rare | $0.20 |
Scion of Opulence | 28 | Rare | $0.33 |
Disorder in the Court | 29 | Rare | $0.25 |
Sinister Waltz | 30 | Rare | $0.30 |
Breathkeeper Seraph | 31 | Rare | $1.60 |
Wedding Ring | 32 | Mythic | $10.73 |
Imperious Mindbreaker | 33 | Rare | $0.42 |
Doom Weaver | 34 | Rare | $2.75 |
Mirage Phalanx | 35 | Rare | $1.34 |
Hollowhenge Overlord | 36 | Rare | $7.05 |
Thundering Mightmare | 37 | Rare | $0.43 |
Umbris, Fear Manifest | 38 | Mythic | $10.87 |
Millicent, Restless Revenant | 39 | Mythic | $1.35 |
Strefan, Maurer Progenitor | 40 | Mythic | $3.72 |
Donal, Herald of Wings | 41 | Mythic | $1.24 |
Timothar, Baron of Bats | 42 | Mythic | $1.30 |
Drogskol Reinforcements | 43 | Rare | $0.31 |
Haunted Library | 44 | Rare | $1.93 |
Priest of the Blessed Graf | 45 | Rare | $0.32 |
Rhoda, Geist Avenger | 46 | Rare | $0.38 |
Storm of Souls | 47 | Rare | $1.26 |
Sudden Salvation | 48 | Rare | $0.24 |
Breath of the Sleepless | 49 | Rare | $0.25 |
Ethereal Investigator | 50 | Rare | $1.14 |
Haunting Imitation | 51 | Rare | $0.24 |
Occult Epiphany | 52 | Rare | $0.65 |
Spectral Arcanist | 53 | Rare | $0.22 |
Timin, Youthful Geist | 54 | Rare | $0.47 |
Crossway Troublemakers | 55 | Rare | $1.57 |
Glass-Cast Heart | 56 | Rare | $1.00 |
Kamber, the Plunderer | 57 | Rare | $0.49 |
Olivia's Wrath | 58 | Rare | $2.73 |
Predators' Hour | 59 | Rare | $0.48 |
Shadowgrange Archfiend | 60 | Rare | $6.58 |
Arterial Alchemy | 61 | Rare | $0.44 |
Imposing Grandeur | 62 | Rare | $1.76 |
Laurine, the Diversion | 63 | Rare | $0.38 |
Markov Enforcer | 64 | Rare | $0.41 |
Midnight Arsonist | 65 | Rare | $0.25 |
Scion of Opulence | 66 | Rare | $0.37 |
Disorder in the Court | 67 | Rare | $1.28 |
Sinister Waltz | 68 | Rare | $0.31 |
Breathkeeper Seraph | 69 | Rare | $1.81 |
Wedding Ring | 70 | Mythic | $14.87 |
Imperious Mindbreaker | 71 | Rare | $0.41 |
Doom Weaver | 72 | Rare | $2.51 |
Mirage Phalanx | 73 | Rare | $1.35 |
Hollowhenge Overlord | 74 | Rare | $7.16 |
Thundering Mightmare | 75 | Rare | $0.87 |
Umbris, Fear Manifest | 76 | Mythic | $11.06 |
Angel of Flight Alabaster | 77 | Rare | $0.16 |
Benevolent Offering | 78 | Rare | $1.37 |
Boreas Charger | 79 | Rare | $0.27 |
Bygone Bishop | 80 | Rare | $0.25 |
Crush Contraband | 81 | Uncommon | $0.17 |
Custodi Soulbinders | 82 | Rare | $0.20 |
Custodi Squire | 83 | Common | $0.11 |
Darksteel Mutation | 84 | Uncommon | $2.17 |
Fell the Mighty | 85 | Rare | $0.25 |
Field of Souls | 86 | Uncommon | $0.25 |
Ghostly Prison | 87 | Uncommon | $6.83 |
Hallowed Spiritkeeper | 88 | Rare | $0.53 |
Hanged Executioner | 89 | Rare | $0.19 |
Karmic Guide | 90 | Rare | $1.27 |
Kirtar's Wrath | 91 | Rare | $0.14 |
Knight of the White Orchid | 92 | Rare | $2.06 |
Mentor of the Meek | 93 | Rare | $0.27 |
Mirror Entity | 94 | Rare | $1.41 |
Oyobi, Who Split the Heavens | 95 | Rare | $0.22 |
Promise of Bunrei | 96 | Rare | $0.26 |
Remorseful Cleric | 97 | Rare | $0.20 |
Spectral Shepherd | 98 | Uncommon | $0.16 |
Swords to Plowshares | 99 | Uncommon | $1.39 |
Twilight Drover | 100 | Rare | $0.29 |
Windborn Muse | 101 | Rare | $0.82 |
Arcane Denial | 102 | Common | $2.43 |
Distant Melody | 103 | Common | $0.81 |
Flood of Tears | 104 | Rare | $2.01 |
Ghostly Pilferer | 105 | Rare | $2.42 |
Imprisoned in the Moon | 106 | Rare | $0.35 |
Kami of the Crescent Moon | 107 | Rare | $7.49 |
Midnight Clock | 108 | Rare | $0.50 |
