When Eye of Vecna enters, you draw a card and you lose 2 life. At the beginning of your upkeep, you may pay {2}. If you do, you draw a card and you lose 2 life.
Lifelink When this creature enters, you may pay {1}{W} any number of times. When you pay this cost one or more times, put that many valor counters on this creature. Creatures you control get +1/+1 for each valor counter on this creature.
Flying When this creature enters, if you cast it, return up to two target creature cards with mana value 2 or less from your graveyard to the battlefield.
Flying, double strike You have hexproof. If your life total would be reduced to 0 or less, instead transform this creature and your life total becomes 3. Then if this creature didn't transform this way, you lose the game.
Flying You have hexproof. Angelic Enforcer's power and toughness are each equal to your life total. Whenever this creature attacks, double your life total.
Whenever this creature enters or attacks, exile up to one target card from a graveyard. Coven — {1}{W}: Choose a color. This creature gains hexproof from that color until end of turn and can't be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers.
Defender When this creature enters, exile a card from the top of your library face down for each opponent you have. Coven — At the beginning of your end step, if you control three or more creatures with different powers, put a card exiled with this creature into its owner's hand.
Vigilance Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control gain indestructible until end of turn.
As this enchantment enters, note your life total. At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for this enchantment. Then note your life total. Whenever you cast a white spell, you gain 1 life.
Enchant player As this Aura enters, choose a card name. Spells with the chosen name enchanted player casts cost {2} more to cast. Whenever enchanted player casts a spell with the chosen name, you may sacrifice this Aura. If you do, draw a card.
Flash Flying When this creature enters, you may pay {1}{U} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many other target artifacts, creatures, and/or enchantments phase out.
Whenever you cast an instant or sorcery spell, create a 2/2 black Zombie creature token with decayed. At the beginning of your upkeep, if you control three or more creature tokens, you may transform this creature.
Creature tokens you control lose all abilities and have base power and toughness 3/3. At the beginning of your upkeep, you may transform this artifact.
You have no maximum hand size. At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game. {3}{U}: Draw a card.
You have no maximum hand size. At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game. {3}{U}: Draw a card.
She's always willing to lend a hand. It just won't be her own.
Whenever this creature enters or attacks, put a slime counter on up to one other target creature. Non-Horror creatures with slime counters on them lose all abilities and have base power and toughness 2/2.
Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order. Flashback {5}{U}{U}
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Target player draws X cards. • Target player mills twice X cards.
Sacrifice X Zombies, then reveal cards from the top of your library until you reveal a number of Zombie creature cards equal to the number of Zombies sacrificed this way. Put those cards onto the battlefield and the rest on the bottom of your library in a random order.