+vitality (11)
Flying
If you would gain life, you gain that much life plus 1 instead.
Angel of Vitality gets +2/+2 as long as you have 25 or more life.
Whenever you gain life, you may pay . If you do, put a +1/+1 counter on target creature for each 1 life you gained.
Enchant player
Whenever enchanted player is attacked, you gain 2 life. Each opponent attacking that player does the same.
Elixir of Vitality enters the battlefield tapped.
, Sacrifice Elixir of Vitality: You gain 4 life.
, , Sacrifice Elixir of Vitality: You gain 8 life.
Until end of turn, target creature gains deathtouch and "When this creature dies, return it to the battlefield tapped under its owner's control."
You gain 2 life.
If Leyline of Vitality is in your opening hand, you may begin the game with it on the battlefield.
Creatures you control get +0/+1.
Whenever a creature enters the battlefield under your control, you may gain 1 life.
Target creature gets +1/+0 and gains lifelink and indestructible until end of turn. (Damage dealt by that creature also causes its controller to gain that much life, and it can't be destroyed by damage or effects that say "destroy.")
Sap Vitality deals 3 damage to target creature or planeswalker. Choose a creature card in your hand. It perpetually gets +3/+0.
Target creature gets +3/+1 until end of turn. If it's your turn, that creature gains trample until end of turn. Otherwise, it gains first strike until end of turn.
Choose one —
• Create a 1/1 green Insect creature token.
• Target creature gets +1/+1 and gains trample until end of turn.
• Regenerate target Beast.
Lifelink
: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
When Vitality Hunter becomes monstrous, put a lifelink counter on each of up to X target creatures.
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