Each player returns to the battlefield all artifact, creature, enchantment, and land cards in their graveyard that were put there from the battlefield this turn.
As long as you've put one or more +1/+1 counters on a creature this turn, Sigardian Paladin has trample and lifelink. {G}{W}: Target creature you control with a +1/+1 counter on it gains trample and lifelink until end of turn.
I, II — Until your next turn, creatures you control gain "{T}: Add one mana of any color." III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
Flying When this creature enters, you may cast an instant or sorcery spell with mana value less than or equal to the number of Spirits you control from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Flying At the beginning of your end step, create a Blood token for each player who lost life this turn. Whenever Strefan attacks, you may sacrifice two Blood tokens. If you do, you may put a Vampire card from your hand onto the battlefield tapped and attacking. It gains indestructible until end of turn.
Choose up to three target permanent cards in graveyards that were put there from the battlefield this turn. Return them to the battlefield tapped under their owners' control. You draw a card for each opponent who controls one or more of those permanents.
When this creature enters, put a +1/+1 counter on each other Human you control. Whenever another Human you control enters, put a +1/+1 counter on this creature.
Flying Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature. {1}{R}: This creature deals 1 damage to target creature.
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, you may draw a card. {4}{U}: Tap target creature without flying.
"Here, there is only truth." —Barvisa, Azorius emissary
Whenever you cast a spell, you may put two +1/+1 counters on this creature. Whenever this creature attacks, it gains trample until end of turn if its power is 10 or greater.
When it awoke, it shattered the hillsides to make way for its passage.
Equipped creature gets +1/+0. Whenever equipped creature blocks or becomes blocked by a Vampire, destroy that creature. It can't be regenerated. Equip {1}
{G}: This creature gets +1/+1 until end of turn. Target opponent creates a 1/1 green Hippo creature token. {W}: This creature gains protection from black and from red until end of turn. Target opponent gains 2 life. {U}: This creature gains flying until end of turn. Target opponent may draw a card.