+gray (12)
Whenever one or more tokens you control enter, create a 1/1 black Vampire Rogue creature token with lifelink. This ability triggers only once each turn.
, Sacrifice another creature or artifact: Draw a card.
Mill four cards. (Then exile this card. You may cast the creature later from exile.)
Gray Harbor Merfolk can't be blocked.
Gray Harbor Merfolk gets +2/+0 as long as you control a commander that's a creature or planeswalker.
When Gray Merchant of Alphabet enters, choose a letter. For each creature you control that has the chosen letter in its name, you gain 1 life and each opponent loses 1 life.
When Gray Merchant of Asphodel enters, each opponent loses X life, where X is your devotion to black. You gain life equal to the life lost this way. (Each in the mana costs of permanents you control counts toward your devotion to black.)
As long as there are four or more creature cards in your graveyard, Gray Slaad has menace and deathtouch.
Trample
Whenever Graypelt Hunter or another Ally you control enters, you may put a +1/+1 counter on Graypelt Hunter.
Graypelt Refuge enters tapped.
When Graypelt Refuge enters, you gain 1 life.
: Add or .
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Each outlaw creature card in your graveyard has encore , where X is its mana value. (Exile it and pay its encore cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wandering Graybeard, you may reveal it. If you do, you gain 4 life.
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