Innistrad: Double Feature
Put a +1/+1 counter on up to one target creature you control. Tap up to one target creature you don't control, and that creature doesn't untap during its controller's next untap step. Flashback {1}{G}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
If it's neither day nor night, it becomes day as The Celestus enters. {T}: Add one mana of any color. {3}, {T}: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery. Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
When this creature enters, exile up to one target card from a graveyard. {2}: Add one mana of any color.
{1}, {T}, Sacrifice this artifact: Exile up to one target card from a graveyard. Draw a card. {1}, Exile this card from your graveyard: Add one mana of any color.
{1}, {T}, Sacrifice this artifact: Search your library for an artifact card with a mana ability or a basic land card, reveal it, put it into your hand, then shuffle.
As this artifact enters, choose a card name. Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
{3}, {T}, Sacrifice this artifact: It deals 3 damage to target creature. If a Werewolf is dealt damage this way, destroy it.
{2}: This artifact becomes a 4/4 green Bear artifact creature until end of turn.
This land enters tapped unless you control two or more other lands. {T}: Add {W} or {U}.
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{T}: Add {C}. {2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
This land enters tapped unless you control two or more other lands. {T}: Add {B} or {R}.
This land enters tapped unless you control two or more other lands. {T}: Add {G} or {W}.
This land enters tapped unless you control two or more other lands. {T}: Add {R} or {G}.
This land enters tapped unless you control two or more other lands. {T}: Add {U} or {B}.
Target creature gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Flying When this creature enters, put a +1/+1 counter on each of up to two other target creatures.
Until end of turn, target creature gets +3/+3, up to one other target creature gets +2/+2, and up to one other target creature gets +1/+1. Those creatures gain vigilance until end of turn.
Equipped creature gets +2/+0. It gets an additional +0/+2 and has first strike as long as an Equipment named Groom's Finery is attached to a creature you control. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Choose a number between 0 and 13. Each player sacrifices that many creatures of their choice.
Flash When this creature enters, exile a card from a graveyard. Whenever you play a land or cast a spell, if it shares a card type with the exiled card, create a 1/1 white Human creature token.
When this enchantment enters, exile target creature an opponent controls with mana value 3 or less until this enchantment leaves the battlefield. Whenever an opponent casts a Vampire spell with the same name as a card exiled with this enchantment, you gain 2 life.
Whenever you cast an enchantment spell, you gain 2 life.
Whenever this creature attacks, you may pay {1}. If you do, it gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Cleave {5}{W} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Destroy target [attacking] creature.
{W}, Exile three cards from your graveyard: This creature gains first strike until end of turn. Discard a card: Exile this creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Flying Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Flying Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever this creature attacks, you may pay {1}{W}. If you do, target attacking creature without flying gains flying until end of turn.
As long as you control seven or more enchantments, creatures you control have flying and vigilance. Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Flying If you would gain life, you gain that much life plus 1 instead. {1}{W}: This creature gains lifelink until end of turn.
Flying {3}{W}, Exile this card from your graveyard: Create two 1/1 white Spirit creature tokens with flying. Activate only if you control an enchantment and only as a sorcery.
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) {2}{W}, Remove two +1/+1 counters from among creatures you control: Destroy target artifact or enchantment.
Cleave {X}{R}{W} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Lantern Flare deals X damage to target creature or planeswalker and you gain X life. [X is the number of creatures you control.]
This creature can't attack alone. Whenever this creature attacks, untap target creature.
{W}, {T}: Tap target creature.
Enchant creature Enchanted creature has "Whenever a creature you control enters, this creature gets +1/+1 until end of turn." When this Aura enters, create a 1/1 white Spirit creature token with flying.
Vigilance Sacrifice this creature: Target creature you control with a +1/+1 counter on it gains lifelink and indestructible until end of turn.
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) When this creature dies, put its counters on target creature you control.
Piercing Light deals 2 damage to target attacking or blocking creature. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
When this creature enters, if you control another Human, draw a card.
Destroy target artifact or enchantment. You gain 3 life.
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever this creature trains, exile up to one other target creature from the battlefield or creature card from a graveyard. When this creature leaves the battlefield, put the exiled cards onto the battlefield under their owners' control.
Enchant creature Enchanted creature can't attack or block. {4}{W}: Exile enchanted creature. Create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Creatures you control with +1/+1 counters on them have base power and toughness 4/4, have flying, and are Angels in addition to their other types.
This spell has flash as long as you control a Spirit. When you cast this spell, tap up to two target creatures you don't control. Enchant creature you control Enchanted creature gets +1/+2.
First strike Noncreature spells cost {1} more to cast.
{T}: Target creature gets +1/+0 until end of turn. You gain 1 life. Activate only as a sorcery.
Vigilance {4}{W}: Put a +1/+1 counter on this creature.
