Creature — Bat Imp (1/1)
Flying
, , Sacrifice Blight Keeper: Target opponent loses 4 life and you gain 4 life.
Enchantment
Attacking Pests you control get +1/+0 and have menace.
Whenever a nontoken creature you control dies, create a 1/1 black and green Pest creature token with "When this creature dies, you gain 1 life."
Land
: Add .
, , Sacrifice Blighted Steppe: You gain 2 life for each creature you control.
Creature — Bat (2/2)
Flying
Haunt (When this creature dies, exile it haunting target creature.)
When Blind Hunter enters or the creature it haunts dies, target player loses 2 life and you gain 2 life.
Creature — Vampire (0/1)
Whenever Blood Artist or another creature dies, target player loses 1 life and you gain 1 life.
Creature — Vampire (3/3)
, Sacrifice another creature: Put a +1/+1 counter on Blood Host and you gain 2 life.
Creature — Vampire Rogue (1/1)
Whenever you commit a crime, put a +1/+1 counter on Blood Hustler. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
: Target opponent loses 1 life and you gain 1 life.
Creature — Orc Warrior (3/3)
, Sacrifice another Warrior creature: Target player loses X life and you gain X life, where X is the sacrificed creature's power.
Creature — Vampire Rogue (4/4)
Assist (Another player can pay up to of this spell's cost.)
When Bloodborn Scoundrels enters, target opponent loses 2 life and you gain 2 life.
Enchantment
At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Land
Bloodfell Caves enters tapped.
When Bloodfell Caves enters, you gain 1 life.
: Add or .
Creature — Bat (2/2)
Flying
When Bloodhunter Bat enters, target player loses 2 life and you gain 2 life.
Creature — Vampire Shaman (3/1)
: Target player loses 3 life and you gain 3 life.
Creature — Spirit (4/4)
Reach
When Blossom Prancer enters, look at the top five cards of your library. You may reveal a creature or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, you gain 4 life.
Creature — Beast (3/3)
Whenever Blossoming Bogbeast attacks, you gain 2 life. Then creatures you control gain trample and get +X/+X until end of turn, where X is the amount of life you gained this turn.
Instant
You gain hexproof until your next turn. You gain 2 life.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Land
Blossoming Sands enters tapped.
When Blossoming Sands enters, you gain 1 life.
: Add or .
Instant
You gain 1 life for each creature on the battlefield. Prevent all combat damage that would be dealt this turn.
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