Vampirism

Vampirism

Enchantment — Aura

Mana cost: {1}{B}

How we read this card

Enchant creature
When this Aura enters, draw a card at the beginning of the next turn's upkeep.

triggered — draws you 1 card

Enchanted creature gets +1/+1 for each other creature you control.

static — gives +1/+1 for each other creature you control

Other creatures you control get -1/-1.

static — shrinks a creature by -1/-1

Causes: draw a card, a creature dies.

Cares about: nothing.

Works well with

an Aura enters the battlefield — 1,257 cards in the game can cause this (Vampirism is one).

When Vampirism enters:

  1. Tanglespan Lookout — draws you 1 card
  2. Chishiro, the Shattered Blade — makes a token

5 other cards care about it too. These are the ones with the most connections.

an enchantment is cast — 3,673 cards in the game can cause this (Vampirism is one).

  1. Krile Baldesion — When Vampirism is cast, Krile Baldesion brings a card back

264 other cards care about it too. These are the ones with the most connections.

an enchantment enters the battlefield — 3,743 cards in the game can cause this (Vampirism is one).

When Vampirism enters:

  1. Victor, Valgavoth's Seneschal — surveils
  2. Strength from the Fallen — gives +X/+X, where X is the number of creature cards in your graveyard

87 other cards care about it too. These are the ones with the most connections.

a card is drawn — 3,815 cards in the game can cause this (Vampirism is one).

When Vampirism makes a player draw a card:

  1. Toothy, Imaginary Friend — puts a +1/+1 counter on itself
  2. Stark's Ingenuity — puts a counter on a creature

65 other cards care about it too. These are the ones with the most connections.