Choose one — • Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) • Destroy target creature with toughness 4 or greater.
Whenever this creature deals damage to a Vampire, destroy that creature.
Whenever you gain life, put a +1/+1 counter on this creature. As long as this creature has four or more +1/+1 counters on it, it has flying and vigilance. As long as this creature has ten or more +1/+1 counters on it, it has indestructible.
Flying Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
Cleave {1}{U} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Return target nonland permanent [you control] to its owner's hand.
Flying Whenever this creature enters or attacks, exile a card from a graveyard. You may look at the top card of your library any time. Once each turn, you may cast a spell from the top of your library if it shares a card type with a card exiled with this creature.
This spell costs {1} less to cast if you control a Zombie. Tap target creature. It doesn't untap during its controller's next untap step. Draw a card.
As an additional cost to cast this spell, exile a creature card from your graveyard. {3}{U}, Exile this card from your graveyard: Draw a card.
Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.
Flash Enchant creature you control When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) Enchanted creature gets +1/+1.
Flying Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, target creature's owner puts it on their choice of the top or bottom of their library.
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) {3}{U}{U}: This creature can't be blocked this turn. Activate only if you own a card in exile.
Flying At the beginning of combat on your turn, choose up to one — • Tap target creature. • Target creature doesn't untap during its controller's next untap step.
Enchant creature When this Aura enters, mill two cards. (Put the top two cards of your library into your graveyard.) Enchanted creature gets -X/-0, where X is the number of cards in your graveyard.
This spell costs {1} less to cast if you control a Spirit. It also costs {1} less to cast if you control an enchantment. Counter target spell unless its controller pays {3}.
Zombies you control have flying. {U}, {T}, Sacrifice another nontoken creature: Create an X/X blue Zombie creature token, where X is the sacrificed creature's toughness.
Flash This spell can't be countered. Whenever you cast a spell, choose up to one — • Return target spell you don't control to its owner's hand. • Return target nonland permanent to its owner's hand.
Cleave {3}{U}{U} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Draw three cards. [Your maximum hand size is reduced by three for the rest of the game.]
Cleave {3}{U} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Return target [Wolf or Werewolf] creature to its owner's hand. Draw a card.
Whenever a nontoken Zombie you control enters, create a token that's a copy of that creature.
Flash Flying Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, counter target spell, activated ability, or triggered ability.
{2}{U}: Exile target creature card from your graveyard and put a +1/+1 counter on this creature. This creature has all activated abilities of all creature cards exiled with it.
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, return target instant or sorcery card from your graveyard to your hand.
Look at the top four cards of your library. Put two of those cards into your hand and the rest into your graveyard.
Flying Whenever you attack with one or more creatures, target player mills that many cards. (To mill a card, a player puts the top card of their library into their graveyard.) {2}{U}: Put this card from your graveyard into your library second from the top.
{T}, Discard a creature card: Draw a card.
Until end of turn, target creature becomes a blue Serpent with base power and toughness 5/5.
Flying When this creature enters, you may exile two creature cards from your graveyard. If you do, draw a card.
Defender Whenever an enchantment you control enters, this creature can attack this turn as though it didn't have defender.
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, scry 1, then draw a card. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
Flying Whenever this creature becomes the target of a spell you control, draw a card.
Counter target spell unless its controller pays {X}. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Counter target creature or planeswalker spell. Create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Draw three cards. Then discard two cards unless you discard a basic land card.
Flying This creature can block only creatures with flying.
Cleave {1}{U}{U} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Counter target spell [that wasn't cast from its owner's hand].
Whenever you cast a noncreature spell, create a 1/1 white Spirit creature token with flying. This ability triggers only once each turn.
Cleave {4}{G}{U} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Draw a card for each creature [with flying] you control.
Target player shuffles up to four target cards from their graveyard into their library. You look at the top four cards of your library, then put one of those cards into your hand and the rest on the bottom of your library in a random order.
When this creature dies, you may search your library for a card named Wretched Throng, reveal it, put it into your hand, then shuffle.
Choose one — • Exile target Zombie. • Target opponent exiles two cards from their hand.
Whenever this creature or another Zombie you control dies, look at the top card of your library. If it's a Zombie card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Target creature gets -13/-13 until end of turn. If that creature would die this turn, exile it instead.
When this artifact enters, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") {3}{B}, {T}, Sacrifice this artifact: Return up to two target creature cards from your graveyard to your hand.
Menace When this creature enters, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") Whenever this creature attacks, you may sacrifice a Blood token. If you do, it gets +2/+2 until end of turn.
Flying, trample Whenever an opponent casts a spell, that player creates a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") Whenever this creature attacks, it gets +1/+0 until end of turn for each Blood token defending player controls.
