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Spireside Infiltrator
( 3)
Creature — Human Rogue
(3/2)
Whenever Spireside Infiltrator becomes tapped, it deals 1 damage to each opponent.
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Spirespine
( 3)
Enchantment Creature — Beast
(4/1)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Spirespine blocks each combat if able. Enchanted creature gets +4/+1 and blocks each combat if able.
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Spirit
( 0)
Creature — Spirit
(1/1)
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Spirit Away
( 7)
Enchantment — Aura
Enchant creature You control enchanted creature. Enchanted creature gets +2/+2 and has flying.
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Spirit Bonds
( 2)
Enchantment
Whenever a nontoken creature you control enters, you may pay . If you do, create a 1/1 white Spirit creature token with flying. , Sacrifice a Spirit: Target non-Spirit creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Spirit Cairn
( 3)
Enchantment
Whenever a player discards a card, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
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Spirit en-Dal
( 3)
Creature — Spirit
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Forecast — , Reveal Spirit en-Dal from your hand: Target creature gains shadow until end of turn. (Activate only during your upkeep and only once each turn.)
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Spirit en-Kor
( 4)
Creature — Kor Spirit
(2/2)
Flying : The next 1 damage that would be dealt to Spirit en-Kor this turn is dealt to target creature you control instead.
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Spirit Flare
( 4)
Instant
Tap target untapped creature you control. If you do, it deals damage equal to its power to target attacking or blocking creature an opponent controls. Flashback—, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Spirit Link
( 1)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Whenever enchanted creature deals damage, you gain that much life.
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Spirit Loop
( 2)
Enchantment — Aura
Enchant creature you control Whenever enchanted creature deals damage, you gain that much life. When Spirit Loop is put into a graveyard from the battlefield, return Spirit Loop to its owner's hand.
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Spirit Mantle
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has protection from creatures.
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Spirit Mirror
( 4)
Enchantment
At the beginning of your upkeep, if there are no Reflection tokens on the battlefield, create a 2/2 white Reflection creature token. : Destroy target Reflection.
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Spirit of Malevolence
( 2)
Creature — Spirit
(2/1)
When Spirit of Malevolence dies, each opponent loses 1 life and you gain 1 life.
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Spirit of Resistance
( 3)
Enchantment
As long as you control a permanent of each color, prevent all damage that would be dealt to you.
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Spirit of the Aldergard
( 4)
Snow Creature — Bear Spirit
(0/4)
When Spirit of the Aldergard enters, search your library for a snow land card, reveal it, put it into your hand, then shuffle. Spirit of the Aldergard gets +1/+0 for each other snow permanent you control.
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Spirit of the Hearth
( 6)
Creature — Cat Spirit
(4/5)
Flying You have hexproof. (You can't be the target of spells or abilities your opponents control.)
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Spirit of the Hunt
( 3)
Creature — Wolf Spirit
(3/3)
Flash When Spirit of the Hunt enters, each other creature you control that's a Wolf or a Werewolf gets +0/+3 until end of turn.
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Spirit of the Labyrinth
( 2)
Enchantment Creature — Spirit
(3/1)
Each player can't draw more than one card each turn.
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Spirit of the Night
( 9)
Legendary Creature — Demon Spirit
(6/5)
Flying, trample, haste, protection from black Spirit of the Night has first strike as long as it's attacking.
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Spirit of the Season
( 3)
Creature — Treefolk Spirit
(3/3)
When Spirit of the Season enters, it gains haste if it's summer. Put a +1/+1 counter on it if it's autumn. You gain 5 life if it's winter. If it's spring, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Spirit of the Spires
( 4)
Creature — Spirit
(2/4)
Flying Other creatures you control with flying get +0/+1.
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Spirit Shackle
( 2)
Enchantment — Aura
Enchant creature Whenever enchanted creature becomes tapped, put a -0/-2 counter on it.
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Spirit Shield
( 3)
Artifact
You may choose not to untap Spirit Shield during your untap step. , : Target creature gets +0/+2 for as long as Spirit Shield remains tapped.
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Spirit Summoning
( 3)
Sorcery — Lesson
Create a 3/2 red and white Spirit creature token.
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Spirit Weaver
( 2)
Creature — Human Wizard
(2/1)
: Target green or blue creature gets +0/+1 until end of turn.
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Spirited Companion
( 2)
Enchantment Creature — Dog
(1/1)
When Spirited Companion enters, draw a card.
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Spiritmonger
( 5)
Creature — Beast
(6/6)
Whenever Spiritmonger deals damage to a creature, put a +1/+1 counter on Spiritmonger. : Regenerate Spiritmonger. : Spiritmonger becomes the color of your choice until end of turn.
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Spirit-Sister's Call
( 5)
Enchantment
At the beginning of your end step, choose target permanent card in your graveyard. You may sacrifice a permanent that shares a card type with the chosen card. If you do, return the chosen card from your graveyard to the battlefield and it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else."
