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Land
Land
Artifact
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.

Artifact
Sorcery
Sorcery
Creature
At the beginning of combat on your turn, exile up to one target card from a graveyard. {1}{B}: Adapt 2. Whenever one or more +1/+1 counters are put on this creature, put a creature card exiled with this creature onto the battlefield under your control with a finality counter on it. It gains haste. Sacrifice it at the beginning of the next end step.

Ward—{2}, Pay 2 life. Skeletons and Zombies you control get +1/+1 and have menace. Whenever you commit a crime, create two tapped 2/2 blue and black Zombie Rogue creature tokens. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

This creature enters with a +1/+1 counter on it for each creature card in your graveyard. {1}, Remove a +1/+1 counter from this creature: Regenerate this creature. Dredge 6 (If you would draw a card, you may mill six cards instead. If you do, return this card from your graveyard to your hand.)

Kicker {3} (You may pay an additional {3} as you cast this spell.) If this creature was kicked, it enters with three +1/+1 counters on it. Whenever one or more +1/+1 counters are put on a creature you control, if this card is in your graveyard, you may put this card on top of your library.

Each other creature you control that's a Skeleton or Pirate gets +1/+1. Whenever one or more creature cards leave your graveyard, create a 2/2 black Skeleton Pirate creature token. (This ability triggers only from the battlefield.) {5}{B}: Return this card from your graveyard to the battlefield tapped.

Whenever an opponent discards a card, exile it from their graveyard with a stash counter on it. During your turn, you may play cards you don't own with stash counters on them from exile, and mana of any type can be spent to cast those spells. {3}{B}, {T}: Each opponent discards a card. Activate only as a sorcery.

Vigilance, menace Descend 8 — {4}{U}{B}: Return this card from your graveyard to the battlefield with a finality counter on it. Activate only if there are eight or more permanent cards in your graveyard and only as a sorcery. (If a creature with a finality counter on it would die, exile it instead.)

Creature
Enchantment
Skeletons you control get +1/+0 and have haste. When this enchantment enters, create a 2/2 black Skeleton Pirate creature token. At the beginning of your end step, if you descended this turn, you may pay 1 life. If you do, return this enchantment to its owner's hand. (You descended if a permanent card was put into your graveyard from anywhere.)

Each Skeleton you control has trample, attacks each combat if able, and gets +X/+0, where X is the number of other Skeletons you control. At the beginning of your end step, create a tapped 1/1 black Skeleton creature token. If a creature died this turn, create two of those tokens instead.

Enchantment
Instant
Instant
Deck Info
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Deck Tokens & Extras (9)
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