Menace When this creature enters or dies, exile another card from a graveyard. When you do, choose one — • Remove X counters from target permanent, where X is the mana value of the exiled card. • Target creature an opponent controls gets -X/-X until end of turn, where X is the mana value of the exiled card.
Flying When this creature enters, if you gained life this turn, return up to one target creature card from your graveyard to your hand.
Exile the top thirteen cards of your library, then search your library for a card. Put that card into your hand, then shuffle.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) When this creature enters, exile up to one target card from a graveyard. If a creature card was exiled this way, each opponent loses 2 life and you gain 2 life.
When this creature dies, create a 2/2 black Zombie creature token.
Cleave {2}{B} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Target player reveals their hand. You choose a nonland card from it [with mana value 2 or less]. That player discards that card.
Flying At the beginning of your end step, sacrifice a non-Demon creature. If you do, create a token that's a copy of this creature.
Whenever you discard one or more cards, create a tapped 2/2 black Zombie creature token. This ability triggers only once each turn.
Return target creature card from your graveyard to the battlefield. When you discard this card, you may pay {B}. When you do, return target creature card from your graveyard to your hand.
Flying This creature can't block. Whenever this creature deals combat damage to a player, create a Blood token. {B}, Sacrifice two Blood tokens: Return this card from your graveyard to the battlefield.
Deathtouch Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, target player draws two cards and loses 2 life.
Enchant creature Enchanted creature gets +2/+2 as long as it's a Vampire. Otherwise, it gets -2/-2.
When this creature enters, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") Whenever you sacrifice a Blood token, you gain 1 life.
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, destroy target planeswalker. At the beginning of your upkeep, this creature deals 1 damage to you.
Destroy target creature or planeswalker. Create two Blood tokens. (They're artifacts with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Equipped creature gets +2/+0. It gets an additional +0/+2 and has deathtouch as long as an Equipment named Bride's Gown is attached to a creature you control. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Whenever this creature or another nontoken Zombie you control dies, create a 2/2 black Zombie creature token.
Destroy target creature or planeswalker.
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, each opponent exiles a card from their hand.
Cleave {1}{B}{B} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Parasitic Grasp deals 3 damage to target [Human] creature. You gain 3 life.
Cleave {4}{W}{B} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Destroy all creatures [with mana value 2 or less].
{2}{B}: Return this card from your graveyard to the battlefield tapped.
You draw two cards, lose 2 life, then create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, each opponent sacrifices a creature of their choice.
When this creature enters, target creature an opponent controls gets -2/-2 until end of turn if that opponent controls no other creatures.
[+1]: Look at the top card of your library. You may reveal that card and put it into your hand. If you do, you lose life equal to its mana value. [−2]: Create a 2/3 black Vampire creature token with flying and lifelink. [−7]: Sorin deals 13 damage to any target. You gain 13 life.
At the beginning of each end step, put a slime counter on each creature you don't control. Creatures you don't control get -1/-1 for each slime counter on them. Whenever a creature you don't control with a slime counter on it dies, create a 1/1 black Slug creature token. {U}{B}, Sacrifice a Slug: Draw a card.
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.) When this creature dies, you may exile it. When you do, return target creature card from your graveyard to your hand.
Until end of turn, target creature gains "When this creature dies, return it to the battlefield tapped under its owner's control with a +1/+1 counter on it."
This creature enters tapped.
Target player loses 2 life and you gain 2 life. Create two Blood tokens. (They're artifacts with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Whenever this creature attacks, you may sacrifice a Blood token. If you do, put a +1/+1 counter on this creature and draw a card.
Choose one — • Abrade deals 3 damage to target creature. • Destroy target artifact.
Cleave {4}{U}{U}{R} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Take an extra turn after this one. During that turn, damage can't be prevented. [At the beginning of that turn's end step, you lose the game.] Exile Alchemist's Gambit.
Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard. Draw a card.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Whenever this creature deals combat damage to a player, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
This creature can't block. Whenever you sacrifice one or more Blood tokens, target creature can't block this turn. This ability triggers only once each turn.
This creature has first strike as long as it's attacking. When this creature dies, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
First strike When this creature enters, exile a card from a graveyard. Whenever a player plays a land or casts a spell, if it shares a card type with the exiled card, this creature deals 2 damage to that player.
[+1]: Add {R}. Chandra deals 1 damage to up to one target player or planeswalker. [+1]: Exile the top card of your library. If it's red, you may cast it this turn. [−7]: Exile the top five cards of your library. You may cast red spells from among them this turn. You get an emblem with "Whenever you cast a red spell, this emblem deals X damage to any target, where X is the amount of mana spent to cast that spell."
Discard your hand, then draw a card for each card you've discarded this turn.
Haste Whenever this creature attacks, if you attacked with exactly one other creature this combat, you may have that creature's base power and toughness become 4/3 until end of turn.
