Enchantment
At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.
Creature — Insect (1/1)
Fretwork Colony can't block.
At the beginning of your upkeep, put a +1/+1 counter on Fretwork Colony and you lose 1 life.
Enchantment
At the beginning of your upkeep, draw a card if you control a creature with the greatest power among creatures on the battlefield. Otherwise, put a +1/+1 counter on a creature you control.
Creature — Illusion (0/1)
Flying
At the beginning of your upkeep, put a +1/+1 counter on Phantasmal Sphere, then sacrifice Phantasmal Sphere unless you pay for each +1/+1 counter on it.
When Phantasmal Sphere leaves the battlefield, target opponent creates an X/X blue Orb creature token with flying, where X is the number of +1/+1 counters on Phantasmal Sphere.
Creature — Vampire (5/5)
Flying, trample
At the beginning of your upkeep, each player loses 1 life. Put a +1/+1 counter on Blood Tyrant for each 1 life lost this way.
Whenever a player loses the game, put five +1/+1 counters on Blood Tyrant.
Enchantment
At the beginning of your upkeep, you may exile a land card from your graveyard. If you do, put a +1/+1 counter on target creature.
Creature — Fungus (0/0)
Fungal Behemoth's power and toughness are each equal to the number of +1/+1 counters on creatures you control.
Suspend X—. X can't be 0. (Rather than cast this card from your hand, you may pay and exile it with X time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Whenever a time counter is removed from Fungal Behemoth while it's exiled, you may put a +1/+1 counter on target creature.
Enchantment
At the beginning of your upkeep, exile the top four cards of your library, then roll a d20.
1—9 | You may put a land card from among those cards onto the battlefield.
10—19 | Create a 2/2 green Wolf creature token, then put a +1/+1 counter on it for each creature card among those cards.
20 | Put all permanent cards exiled with Journey to the Lost City onto the battlefield, then sacrifice it.
Legendary Creature — Moonfolk Artificer (3/3)
Flying
: Until end of turn, target noncreature artifact you control becomes an artifact creature and gains flying. If it's not a Vehicle, it has base power and toughness 1/1 until end of turn.
At the beginning of your upkeep, put a +1/+1 counter on each of up to three target noncreature artifacts.
Creature — Goblin Warrior (3/3)
Menace
When Redcap Gutter-Dweller enters, create two 1/1 black Rat creature tokens with "This creature can't block."
At the beginning of your upkeep, you may sacrifice another creature. If you do, put a +1/+1 counter on Redcap Gutter-Dweller and exile the top card of your library. You may play that card this turn.
Artifact — Equipment
Equipped creature has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's green.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Equipped creature has vigilance. (Attacking doesn't cause it to tap.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's white.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Equipped creature has haste. (It can attack and no matter when it came under your control.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's red.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact Creature — Golem (0/0)
At the beginning of your upkeep, put a +1/+1 counter on each creature you control with modular.
Modular 6 (This creature enters with six +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature — Troll (4/4)
Trample
At the beginning of your upkeep, exile a creature card from your graveyard. If you do, put a +1/+1 counter on Charnel Troll. Otherwise, sacrifice it.
, Discard a creature card: Put a +1/+1 counter on Charnel Troll.
Enchantment — Aura
Enchant creature you control
When Cocoon enters, tap enchanted creature and put three pupa counters on Cocoon.
Enchanted creature doesn't untap during your untap step if Cocoon has a pupa counter on it.
At the beginning of your upkeep, remove a pupa counter from Cocoon. If you can't, sacrifice it, put a +1/+1 counter on enchanted creature, and that creature gains flying.
Enchantment
Vanishing 3 (This enchantment enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Crack in Time enters and at the beginning of your first main phase, exile target creature an opponent controls until Crack in Time leaves the battlefield.
Legendary Creature — Vampire Noble (0/0)
Crovax the Cursed enters with four +1/+1 counters on it.
At the beginning of your upkeep, you may sacrifice a creature. If you do, put a +1/+1 counter on Crovax. If you don't, remove a +1/+1 counter from Crovax.
: Crovax gains flying until end of turn.
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