Nebelgast Herald | 109 | Uncommon | $0.10 |
Rattlechains | 110 | Rare | $0.19 |
Reconnaissance Mission | 111 | Uncommon | $1.50 |
Shacklegeist | 112 | Rare | $0.17 |
Sire of the Storm | 113 | Uncommon | $0.10 |
Spectral Sailor | 114 | Uncommon | $0.13 |
Supreme Phantom | 115 | Rare | $0.28 |
Verity Circle | 116 | Rare | $1.95 |
Ancient Craving | 117 | Uncommon | $0.28 |
Anowon, the Ruin Sage | 118 | Rare | $3.07 |
Blood Artist | 119 | Uncommon | $2.49 |
Bloodline Necromancer | 120 | Uncommon | $0.66 |
Bloodlord of Vaasgoth | 121 | Mythic | $0.82 |
Bloodtracker | 122 | Rare | $0.18 |
Butcher of Malakir | 123 | Rare | $0.31 |
Champion of Dusk | 124 | Rare | $0.22 |
Cordial Vampire | 125 | Rare | $1.35 |
Damnable Pact | 126 | Rare | $0.37 |
Dark Impostor | 127 | Rare | $0.46 |
Falkenrath Noble | 128 | Uncommon | $0.17 |
Feed the Swarm | 129 | Common | $0.58 |
Indulgent Aristocrat | 130 | Uncommon | $0.36 |
Malakir Bloodwitch | 131 | Rare | $6.70 |
Necropolis Regent | 132 | Mythic | $0.61 |
Night's Whisper | 133 | Common | $0.98 |
Nirkana Revenant | 134 | Mythic | $6.71 |
Patron of the Vein | 135 | Rare | $0.40 |
Sanctum Seeker | 136 | Rare | $1.12 |
Stromkirk Condemned | 137 | Rare | $0.18 |
Underworld Connections | 138 | Rare | $1.15 |
Urge to Feed | 139 | Uncommon | $0.23 |
Vampire Nighthawk | 140 | Uncommon | $0.19 |
Anje's Ravager | 141 | Rare | $0.31 |
Avacyn's Judgment | 142 | Rare | $0.20 |
Blasphemous Act | 143 | Rare | $1.73 |
Bloodsworn Steward | 144 | Rare | $0.42 |
Crimson Honor Guard | 145 | Rare | $0.24 |
Falkenrath Gorger | 146 | Rare | $0.22 |
Mob Rule | 147 | Rare | $5.01 |
Molten Echoes | 148 | Rare | $15.61 |
Rakish Heir | 149 | Uncommon | $0.29 |
Stensia Masquerade | 150 | Uncommon | $0.34 |
Stromkirk Occultist | 151 | Rare | $0.18 |
Vandalblast | 152 | Uncommon | $3.41 |
Dovin, Grand Arbiter | 153 | Mythic | $0.52 |
Drogskol Captain | 154 | Uncommon | $0.24 |
Geist of Saint Traft | 155 | Mythic | $0.31 |
Rakdos Charm | 156 | Uncommon | $0.58 |
Stromkirk Captain | 157 | Uncommon | $2.15 |
Vampiric Dragon | 158 | Rare | $0.26 |
Arcane Signet | 159 | Common | $0.65 |
Azorius Locket | 160 | Common | $0.13 |
Azorius Signet | 161 | Uncommon | $0.24 |
Charcoal Diamond | 162 | Common | $0.34 |
Commander's Sphere | 163 | Common | $0.19 |
Fire Diamond | 164 | Common | $2.20 |
Marble Diamond | 165 | Common | $0.31 |
Rakdos Signet | 166 | Uncommon | $1.27 |
Sky Diamond | 167 | Common | $0.24 |
Sol Ring | 168 | Uncommon | $1.52 |
Swiftfoot Boots | 169 | Uncommon | $3.04 |
Unstable Obelisk | 170 | Uncommon | $0.16 |
Azorius Chancery | 171 | Uncommon | $0.22 |
Command Tower | 172 | Common | $0.31 |
Exotic Orchard | 173 | Rare | $0.26 |
Foreboding Ruins | 174 | Rare | $0.27 |
Moorland Haunt | 175 | Rare | $0.18 |
Myriad Landscape | 176 | Uncommon | $0.29 |
Path of Ancestry | 177 | Common | $0.22 |
Port Town | 178 | Rare | $0.18 |
Prairie Stream | 179 | Rare | $0.21 |
Rakdos Carnarium | 180 | Common | $1.45 |
Shadowblood Ridge | 181 | Rare | $0.27 |
Skycloud Expanse | 182 | Rare | $0.17 |
Smoldering Marsh | 183 | Rare | $0.49 |
Tainted Peak | 184 | Uncommon | $1.46 |
Temple of Enlightenment | 185 | Rare | $0.14 |
Temple of Malice | 186 | Rare | $0.31 |
Temple of the False God | 187 | Uncommon | $0.22 |
Unclaimed Territory | 188 | Uncommon | $0.37 |
Spirit | 1 | N/A | |
Angel | 2 | N/A | |
Spirit | 3 | N/A | |
Bat | 4 | N/A | |
Clue | 5 | N/A | |
Thopter | 6 | N/A |