Enchant player Creatures attacking enchanted player have trample. Whenever a creature deals combat damage to enchanted player, that player exiles the top card of their library. Until end of turn, that creature's controller may play that card and they may spend mana as though it were mana of any color to cast that spell.
Haste (This creature can attack and {T} as soon as it comes under your control.) When this creature enters, target creature gets +2/+0 until end of turn.
When this creature enters, gain control of target creature with mana value less than or equal to the number of Vampires you control until end of turn. Untap that creature. It gains haste until end of turn.
End the Festivities deals 1 damage to each opponent and each creature and planeswalker they control.
Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, create two Blood tokens. (They're artifacts with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Flame-Blessed Bolt deals 2 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
Haste Whenever you cast a noncreature spell, this creature gets +2/+2 until end of turn.
Trample Tap two untapped creatures you control: This Vehicle becomes an artifact creature until end of turn.
As long as you control another Wolf or Werewolf, this creature gets +1/+0 and has trample.
It becomes night. Discard any number of cards, then draw that many cards plus one.
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
Menace {2}{R}, {T}, Exile three cards from your graveyard: Create a 3/2 red Wolf creature token.
Lacerate Flesh deals 4 damage to target creature. Create a number of Blood tokens equal to the amount of excess damage dealt to that creature this way. (They're artifacts with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
{1}{R}: This creature gains first strike until end of turn. Activate only as a sorcery.
This creature enters with X +1/+1 counters on it. If damage would be dealt to this creature while it has a +1/+1 counter on it, prevent that damage and remove that many +1/+1 counters from it. When one or more counters are removed from this creature this way, it deals that much damage to any target.
Flying Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step.
Choose one or both — • Creatures you control get +1/+0 until end of turn. • Target Vampire you control deals damage equal to its power to another target creature.
Menace Whenever this creature deals damage, create that many Blood tokens. (They're artifacts with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") {2}{R}: This creature deals 1 damage to any target.
When this creature dies, it deals 3 damage to any target.
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Rending Flame deals 5 damage to target creature or planeswalker. If that permanent is a Spirit, Rending Flame also deals 2 damage to that permanent's controller.
{3}{R}, {T}: This creature deals damage equal to the number of Wolves and Werewolves you control to target opponent.
When this artifact enters, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") Whenever you sacrifice a Blood token, you may have this artifact become a 3/3 Vampire artifact creature with haste until end of turn.
At the beginning of your end step, create a 1/1 red Human creature token. Then if you control exactly thirteen permanents, you may sacrifice this enchantment. When you do, it deals 7 damage to any target.
Target creature gets +3/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Vampires' Vengeance deals 2 damage to each non-Vampire creature. Create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
When this creature enters, it deals 1 damage to each opponent. Create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Reach Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
This creature enters with a +1/+1 counter on it if you control a permanent with mana value 4 or greater. Whenever you cast a spell with mana value 4 or greater, put a +1/+1 counter on this creature.
When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+1. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Reach, trample When this creature enters, you gain 5 life. {2}{G}, Exile this card from your graveyard: You gain 5 life.
Look at the top seven cards of your library. Put up to two land cards from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
Vigilance Whenever this creature enters or attacks, exile a card from a graveyard. Spells you cast cost {1} less to cast for each card type they share with cards exiled with this creature.
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever one or more +1/+1 counters are put on one or more Humans you control, draw a card. This ability triggers only once each turn.
At the beginning of your upkeep, you may mill two cards. (You may put the top two cards of your library into your graveyard.) Whenever one or more creature cards are put into your graveyard from anywhere during your turn, create a 1/1 green Insect creature token. This ability triggers only once each turn.
Choose one — • Destroy target creature with flying. • Destroy target enchantment.
Trample Cultivator Colossus's power and toughness are each equal to the number of lands you control. When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Whenever another Human you control enters, this creature gets +1/+1 until end of turn.
Cleave {1}{B}{B}{G} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Search your library for a [basic land] card, [reveal it,] put it into your hand, then shuffle.
When this creature enters, you gain life equal to the greatest toughness among other creatures you control.
At the beginning of combat on your turn, choose one — • Creatures you control get +1/+1 and gain trample until end of turn. • Target land gains "{T}: Add {G}{G}{G}" until end of turn. • Draw a card if you control a creature with power 3 or greater. • You gain 3 life.
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) This creature enters with two +1/+1 counters on it for each other nontoken Human you control.
Whenever this creature attacks, you may search your library for a basic land card that doesn't share a land type with a land you control, put that card onto the battlefield, then shuffle. {5}{G}: Create a 1/1 green Insect creature token. Put X +1/+1 counters on it, where X is the number of basic land types among lands you control. Activate only as a sorcery.
