FlyingAt 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.
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever Ghostly Pilferer becomes untapped, you may pay . If you do, draw a card.Whenever an opponent casts a spell from anywhere other than their hand, draw a card.Discard a card: Ghostly Pilferer can't be blocked this turn.
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)As long as Mirage Phalanx is paired with another creature, each of those creatures has "At the beginning of combat on your turn, create a token that's a copy of this creature, except it has haste and loses...
ReachSoulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)As long as Doom Weaver is paired with another creature, each of those creatures has "When this creature dies, draw cards equal to its power."
This spell costs less to cast for each Spirit you control.FlyingWhenever Millicent, Restless Revenant or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.
Ward—Discard a card.Whenever another nontoken Vampire you control dies, you may pay and exile it. If you do, create a 1/1 black Bat creature token with flying. It gains "When this creature deals combat damage to a player, sacrifice it and return the exiled card to the battlefield tapped."
Enchant creatureEnchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)Other Spirits you control have melee.Prevent all noncombat damage that would be dealt to Spirits you control.
ReachSoulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)As long as Doom Weaver is paired with another creature, each of those creatures has "When this creature dies, draw cards equal to its power."
Flying, soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)As long as Breathkeeper Seraph is paired with another creature, each of those creatures has "When this creature dies, you may return it to the battlefield under its owner's control at the beginning of...