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Angel of Flight Alabaster
( 5)
Creature — Angel
(4/4)
Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
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Anje's Ravager
( 3)
Creature — Vampire Berserker
(3/3)
Anje's Ravager attacks each combat if able. Whenever Anje's Ravager attacks, discard your hand, then draw three cards. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Anowon, the Ruin Sage
( 5)
Legendary Creature — Vampire Shaman
(4/3)
At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.
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Arcane Denial
( 2)
Instant
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.
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Arcane Signet
( 2)
Artifact
: Add one mana of any color in your commander's color identity.
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Arterial Alchemy
( 3)
Enchantment
When Arterial Alchemy enters, create a Blood token for each opponent you have. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.") Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
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Avacyn's Judgment
( 2)
Sorcery
Madness (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.
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Azorius Chancery
( 0)
Land
Azorius Chancery enters tapped. When Azorius Chancery enters, return a land you control to its owner's hand. : Add .
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Benevolent Offering
( 4)
Instant
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.
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Blasphemous Act
( 9)
Sorcery
This spell costs less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.
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Blood Artist
( 2)
Creature — Vampire
(0/1)
Whenever Blood Artist or another creature dies, target player loses 1 life and you gain 1 life.
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Bloodline Necromancer
( 5)
Creature — Vampire Wizard
(3/2)
Lifelink When Bloodline Necromancer enters, you may return target Vampire or Wizard creature card from your graveyard to the battlefield.
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Bloodlord of Vaasgoth
( 5)
Creature — Vampire Warrior
(3/3)
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.
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Bloodsworn Steward
( 4)
Creature — Vampire Knight
(4/4)
Flying Commander creatures you control get +2/+2 and have haste.
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Bloodtracker
( 4)
Creature — Vampire Wizard
(2/2)
Flying , Pay 2 life: Put a +1/+1 counter on Bloodtracker. When Bloodtracker leaves the battlefield, draw a card for each +1/+1 counter on it.
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Boreas Charger
( 3)
Creature — Pegasus
(2/1)
Flying When Boreas Charger 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.
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Breath of the Sleepless
( 4)
Enchantment
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.
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Breathkeeper Seraph
( 6)
Creature — Angel
(4/4)
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."
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Butcher of Malakir
( 7)
Creature — Vampire Warrior
(5/4)
Flying Whenever Butcher of Malakir or another creature you control dies, each opponent sacrifices a creature of their choice.
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Bygone Bishop
( 3)
Creature — Spirit Cleric
(2/3)
Flying Whenever you cast a creature spell with mana value 3 or less, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Champion of Dusk
( 5)
Creature — Vampire Knight
(4/4)
When Champion of Dusk enters, you draw X cards and you lose X life, where X is the number of Vampires you control.
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Command Tower
( 0)
Land
: Add one mana of any color in your commander's color identity.
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Commander's Sphere
( 3)
Artifact
: Add one mana of any color in your commander's color identity. Sacrifice Commander's Sphere: Draw a card.
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Cordial Vampire
( 2)
Creature — Vampire
(1/1)
Whenever Cordial Vampire or another creature dies, put a +1/+1 counter on each Vampire you control.
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Crimson Honor Guard
( 5)
Creature — Vampire Knight
(4/5)
Trample At the beginning of each player's end step, Crimson Honor Guard deals 4 damage to that player unless they control a commander.
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Crossway Troublemakers
( 6)
Creature — Vampire
(5/5)
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.
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Crush Contraband
( 4)
Instant
Choose one or both — • Exile target artifact. • Exile target enchantment.
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Custodi Soulbinders
( 4)
Creature — Human Cleric
(0/0)
Custodi Soulbinders enters with X +1/+1 counters on it, where X is the number of other creatures on the battlefield. , Remove a +1/+1 counter from Custodi Soulbinders: Create a 1/1 white Spirit creature token with flying.
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Custodi Squire
( 5)
Creature — Spirit Cleric
(3/3)
Flying Will of the council — When Custodi Squire 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.
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Damnable Pact
( 2)
Sorcery
Target player draws X cards and loses X life.