At the beginning of combat on your turn, target Wolf or Werewolf you control gets +2/+2 until end of turn. Whenever an opponent casts their second spell each turn, create a 2/2 green Wolf creature token.
Whenever a Human you control dies, draw a card. Whenever a creature you control with a +1/+1 counter on it dies, you gain 2 life.
Target creature gets +2/+2 and gains trample until end of turn.
When this creature enters, mill three cards, then put a +1/+1 counter on this creature for each creature card in your graveyard. (To mill three cards, put the top three cards of your library into your graveyard.)
Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
Enchant creature or land As long as enchanted permanent is a creature, it gets +2/+2. As long as enchanted permanent is a land, it has "{T}: Add two mana of any one color."
At the beginning of combat on your turn, if you control another Wolf or Werewolf, put a +1/+1 counter on this creature. When this creature dies, you gain life equal to its power.
This creature gets +3/+2 as long as there are four or more creature cards in your graveyard. {T}: Add one mana of any color.
Return up to one target creature card and up to one target noncreature permanent card from your graveyard to your hand. Exile Retrieve.
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) When this creature enters, create a 3/1 green Boar creature token.
When this creature enters, choose up to one — • Destroy target artifact an opponent controls. • This creature fights target Zombie an opponent controls.
Enchant creature When this Aura enters, draw a card. Enchanted creature gets +1/+3.
{1}{G}: This creature gets +2/+2 until end of turn. Activate only once each turn.
Equipped creature gets +3/+3. Whenever equipped creature attacks, you may sacrifice a Forest. If you do, that creature gains trample until end of turn. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Return all land cards from your graveyard to the battlefield tapped.
When this creature dies, draw a card.
During your turn, this creature gets +0/+2.
Deathtouch When this creature enters, another target creature you control gains deathtouch until end of turn.
Target creature gets +3/+3 and gains reach until end of turn. Untap it.
Target creature you control gets +2/+0 until end of turn if it's night. Then it deals damage equal to its power to target creature you don't control.
Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
Whenever Anje and/or one or more other Vampires you control enter, create a Blood token. This ability triggers only once each turn. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") {2}, Sacrifice another creature or a Blood token: Each opponent loses 2 life and you gain 2 life.
When this creature enters, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") {T}, Sacrifice this creature: Target creature gets -X/-X until end of turn, where X is twice the number of Blood tokens you control. Activate only as a sorcery.
| Card | Number | Rarity | Price |
|---|---|---|---|
Winterthorn Blessing | 251 | Uncommon | $0.15 |
The Celestus | 252 | Rare | $1.37 |
Crossroads Candleguide | 253 | Common | $0.11 |
Jack-o'-Lantern | 254 | Common | $0.36 |
Moonsilver Key | 255 | Uncommon | $3.74 |
Mystic Skull // Mystic Monstrosity | 256 | Uncommon | $0.35 |
Pithing Needle | 257 | Rare | $0.84 |
Silver Bolt | 258 | Common | $0.05 |
Stuffed Bear | 259 | Common | $0.19 |
Deserted Beach | 260 | Rare | $6.46 |
Evolving Wilds | 261 | Common | $0.35 |
Field of Ruin | 262 | Uncommon | $1.45 |
Haunted Ridge | 263 | Rare | $8.56 |
Hostile Hostel // Creeping Inn | 264 | Mythic | $1.27 |