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Spiritual Asylum
( 4)
Enchantment
Creatures and lands you control have shroud. (They can't be the targets of spells or abilities.) When a creature you control attacks, sacrifice Spiritual Asylum.
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Spiritual Focus
( 2)
Enchantment
Whenever a spell or ability an opponent controls causes you to discard a card, you gain 2 life and you may draw a card.
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Spiritual Guardian
( 5)
Creature — Spirit
(3/4)
When Spiritual Guardian enters, you gain 4 life.
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Spiritual Sanctuary
( 4)
Enchantment
At the beginning of each player's upkeep, if that player controls a Plains, they gain 1 life.
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Spiritual Visit
( 1)
Instant — Arcane
Create a 1/1 colorless Spirit creature token. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Spiritualize
( 3)
Instant
Until end of turn, whenever target creature deals damage, you gain that much life. Draw a card.
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Starnheim Aspirant
( 3)
Creature — Human Cleric
(2/2)
Angel spells you cast cost less to cast.
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Steelclad Spirit
( 2)
Creature — Spirit
(3/3)
Defender Whenever an enchantment you control enters, Steelclad Spirit can attack this turn as though it didn't have defender.
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Stone Spirit
( 5)
Creature — Elemental Spirit
(4/3)
Stone Spirit can't be blocked by creatures with flying.
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Stonerise Spirit
( 2)
Creature — Spirit Bird
(1/2)
Flying , Exile a card from your graveyard: Target creature gains flying until end of turn.
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Storm Spirit
( 6)
Creature — Elemental Spirit
(3/3)
Flying : Storm Spirit deals 2 damage to target creature.
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Stormcloud Spirit
( 5)
Creature — Spirit
(4/4)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Subterranean Spirit
( 5)
Creature — Elemental Spirit
(3/3)
Protection from red : Subterranean Spirit deals 1 damage to each creature without flying.
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Sunspire Gatekeepers
( 4)
Creature — Human Soldier
(2/4)
When Sunspire Gatekeepers enters, if you control two or more Gates, create a 2/2 white Knight creature token with vigilance.
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Sustaining Spirit
( 2)
Creature — Angel Spirit
(0/3)
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Suture Spirit
( 2)
Creature — Spirit
(1/1)
Flying : Regenerate target creature.
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Twining Twins (Swift Spiral)
( 2)
Instant — Adventure
Exile target nontoken creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Team Spirit
( 3)
Instant
Creatures target player's team controls get +1/+1 until end of turn.
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Throne of Empires
( 4)
Artifact
, : Create a 1/1 white Soldier creature token. Create five of those tokens instead if you control artifacts named Crown of Empires and Scepter of Empires.
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Time Spiral
( 6)
Sorcery
Exile Time Spiral. Each player shuffles their hand and graveyard into their library, then draws seven cards. You untap up to six lands.
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Touch the Spirit Realm
( 3)
Enchantment
When Touch the Spirit Realm enters, exile up to one target artifact or creature until Touch the Spirit Realm leaves the battlefield. Channel — , Discard Touch the Spirit Realm: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Treacherous Vampire
( 5)
Creature — Vampire
(4/4)
Flying Whenever Treacherous Vampire attacks or blocks, sacrifice it unless you exile a card from your graveyard. Threshold — As long as seven or more cards are in your graveyard, Treacherous Vampire gets +2/+2 and has "When Treacherous Vampire dies, you lose 6 life."
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Trendy Circus Pirate
( 0)
Stickers
2 — Deathtouch 5 — Whenever this creature deals combat damage to a player, create that many 1/1 green Squirrel creature tokens. 2 — 5/1 3 — 3/6
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Triplicate Spirits
( 6)
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Create three 1/1 white Spirit creature tokens with flying.
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Troublesome Spirit
( 4)
Creature — Spirit
(3/4)
Flying At the beginning of your end step, tap all lands you control.
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Twining Twins
( 4)
Creature — Faerie Wizard
(4/4)
Flying, vigilance, ward
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Ugin, the Spirit Dragon
( 8)
Legendary Planeswalker — Ugin
(7)
+2: Ugin, the Spirit Dragon deals 3 damage to any target. −X: Exile each permanent with mana value X or less that's one or more colors. −10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.
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Vampire Aristocrat
( 3)
Creature — Vampire Rogue Noble
(2/2)
Sacrifice a creature: Vampire Aristocrat gets +2/+2 until end of turn.
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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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Vampire Champion
( 4)
Creature — Vampire Soldier
(3/3)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Vampire Champion Fury
( 0)
Stickers
2 — Hellbent — This creature gets +3/+3 as long as you have no cards in hand. 4 — , Sacrifice this creature: It deals X damage divided as you choose among any number of target creatures, where X is its power. 2 — 1/5 3 — 6/3
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Vampire Charmseeker
( 8)
Creature — Vampire Wizard
(3/4)
Assist (Another player can pay up to of this spell's cost.) Flying When Vampire Charmseeker enters, return target instant, sorcery, or creature card from a graveyard to its owner's hand.
