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Aclazotz, Deepest Betrayal
( 5)
Legendary Creature — Bat God
(4/4)
Flying, lifelink Whenever Aclazotz attacks, each opponent discards a card. For each opponent who can't, you draw a card. Whenever an opponent discards a land card, create a 1/1 black Bat creature token with flying. When Aclazotz dies, return it to the battlefield tapped and transformed under its owner's control.
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Bartizan Bats
( 4)
Creature — Bat
(3/1)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Basilica Screecher
( 2)
Creature — Bat
(1/2)
Flying Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
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Bat-
( 0)
Creature — Bat
(+1/+1)
Flying At the beginning of each end step, if an opponent lost 3 or more life this turn, Augment (, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
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Blight Keeper
( 1)
Creature — Bat Imp
(1/1)
Flying , , Sacrifice Blight Keeper: Target opponent loses 4 life and you gain 4 life.
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Blighted Bat
( 3)
Creature — Zombie Bat
(2/1)
Flying : Blighted Bat gains haste until end of turn.
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Blind Hunter
( 4)
Creature — Bat
(2/2)
Flying Haunt (When this creature dies, exile it haunting target creature.) When Blind Hunter enters the battlefield or the creature it haunts dies, target player loses 2 life and you gain 2 life.
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Bloodhunter Bat
( 4)
Creature — Bat
(2/2)
Flying When Bloodhunter Bat enters the battlefield, target player loses 2 life and you gain 2 life.
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Courier Bat
( 3)
Creature — Bat
(2/2)
Flying When Courier Bat enters the battlefield, if you gained life this turn, return up to one target creature card from your graveyard to your hand.
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Deep-Cavern Bat
( 2)
Creature — Bat
(1/1)
Flying, lifelink When Deep-Cavern Bat enters the battlefield, look at target opponent's hand. You may exile a nonland card from it until Deep-Cavern Bat leaves the battlefield.
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Dementia Bat
( 5)
Creature — Phyrexian Bat
(2/2)
Flying , Sacrifice Dementia Bat: Target player discards two cards.
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Dirge Bat
( 4)
Creature — Bat
(3/3)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Flash Flying Whenever this creature mutates, destroy target creature or planeswalker an opponent controls.
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Duskhunter Bat
( 2)
Creature — Bat
(1/1)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.) Flying
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Eyetwitch
( 1)
Creature — Eye Bat
(1/1)
Flying When Eyetwitch dies, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Foundry Screecher
( 3)
Creature — Bat
(2/1)
Flying Foundry Screecher gets +1/+0 as long as you control an artifact.
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Ghastly Gloomhunter
( 2)
Creature — Zombie Bat
(1/1)
Kicker (You may pay an additional as you cast this spell.) Flying, lifelink If Ghastly Gloomhunter was kicked, it enters the battlefield with two +1/+1 counters on it.
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Grimclaw Bats
( 2)
Creature — Bat
(1/1)
Flying , Pay 1 life: Grimclaw Bats gets +1/+1 until end of turn.
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Malakir Familiar
( 3)
Creature — Bat
(2/1)
Flying, deathtouch Whenever you gain life, Malakir Familiar gets +1/+1 until end of turn.
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Marrow Bats
( 5)
Creature — Bat Skeleton
(4/1)
Flying Pay 4 life: Regenerate Marrow Bats.
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Mirkwood Bats
( 4)
Creature — Bat
(2/3)
Flying Whenever you create or sacrifice a token, each opponent loses 1 life.
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Ruin-Lurker Bat
( 1)
Creature — Bat
(1/1)
Flying, lifelink At the beginning of your end step, if you descended this turn, scry 1. (You descended if a permanent card was put into your graveyard from anywhere.)
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Screeching Bat
( 3)
Creature — Bat
(2/2)
Flying At the beginning of your upkeep, you may pay . If you do, transform Screeching Bat.
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Screeching Scorchbeast
( 6)
Creature — Bat Mutant
(5/5)
Flying, menace Whenever Screeching Scorchbeast attacks, each player gets two rad counters. Whenever one or more nonland cards are milled, you may create that many 2/2 black Zombie Mutant creature tokens. Do this only once each turn.
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Sengir Bats
( 3)
Creature — Bat
(1/2)
Flying Whenever a creature dealt damage by Sengir Bats this turn dies, put a +1/+1 counter on Sengir Bats.
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Stirge
( 1)
Creature — Insect Bat
(1/1)
Flying Stirge can't block. Blood Drain — , Pay 1 life, Sacrifice Stirge: Draw a card.
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Vampire Bats
( 1)
Creature — Bat
(0/1)
Flying (This creature can't be blocked except by creatures with flying or reach.) : Vampire Bats gets +1/+0 until end of turn. Activate no more than twice each turn.
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Voidwing Hybrid
( 2)
Creature — Phyrexian Bat
(2/1)
Flying Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When you proliferate, return Voidwing Hybrid from your graveyard to your hand.
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