Overgrown Farmland | 265 | Rare | $3.98 |
Rockfall Vale | 266 | Rare | $11.85 |
Shipwreck Marsh | 267 | Rare | $7.62 |
Adamant Will | 268 | Common | $0.10 |
Angelic Quartermaster | 269 | Uncommon | $0.23 |
Arm the Cathars | 270 | Uncommon | $0.17 |
Bride's Gown | 271 | Uncommon | $0.18 |
By Invitation Only | 272 | Rare | $0.35 |
Cemetery Protector | 273 | Mythic | $0.90 |
Circle of Confinement | 274 | Uncommon | $0.07 |
Dawnhart Geist | 275 | Uncommon | $0.18 |
Distracting Geist // Clever Distraction | 276 | Uncommon | $0.17 |
Drogskol Infantry // Drogskol Armaments | 277 | Common | $0.05 |
Estwald Shieldbasher | 278 | Common | $0.03 |
Faithbound Judge // Sinner's Judgment | 279 | Mythic | $1.27 |
Fierce Retribution | 280 | Common | $0.07 |
Fleeting Spirit | 281 | Uncommon | $0.13 |
Gryff Rider | 282 | Common | $0.04 |
Gryffwing Cavalry | 283 | Uncommon | $0.10 |
Hallowed Haunting | 284 | Mythic | $5.95 |
Heron of Hope | 285 | Common | $0.09 |
Heron-Blessed Geist | 286 | Common | $0.05 |
Hopeful Initiate | 287 | Rare | $0.65 |
Katilda, Dawnhart Martyr // Katilda's Rising Dawn | 288 | Rare | $4.89 |
Kindly Ancestor // Ancestor's Embrace | 289 | Common | $0.05 |
Lantern Flare | 290 | Rare | $0.25 |
Militia Rallier | 291 | Common | $0.11 |
Nebelgast Beguiler | 292 | Common | $0.04 |
Nurturing Presence | 293 | Common | $0.11 |
Ollenbock Escort | 294 | Uncommon | $0.18 |
Panicked Bystander // Cackling Culprit | 295 | Uncommon | $0.14 |
Parish-Blade Trainee | 296 | Common | $0.22 |
Piercing Light | 297 | Common | $0.07 |
Radiant Grace // Radiant Restraints | 298 | Uncommon | $0.23 |
Resistance Squad | 299 | Uncommon | $0.14 |
Sanctify | 300 | Common | $0.21 |
Savior of Ollenbock | 301 | Mythic | $0.37 |
Sigarda's Imprisonment | 302 | Common | $0.13 |
Sigarda's Summons | 303 | Rare | $0.93 |
Supernatural Rescue | 304 | Common | $0.03 |
Thalia, Guardian of Thraben | 305 | Rare | $0.77 |
Traveling Minister | 306 | Common | $0.05 |
Twinblade Geist // Twinblade Invocation | 307 | Uncommon | $0.16 |
Unholy Officiant | 308 | Common | $0.14 |
Valorous Stance | 309 | Uncommon | $0.26 |
Vampire Slayer | 310 | Common | $0.07 |
Voice of the Blessed | 311 | Rare | $2.70 |
Wedding Announcement // Wedding Festivity | 312 | Rare | $1.53 |
Welcoming Vampire | 313 | Rare | $5.05 |
Alchemist's Retrieval | 314 | Common | $0.72 |
Binding Geist // Spectral Binding | 315 | Common | $0.07 |
Biolume Egg // Biolume Serpent | 316 | Uncommon | $0.15 |
Cemetery Illuminator | 317 | Mythic | $2.10 |
Chill of the Grave | 318 | Common | $0.10 |
Cobbled Lancer | 319 | Uncommon | $0.08 |
Consuming Tide | 320 | Rare | $0.55 |
Cradle of Safety | 321 | Common | $0.07 |
Cruel Witness | 322 | Common | $0.21 |
Diver Skaab | 323 | Uncommon | $0.09 |
Dreadlight Monstrosity | 324 | Common | $0.04 |
Dreamshackle Geist | 325 | Rare | $0.37 |
Fear of Death | 326 | Common | $0.08 |
Geistlight Snare | 327 | Uncommon | $0.24 |
Geralf, Visionary Stitcher | 328 | Rare | $4.14 |
Gutter Skulker // Gutter Shortcut | 329 | Uncommon | $0.24 |
Hullbreaker Horror | 330 | Rare | $8.73 |
Inspired Idea | 331 | Rare | $0.21 |
Jacob Hauken, Inspector // Hauken's Insight | 332 | Mythic | $0.59 |
Lantern Bearer // Lanterns' Lift | 333 | Common | $0.12 |
Lunar Rejection | 334 | Uncommon | $0.09 |
Mirrorhall Mimic // Ghastly Mimicry | 335 | Rare | $4.03 |
Mischievous Catgeist // Catlike Curiosity | 336 | Uncommon | $0.44 |
Necroduality | 337 | Mythic | $11.22 |
Overcharged Amalgam | 338 | Rare | $0.97 |
Patchwork Crawler | 339 | Rare | $0.22 |
Repository Skaab | 340 | Common | $0.44 |
Scattered Thoughts | 341 | Common | $0.13 |
