Attacking creatures you control get +1/+0 and have trample. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Neck Breaker.
"We merrows need not be disadvantaged when fighting on land. We lack the vulnerability of those who breathe only through their throats." —Minnarin, merrow reejerey
If there are five or more Heads on the battlefield, tap two of them and they don't untap during the Hydra's next untap step. Otherwise, reveal the top card of the Hydra's library and the Hydra casts that card.
Skip your untap step. At the beginning of your upkeep, you may pay X life. If you do, untap X permanents. Pay ½ life: Exile the top card of your library face down. Put that card into your hand at the beginning of the next end step.
As Necroblossom Snarl enters the battlefield, you may reveal a Swamp or Forest card from your hand. If you don't, Necroblossom Snarl enters the battlefield tapped. {T}: Add {B} or {G}.
Skip your draw step. At the beginning of your end step, you may pay any amount of life. If you do, draw that many cards. Your maximum hand size is five. If a card or token would be put into your graveyard from anywhere, exile it instead.
Toxic 2 Whenever a creature you control with toxic deals combat damage to a player, that player gets an additional poison counter. {1}{B}{G}: Target creature you control with toxic gains deathtouch until end of turn.
Necrogoyf's power is equal to the number of creature cards in all graveyards. At the beginning of each player's upkeep, that player discards a card. Madness {1}{B}{B}
When Necromancer's Covenant enters the battlefield, exile all creature cards from target player's graveyard, then create a 2/2 black Zombie creature token for each card exiled this way. Zombies you control have lifelink.
Flying Hellbent — Necromancer's Familiar has lifelink as long as you have no cards in hand. {B}, Discard a card: Necromancer's Familiar gains indestructible until end of turn. Tap it.
Enchant creature Creatures you control that are enchanted get +1/+1. If a creature you control that's enchanted would die, return it to its owner's hand instead.