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Dark Impostor
( 3)
Creature — Vampire Assassin
(2/2)
: Exile target creature and put a +1/+1 counter on Dark Impostor. Dark Impostor has all activated abilities of all creature cards exiled with it.
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Darksteel Mutation
( 2)
Enchantment — Aura
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.
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Disorder in the Court
( 2)
Instant
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 ", Sacrifice this artifact: Draw a card.")
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Distant Melody
( 4)
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.
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Donal, Herald of Wings
( 4)
Legendary Creature — Human Wizard
(3/3)
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.)
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Doom Weaver
( 6)
Creature — Spider Horror
(1/8)
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."
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Dovin, Grand Arbiter
( 3)
Legendary Planeswalker — Dovin
(3)
+1: Until end of turn, whenever a creature you control deals combat damage to a player, put a loyalty counter on Dovin, Grand Arbiter. −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.
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Drogskol Captain
( 3)
Creature — Spirit Soldier
(2/2)
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.)
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Drogskol Reinforcements
( 4)
Creature — Spirit Soldier
(2/2)
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.
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Ethereal Investigator
( 4)
Creature — Spirit
(2/3)
Flying When Ethereal Investigator enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
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Exotic Orchard
( 0)
Land
: Add one mana of any color that a land an opponent controls could produce.
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Falkenrath Gorger
( 1)
Creature — Vampire Berserker
(2/1)
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.)
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Falkenrath Noble
( 4)
Creature — Vampire Noble
(2/2)
Flying Whenever Falkenrath Noble or another creature dies, target player loses 1 life and you gain 1 life.
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Feed the Swarm
( 2)
Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
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Fell the Mighty
( 5)
Sorcery
Destroy all creatures with power greater than target creature's power.
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Field of Souls
( 4)
Enchantment
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.
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Fire Diamond
( 2)
Artifact
Fire Diamond enters tapped. : Add .
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Flood of Tears
( 6)
Sorcery
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.
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Foreboding Ruins
( 0)
Land
As Foreboding Ruins enters, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters tapped. : Add or .
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Geist of Saint Traft
( 3)
Legendary Creature — Spirit Cleric
(2/2)
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.
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Ghostly Pilferer
( 2)
Creature — Spirit Rogue
(2/1)
Whenever Ghostly Pilferer becomes untapped, you may pay . If you do, draw a card. Whenever an opponent casts a spell from anywhere other than their hand, draw a card. Discard a card: Ghostly Pilferer can't be blocked this turn.
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Ghostly Prison
( 3)
Enchantment
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
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Hallowed Spiritkeeper
( 3)
Creature — Avatar
(3/2)
Vigilance When Hallowed Spiritkeeper dies, create X 1/1 white Spirit creature tokens with flying, where X is the number of creature cards in your graveyard.
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Hanged Executioner
( 3)
Creature — Spirit
(1/1)
Flying When Hanged Executioner enters, create a 1/1 white Spirit creature token with flying. , Exile Hanged Executioner: Exile target creature.
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Haunted Library
( 2)
Enchantment
Whenever a creature an opponent controls dies, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
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Haunting Imitation
( 3)
Sorcery
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.
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Hollowhenge Overlord
( 6)
Creature — Wolf
(4/4)
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.
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Imperious Mindbreaker
( 3)
Creature — Human Wizard
(1/4)
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."
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Imposing Grandeur
( 5)
Sorcery
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.
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Imprisoned in the Moon
( 3)
Enchantment — Aura
Enchant creature, land, or planeswalker Enchanted permanent is a colorless land with ": Add " and loses all other card types and abilities.
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Indulgent Aristocrat
( 1)
Creature — Vampire Noble
(1/1)
Lifelink , Sacrifice a creature: Put a +1/+1 counter on each Vampire you control.
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Kamber, the Plunderer
( 4)
Legendary Creature — Vampire Rogue
(3/4)
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 ", , Discard a card, Sacrifice this artifact: Draw a card.")
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Kami of the Crescent Moon
( 2)
Legendary Creature — Spirit
(1/3)
At the beginning of each player's draw step, that player draws an additional card.
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Karmic Guide
( 5)
Creature — Angel Spirit
(2/2)
Flying, protection from black Echo (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 Karmic Guide enters, return target creature card from your graveyard to the battlefield.