Screaming Swarm | 342 | Uncommon | $0.24 |
Selhoff Entomber | 343 | Common | $0.11 |
Serpentine Ambush | 344 | Common | $0.10 |
Skywarp Skaab | 345 | Common | $0.09 |
Soulcipher Board // Cipherbound Spirit | 346 | Uncommon | $0.22 |
Steelclad Spirit | 347 | Common | $0.11 |
Stitched Assistant | 348 | Common | $0.12 |
Stormchaser Drake | 349 | Uncommon | $0.27 |
Syncopate | 350 | Common | $0.17 |
Syphon Essence | 351 | Common | $0.07 |
Thirst for Discovery | 352 | Uncommon | $0.40 |
Wanderlight Spirit | 353 | Common | $0.07 |
Wash Away | 354 | Uncommon | $2.17 |
Whispering Wizard | 355 | Uncommon | $0.22 |
Winged Portent | 356 | Rare | $1.10 |
Witness the Future | 357 | Uncommon | $0.22 |
Wretched Throng | 358 | Common | $0.16 |
Aim for the Head | 359 | Common | $0.11 |
Archghoul of Thraben | 360 | Uncommon | $0.41 |
Bleed Dry | 361 | Common | $0.14 |
Blood Fountain | 362 | Common | $1.20 |
Bloodcrazed Socialite | 363 | Common | $0.13 |
Bloodsworn Squire // Bloodsworn Knight | 364 | Uncommon | $0.30 |
Bloodvial Purveyor | 365 | Rare | $0.39 |
Catapult Fodder // Catapult Captain | 366 | Uncommon | $0.65 |
Cemetery Desecrator | 367 | Mythic | $0.54 |
Concealing Curtains // Revealing Eye | 368 | Rare | $1.51 |
Courier Bat | 369 | Common | $0.33 |
Demonic Bargain | 370 | Rare | $0.46 |
Desperate Farmer // Depraved Harvester | 371 | Common | $0.10 |
Diregraf Scavenger | 372 | Common | $0.17 |
Doomed Dissenter | 373 | Common | $0.16 |
Dread Fugue | 374 | Uncommon | $0.25 |
Dreadfeast Demon | 375 | Rare | $0.45 |
Dying to Serve | 376 | Rare | $0.46 |
Edgar's Awakening | 377 | Uncommon | $0.31 |
Falkenrath Forebear | 378 | Rare | $0.43 |
Fell Stinger | 379 | Uncommon | $0.39 |
Gift of Fangs | 380 | Common | $0.20 |
Gluttonous Guest | 381 | Common | $0.19 |
Graf Reaver | 382 | Rare | $0.21 |
Grisly Ritual | 383 | Common | $0.06 |
Groom's Finery | 384 | Uncommon | $0.10 |
Headless Rider | 385 | Rare | $9.74 |
Henrika Domnathi // Henrika, Infernal Seer | 386 | Mythic | $2.07 |
Hero's Downfall | 387 | Uncommon | $0.54 |
Innocent Traveler // Malicious Invader | 388 | Uncommon | $0.16 |
Mindleech Ghoul | 389 | Common | $0.09 |
Parasitic Grasp | 390 | Uncommon | $0.15 |
Path of Peril | 391 | Rare | $0.62 |
Persistent Specimen | 392 | Common | $0.24 |
Pointed Discussion | 393 | Common | $0.25 |
Ragged Recluse // Odious Witch | 394 | Common | $0.10 |
Restless Bloodseeker // Bloodsoaked Reveler | 395 | Uncommon | $0.29 |
Rot-Tide Gargantua | 396 | Common | $0.14 |
Skulking Killer | 397 | Uncommon | $0.11 |
Sorin the Mirthless | 398 | Mythic | $3.69 |
Toxrill, the Corrosive | 399 | Mythic | $17.54 |
Undead Butler | 400 | Uncommon | $1.50 |
Undying Malice | 401 | Common | $7.15 |
Unhallowed Phalanx | 402 | Common | $0.41 |
Vampire's Kiss | 403 | Common | $1.11 |
Voldaren Bloodcaster // Bloodbat Summoner | 404 | Rare | $0.44 |
Wedding Security | 405 | Uncommon | $0.13 |
Abrade | 406 | Common | $1.59 |
Alchemist's Gambit | 407 | Rare | $0.35 |
Alluring Suitor // Deadly Dancer | 408 | Uncommon | $0.11 |
Ancestral Anger | 409 | Common | $0.38 |
Ballista Watcher // Ballista Wielder | 410 | Uncommon | $0.31 |
Belligerent Guest | 411 | Common | $0.16 |
Blood Hypnotist | 412 | Uncommon | $0.22 |
Blood Petal Celebrant | 413 | Common | $0.14 |
Bloody Betrayal | 414 | Common | $0.24 |
Cemetery Gatekeeper | 415 | Mythic | $3.46 |
Chandra, Dressed to Kill | 416 | Mythic | $3.65 |
Change of Fortune | 417 | Rare | $0.46 |
Creepy Puppeteer | 418 | Rare | $0.15 |
Curse of Hospitality | 419 | Rare | $0.66 |
Daybreak Combatants | 420 | Common | $0.13 |
Dominating Vampire | 421 | Rare | $0.39 |
End the Festivities | 422 | Common | $7.74 |