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Vampire Cutthroat
( 1)
Creature — Vampire Rogue
(1/1)
Skulk (This creature can't be blocked by creatures with greater power.) Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Vampire Envoy
( 3)
Creature — Vampire Cleric Ally
(1/4)
Flying Whenever Vampire Envoy becomes tapped, you gain 1 life.
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Vampire Gourmand
( 2)
Creature — Vampire
(2/2)
Whenever this creature attacks, you may sacrifice another creature. If you do, draw a card and this creature can't be blocked this turn.
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Vampire Hexmage
( 2)
Creature — Vampire Shaman
(2/1)
First strike Sacrifice Vampire Hexmage: Remove all counters from target permanent.
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Vampire Hounds
( 3)
Creature — Vampire Dog
(2/2)
Discard a creature card: Vampire Hounds gets +2/+2 until end of turn.
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Vampire Lacerator
( 1)
Creature — Vampire Warrior
(2/2)
At the beginning of your upkeep, you lose 1 life unless an opponent has 10 or less life.
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Vampire Neonate
( 1)
Creature — Vampire
(0/3)
, : Each opponent loses 1 life and you gain 1 life.
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Vampire Nighthawk
( 3)
Creature — Vampire Shaman
(2/3)
Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Vampire Nocturnus
( 4)
Creature — Vampire
(3/3)
Play with the top card of your library revealed. As long as the top card of your library is black, Vampire Nocturnus and other Vampire creatures you control get +2/+1 and have flying.
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Vampire of the Dire Moon
( 1)
Creature — Vampire
(1/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Vampire Opportunist
( 2)
Creature — Vampire
(2/1)
: Each opponent loses 2 life and you gain 2 life.
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Vampire Outcasts
( 4)
Creature — Vampire
(2/2)
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters with two +1/+1 counters on it.) Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Vampire Scrivener
( 5)
Creature — Vampire Warlock
(2/2)
Flying Whenever you gain life during your turn, put a +1/+1 counter on Vampire Scrivener. Whenever you lose life during your turn, put a +1/+1 counter on Vampire Scrivener.
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Vampire Slayer
( 2)
Creature — Human Soldier
(2/2)
Whenever Vampire Slayer deals damage to a Vampire, destroy that creature.
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Vampire Socialite
( 2)
Creature — Vampire Noble
(2/2)
Menace (This creature can't be blocked except by two or more creatures.) When Vampire Socialite enters, if an opponent lost life this turn, put a +1/+1 counter on each other Vampire you control. As long as an opponent lost life this turn, each other Vampire you control enters with an additional +1/+1 counter on it.
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Vampire Soulcaller
( 5)
Creature — Vampire Warlock
(3/2)
Flying This creature can't block. When this creature enters, return target creature card from your graveyard to your hand.
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Vampire Sovereign
( 5)
Creature — Vampire Noble
(3/4)
Flying When Vampire Sovereign enters, target opponent loses 3 life and you gain 3 life.
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Vampire Spawn
( 3)
Creature — Vampire
(2/3)
When this creature enters, each opponent loses 2 life and you gain 2 life.
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Vampire Warlord
( 5)
Creature — Vampire Warrior
(4/2)
Sacrifice another creature: Regenerate Vampire Warlord. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Vampire's Kiss
( 2)
Sorcery
Target player loses 2 life and you gain 2 life. Create two Blood tokens. (They're artifacts with ", , Discard a card, Sacrifice this artifact: Draw a card.")
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Vampires' Vengeance
( 3)
Instant
Vampires' Vengeance deals 2 damage to each non-Vampire creature. Create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
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Vampire's Zeal
( 1)
Instant
Target creature gets +2/+2 until end of turn. If it's a Vampire, it gains first strike until end of turn.
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Vampiric Dragon
( 8)
Creature — Vampire Dragon
(5/5)
Flying Whenever a creature dealt damage by Vampiric Dragon this turn dies, put a +1/+1 counter on Vampiric Dragon. : Vampiric Dragon deals 1 damage to target creature.
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Vampiric Embrace
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has flying. Whenever a creature dealt damage by enchanted creature this turn dies, put a +1/+1 counter on that creature.
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Vampiric Feast
( 7)
Sorcery
Vampiric Feast deals 4 damage to any target and you gain 4 life.
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Vampiric Fury
( 2)
Instant
Vampire creatures you control get +2/+0 and gain first strike until end of turn. (They deal combat damage before creatures without first strike.)
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Vampiric Link
( 1)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals damage, you gain that much life.
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Vampiric Rites
( 1)
Enchantment
, Sacrifice a creature: You gain 1 life and draw a card.
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Vampiric Sliver
( 4)
Creature — Sliver
(3/3)
All Sliver creatures have "Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature."
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