Flying, vigilance
Whenever a Bat you control attacks, you gain 1 life.
Whenever Zoraline enters or attacks, you may pay {W}{B} and 2 life. When you do, return target nonland permanent card with mana value 3 or less from your graveyard to the battlefield with a finality counter on it.
Flying, lifelink
At the beginning of your end step, if you descended this turn, scry 1. (You descended if a permanent card was put into your graveyard from anywhere.)
As long as you've lost life this turn, this creature has flying and vigilance.
Whenever you gain life, put a +1/+1 counter on this creature.
When this creature dies, put its counters on target creature you control.
Flying, lifelink
When this creature enters, look at target opponent's hand. You may exile a nonland card from it until this creature leaves the battlefield.
Flying, lifelink
Whenever Sanguine Soothsayer attacks, conjure a card named Sanguine Bond into the top fifteen cards of your library at random. It perpetually gains "You may pay {0} rather than pay this spell's mana cost" and "When this permanent enters, draw a card."
Offspring {2}{B} (You may pay an additional {2}{B} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
Flying
This creature can't block.
Whenever you gain life, each opponent loses 1 life.
Menace
Whenever this creature attacks, each opponent loses X life and you gain X life, where X is the number of other Squirrels, Bats, Lizards, and Rats you control.
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Each other creature you control of the chosen type enters with an additional +1/+1 counter on it.
Offspring {B} (You may pay an additional {B} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
Flying
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
Flying, deathtouch
Whenever you gain or lose life during your turn, Bats you control get +1/+0 and gain deathtouch until end of turn. This ability triggers only once each turn.
Flying
At the beginning of your end step, if you gained or lost life this turn, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Flying
When Darkstar Banisher enters, exile target nonland permanent with mana value 3 or less an opponent controls.
When Darkstar Banisher leaves the battlefield, the exiled card's owner seeks a card that shares a card type with the exiled card.
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Other creatures you control of the chosen type get +1/+1.
Flying
At the beginning of your end step, if you gained or lost life this turn, look at the top four cards of your library. You may reveal a creature card with power 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Ward {2}
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
If a triggered ability of another creature you control of the chosen type triggers, it triggers an additional time.
Flying, vigilance
At the beginning of your end step, if you gained or lost life this turn, target opponent loses 3 life unless they sacrifice a nonland permanent of their choice or discard a card.
{T}: Add {C}.
Whenever a legendary creature you control enters, you may have The Irencrag become a legendary Equipment artifact named Everflame, Heroes' Legacy. If you do, it gains equip {3} and "Equipped creature gets +3/+3" and loses all other abilities.
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost {1} less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
{3}, {T}: Look at the top three cards of your library. You may reveal a creature card of the chosen type from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
If it's neither day nor night, it becomes day as The Celestus enters.
{T}: Add one mana of any color.
{3}, {T}: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.
Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
At the beginning of combat on your turn, each opponent loses 1 life and you gain 1 life.
{T}, Pay 2 life, Sacrifice this artifact: Draw two cards. Activate only as a sorcery.
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
Whenever you cast a creature spell of the chosen type, draw a card.
Whenever a creature you control enters, you gain 1 life.
To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
(Gain the next level as a sorcery to add its ability.)
If you would gain life, you gain that much life plus 1 instead.
{3}{W}: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
{4}{W}: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
This enchantment enters with a hope counter on it for each creature you control.
At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.
At the beginning of your end step, if you gained life this turn, each opponent loses 1 life.
At the beginning of your end step, if you gained and lost life this turn, create a 1/1 black Bat creature token with flying.
{1}{B}, Pay 2 life: Draw a card.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
{1}, Sacrifice a creature of the chosen type: Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Destroy target creature if it has mana value 2 or less.
Revolt — Destroy that creature if it has mana value 4 or less instead if a permanent left the battlefield under your control this turn.
Destroy target creature or planeswalker. Its controller investigates. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle.
Spree (Choose one or more additional costs.)
+ {2} — Search your library for a card, then shuffle and put that card on top.
+ {B}{B} — Target player draws three cards and loses 3 life.
Choose one —
• Destroy all creatures.
• Destroy all planeswalkers.
Then return a creature or planeswalker card with mana value X or less from your graveyard to the battlefield, where X is the amount of {S} spent to cast this spell. ({S} is mana from a snow source.)
{T}: Add {W}.
Channel — {2}{W}, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs {1} less to activate for each legendary creature you control.
This land enters tapped unless you control a Swamp.
{T}: Add {B}.
{B}, {T}: Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
{T}: Add {B}.
Channel — {3}{B}, Discard this card: Mill three cards, then return a creature or planeswalker card from your graveyard to your hand. This ability costs {1} less to activate for each legendary creature you control.
This land enters tapped.
{T}: Add {W} or {B}.
{2}{W}{B}: This land becomes a 1/4 white and black Nightmare creature until end of turn. It's still a land.
Whenever this land attacks, defending player loses 2 life and you gain 2 life.
({T}: Add {W} or {B}.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{T}: Add {W} or {B}.
As this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
When this land enters, sacrifice it. When you do, search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
As this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
As Three Tree City enters, choose a creature type.
{T}: Add {C}.
{2}, {T}: Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.
As this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Total Cards: 99
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