Falkenrath Celebrants | 423 | Common | $0.13 |
Fearful Villager // Fearsome Werewolf | 424 | Common | $0.08 |
Flame-Blessed Bolt | 425 | Common | $0.13 |
Frenzied Devils | 426 | Uncommon | $0.08 |
Honeymoon Hearse | 427 | Uncommon | $0.09 |
Hungry Ridgewolf | 428 | Common | $0.15 |
Ill-Tempered Loner // Howlpack Avenger | 429 | Rare | $1.36 |
Into the Night | 430 | Uncommon | $0.34 |
Kessig Flamebreather | 431 | Common | $4.81 |
Kessig Wolfrider | 432 | Rare | $0.23 |
Lacerate Flesh | 433 | Common | $0.12 |
Lambholt Raconteur // Lambholt Ravager | 434 | Uncommon | $1.72 |
Lightning Wolf | 435 | Common | $0.15 |
Magma Pummeler | 436 | Uncommon | $0.04 |
Manaform Hellkite | 437 | Mythic | $2.29 |
Markov Retribution | 438 | Uncommon | $0.17 |
Olivia's Attendants | 439 | Rare | $2.52 |
Pyre Spawn | 440 | Common | $0.09 |
Reckless Impulse | 441 | Common | $10.00 |
Rending Flame | 442 | Uncommon | $0.09 |
Runebound Wolf | 443 | Uncommon | $0.37 |
Sanguine Statuette | 444 | Uncommon | $0.32 |
Stensia Uprising | 445 | Rare | $0.19 |
Sure Strike | 446 | Common | $0.05 |
Vampires' Vengeance | 447 | Uncommon | $0.65 |
Volatile Arsonist // Dire-Strain Anarchist | 448 | Mythic | $0.92 |
Voldaren Epicure | 449 | Common | $2.27 |
Voltaic Visionary // Volt-Charged Berserker | 450 | Uncommon | $0.05 |
Weary Prisoner // Wrathful Jailbreaker | 451 | Common | $0.09 |
Apprentice Sharpshooter | 452 | Common | $0.15 |
Ascendant Packleader | 453 | Rare | $0.63 |
Avabruck Caretaker // Hollowhenge Huntmaster | 454 | Mythic | $6.46 |
Bramble Armor | 455 | Common | $0.03 |
Bramble Wurm | 456 | Uncommon | $0.16 |
Cartographer's Survey | 457 | Uncommon | $0.23 |
Cemetery Prowler | 458 | Mythic | $6.99 |
Cloaked Cadet | 459 | Uncommon | $0.12 |
Crawling Infestation | 460 | Uncommon | $0.53 |
Crushing Canopy | 461 | Common | $0.10 |
Cultivator Colossus | 462 | Mythic | $9.23 |
Dawnhart Disciple | 463 | Common | $0.12 |
Dig Up | 464 | Rare | $0.78 |
Dormant Grove // Gnarled Grovestrider | 465 | Uncommon | $0.47 |
Flourishing Hunter | 466 | Common | $0.11 |
Glorious Sunrise | 467 | Rare | $2.73 |
Hamlet Vanguard | 468 | Rare | $0.17 |
Hiveheart Shaman | 469 | Rare | $0.18 |
Hookhand Mariner // Riphook Raider | 470 | Common | $0.06 |
Howling Moon | 471 | Rare | $2.44 |
Howlpack Piper // Wildsong Howler | 472 | Rare | $1.35 |
Infestation Expert // Infested Werewolf | 473 | Uncommon | $0.18 |
Laid to Rest | 474 | Uncommon | $0.31 |
Massive Might | 475 | Common | $0.14 |
Moldgraf Millipede | 476 | Common | $0.21 |
Mulch | 477 | Common | $0.29 |
Nature's Embrace | 478 | Common | $0.17 |
Oakshade Stalker // Moonlit Ambusher | 479 | Uncommon | $0.19 |
Packsong Pup | 480 | Uncommon | $0.55 |
Reclusive Taxidermist | 481 | Uncommon | $0.28 |
Retrieve | 482 | Uncommon | $0.09 |
Rural Recruit | 483 | Common | $0.09 |
Sawblade Slinger | 484 | Uncommon | $0.09 |
Sheltering Boughs | 485 | Common | $0.07 |
Snarling Wolf | 486 | Common | $0.11 |
Spiked Ripsaw | 487 | Uncommon | $0.05 |
Splendid Reclamation | 488 | Rare | $3.89 |
Spore Crawler | 489 | Common | $0.18 |
Sporeback Wolf | 490 | Common | $0.13 |
Toxic Scorpion | 491 | Common | $0.33 |
Ulvenwald Oddity // Ulvenwald Behemoth | 492 | Rare | $0.70 |
Weaver of Blossoms // Blossom-Clad Werewolf | 493 | Common | $0.29 |
Witch's Web | 494 | Common | $0.12 |
Wolf Strike | 495 | Common | $0.15 |
Wolfkin Outcast // Wedding Crasher | 496 | Uncommon | $2.64 |
Ancient Lumberknot | 497 | Uncommon | $0.50 |
Anje, Maid of Dishonor | 498 | Rare | $0.81 |
Bloodtithe Harvester | 499 | Uncommon | $0.35 |
Brine Comber // Brinebound Gift | 500 | Uncommon | $0.22 |