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Sengir Autocrat (Homelands)

Sengir Autocrat

Homelands — uncommon

Creature — Human

Sengir Autocrat (Homelands)

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Cards like Sengir Autocrat in Homelands:

Black Carriage

Black Carriage

Creature — Horse (4/4)

Trample
Black Carriage doesn't untap during your untap step.
Sacrifice a creature: Untap Black Carriage. Activate only during your upkeep.

0.8 /10
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Cemetery Gate

Cemetery Gate

Creature — Wall (0/5)

Defender (This creature can't attack.)
Protection from black

2.2 /10
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Sengir Bats

Sengir Bats

Creature — Bat (1/2)

Flying
Whenever a creature dealt damage by Sengir Bats this turn dies, put a +1/+1 counter on Sengir Bats.

1.1 /10
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Grandmother Sengir

Grandmother Sengir

Legendary Creature — Human Wizard (3/3)

, : Target creature gets -1/-1 until end of turn.

1 /10
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Greater Werewolf

Greater Werewolf

Creature — Werewolf (2/4)

At end of combat, put a -0/-2 counter on each creature blocking or blocked by Greater Werewolf.

0.5 /10
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Irini Sengir

Irini Sengir

Legendary Creature — Vampire Dwarf (2/2)

Green enchantment spells and white enchantment spells cost more to cast.

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Timmerian Fiends

Timmerian Fiends

Creature — Horror (1/1)

Remove Timmerian Fiends from your deck before playing if you're not playing for ante.
, Sacrifice Timmerian Fiends: The owner of target artifact may ante the top card of their library. If that player doesn't, exchange ownership of that artifact and Timmerian Fiends. Put the artifact card into your graveyard and Timmerian Fiends from anywhere into that player's graveyard. This change in ownership is permanent.

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Giant Oyster

Giant Oyster

Creature — Oyster (0/3)

You may choose not to untap Giant Oyster during your untap step.
: For as long as Giant Oyster remains tapped, target tapped creature doesn't untap during its controller's untap step, and at the beginning of each of your draw steps, put a -1/-1 counter on that creature. When Giant Oyster leaves the battlefield or becomes untapped, remove all -1/-1 counters from the creature.

3.1 /10
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Heart Wolf

Heart Wolf

Creature — Wolf (2/2)

First strike
: Target Dwarf creature gets +2/+0 and gains first strike until end of turn. When that creature leaves the battlefield this turn, sacrifice Heart Wolf. Activate only during combat.

0.2 /10
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Clockwork Steed

Clockwork Steed

Artifact Creature — Horse (0/3)

Clockwork Steed enters the battlefield with four +1/+0 counters on it.
Clockwork Steed can't be blocked by artifact creatures.
At end of combat, if Clockwork Steed attacked or blocked this combat, remove a +1/+0 counter from it.
, : Put up to X +1/+0 counters on Clockwork Steed. This ability can't cause the total number of +1/+0 counters on Clockwork Steed to be greater than four. Activate only during your upkeep.

2.5 /10
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Clockwork Swarm

Clockwork Swarm

Artifact Creature — Insect (0/3)

Clockwork Swarm enters the battlefield with four +1/+0 counters on it.
Clockwork Swarm can't be blocked by Walls.
At end of combat, if Clockwork Swarm attacked or blocked this combat, remove a +1/+0 counter from it.
, : Put up to X +1/+0 counters on Clockwork Swarm. This ability can't cause the total number of +1/+0 counters on Clockwork Swarm to be greater than four. Activate only during your upkeep.

0.9 /10
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Funeral March

Funeral March

Enchantment — Aura

Enchant creature
When enchanted creature leaves the battlefield, its controller sacrifices a creature.

1.4 /10
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Rashka the Slayer

Rashka the Slayer

Legendary Creature — Human Archer (3/3)

Reach (This creature can block creatures with flying.)
Whenever Rashka the Slayer blocks one or more black creatures, Rashka gets +1/+2 until end of turn.

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Rysorian Badger

Rysorian Badger

Creature — Badger (2/2)

Whenever Rysorian Badger attacks and isn't blocked, you may exile up to two target creature cards from defending player's graveyard. If you do, you gain 1 life for each card exiled this way and Rysorian Badger assigns no combat damage this turn.

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Serra Inquisitors

Serra Inquisitors

Creature — Human Cleric (3/3)

Whenever Serra Inquisitors blocks or becomes blocked by one or more black creatures, Serra Inquisitors gets +2/+0 until end of turn.

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Willow Priestess

Willow Priestess

Creature — Faerie Druid (2/2)

: You may put a Faerie permanent card from your hand onto the battlefield.
: Target green creature gains protection from black until end of turn.

1.4 /10
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AnHavva Constable

An-Havva Constable

Creature — Human (2/1)

An-Havva Constable's toughness is equal to 1 plus the number of green creatures on the battlefield.

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Baron Sengir

Baron Sengir

Legendary Creature — Vampire Noble (5/5)

Flying
Whenever a creature dealt damage by Baron Sengir this turn dies, put a +2/+2 counter on Baron Sengir.
: Regenerate another target Vampire.

2.7 /10
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Dark Maze

Dark Maze

Creature — Wall (4/5)

Defender (This creature can't attack.)
: Dark Maze can attack this turn as though it didn't have defender. Exile it at the beginning of the next end step.

0.6 /10
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Ghost Hounds

Ghost Hounds

Creature — Dog Spirit (1/1)

Vigilance
Whenever Ghost Hounds blocks or becomes blocked by a white creature, Ghost Hounds gains first strike until end of turn.

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