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Kirtar's Wrath
( 6)
Sorcery
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.
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Knight of the White Orchid
( 2)
Creature — Human Knight
(2/2)
First strike When Knight of the White Orchid 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.
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Laurine, the Diversion
( 3)
Legendary Creature — Human Rogue
(3/3)
Partner with Kamber, the Plunderer (When this creature enters, target player may put Kamber into their hand from their library, then shuffle.) First strike , 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.)
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Malakir Bloodwitch
( 5)
Creature — Vampire Shaman
(4/4)
Flying, protection from white When Malakir Bloodwitch enters, each opponent loses life equal to the number of Vampires you control. You gain life equal to the life lost this way.
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Markov Enforcer
( 6)
Creature — Vampire Soldier
(6/6)
Whenever Markov Enforcer or another Vampire you control enters, Markov Enforcer fights up to one target creature an opponent controls. Whenever a creature dealt damage by Markov Enforcer this turn dies, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
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Mentor of the Meek
( 3)
Creature — Human Soldier
(2/2)
Whenever another creature you control with power 2 or less enters, you may pay . If you do, draw a card.
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Midnight Arsonist
( 4)
Creature — Vampire
(3/2)
When Midnight Arsonist enters, destroy up to X target artifacts without mana abilities, where X is the number of Vampires you control.
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Midnight Clock
( 3)
Artifact
: Add . : Put an hour counter on Midnight Clock. At the beginning of each upkeep, put an hour counter on Midnight Clock. When the twelfth hour counter is put on Midnight Clock, shuffle your hand and graveyard into your library, then draw seven cards. Exile Midnight Clock.
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Millicent, Restless Revenant
( 7)
Legendary Creature — Spirit Soldier
(4/4)
This spell costs less to cast for each Spirit you control. Flying Whenever Millicent, Restless Revenant or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.
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Mirage Phalanx
( 6)
Creature — Human Soldier
(4/4)
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."
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Mirror Entity
( 3)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) : Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
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Mob Rule
( 6)
Sorcery
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.
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Molten Echoes
( 4)
Enchantment
As Molten Echoes 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.
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Myriad Landscape
( 0)
Land
Myriad Landscape enters tapped. : Add . , , Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
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Nebelgast Herald
( 3)
Creature — Spirit
(2/1)
Flash (You may cast this spell any time you could cast an instant.) Flying Whenever Nebelgast Herald or another Spirit you control enters, tap target creature an opponent controls.
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Necropolis Regent
( 6)
Creature — Vampire
(6/5)
Flying Whenever a creature you control deals combat damage to a player, put that many +1/+1 counters on it.
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Nirkana Revenant
( 6)
Creature — Vampire Shade
(4/4)
Whenever you tap a Swamp for mana, add an additional . : Nirkana Revenant gets +1/+1 until end of turn.
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Occult Epiphany
( 1)
Instant
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.
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Olivia's Wrath
( 5)
Sorcery
Each non-Vampire creature gets -X/-X until end of turn, where X is the number of Vampires you control.
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Oyobi, Who Split the Heavens
( 7)
Legendary Creature — Spirit
(3/6)
Flying Whenever you cast a Spirit or Arcane spell, create a 3/3 white Spirit creature token with flying.
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Path of Ancestry
( 0)
Land
Path of Ancestry enters tapped. : 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.)
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Patron of the Vein
( 6)
Creature — Vampire Shaman
(4/4)
Flying When Patron of the Vein 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.
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Port Town
( 0)
Land
As Port Town enters, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters tapped. : Add or .
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Prairie Stream
( 0)
Land — Plains Island
(: Add or .) Prairie Stream enters tapped unless you control two or more basic lands.
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Predators' Hour
( 2)
Sorcery
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."
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Priest of the Blessed Graf
( 3)
Creature — Human Cleric
(1/2)
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.
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Promise of Bunrei
( 3)
Enchantment
When a creature you control dies, sacrifice Promise of Bunrei. If you do, create four 1/1 colorless Spirit creature tokens.
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Rakdos Carnarium
( 0)
Land
Rakdos Carnarium enters tapped. When Rakdos Carnarium enters, return a land you control to its owner's hand. : Add .
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