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Select Main Deck Cards

Select Sideboard Cards

{U}
Betrayal
Enchantment - Aura
Enchant creature an opponent controls

Whenever enchanted creature becomes tapped, you draw a card.
{B}{B}
Blight
Enchantment - Aura
Enchant land

When enchanted land becomes tapped, destroy it.
{R}
Earthbind
Enchantment - Aura
Enchant creature

When Earthbind enters the battlefield, if enchanted creature has flying, Earthbind deals 2 damage to that creature and Earthbind gains "Enchanted creature loses flying."
{1}{B}
Nightscape Familiar
Creature - Zombie
Blue spells and red spells you cast cost {1} less to cast.

{1}{B}: Regenerate Nightscape Familiar.
1 / 1
{B}{B}
Order of the Ebon Hand
Creature - Cleric Knight
Protection from white

{B}: Order of the Ebon Hand gains first strike until end of turn.

{B}{B}: Order of the Ebon Hand gets +1/+0 until end of turn.
2 / 1
{1}{B}
Oversold Cemetery
Enchantment
At the beginning of your upkeep, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand.
{1}{B}
Restless Dead
Creature - Skeleton
{B}: Regenerate Restless Dead.
1 / 1
{1}{B}
Vampirism
Enchantment - Aura
Enchant creature

When Vampirism enters the battlefield, draw a card at the beginning of the next turn's upkeep.

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

Other creatures you control get -1/-1.
{3}{U}
Wonder
Creature - Incarnation
Flying

As long as Wonder is in your graveyard and you control an Island, creatures you control have flying.
2 / 2

{B}{B}
Black Knight
Creature - Human Knight
First strike (This creature deals combat damage before creatures without first strike.)

Protection from white (This creature can't be blocked, targeted, dealt damage, or enchanted by anything white.)
2 / 2
{B}
Evil Presence
Enchantment - Aura
Enchant land

Enchanted land is a Swamp.
{1}{B}
Rotting Giant
Creature - Zombie Giant
Whenever Rotting Giant attacks or blocks, sacrifice it unless you exile a card from your graveyard.
3 / 3