At the beginning of your end step, you may manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it’s a creature card.) Exile a face-down permanent you control face up: You may play that card this turn. (You still pay its costs. Timing rules still apply.)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) When Corpse Cur enters, you may return target creature card with infect from your graveyard to your hand.
Enchant creature Enchanted creature gets -1/-1. When enchanted creature dies, return Screams from Within from your graveyard to the battlefield.
At the beginning of your end step, if you lost 2 or more life this turn, create a 2/2 black Zombie creature token. {T}, Exile The Book of Vile Darkness and artifacts you control named Eye of Vecna and Hand of Vecna: Create Vecna, a legendary 8/8 black Zombie God creature token with indestructible and all triggered abilities of the exiled cards.
Sacrifice Kami of False Hope: Prevent all combat damage that would be dealt this turn.
Whenever you draw your second card each turn, create a 1/1 white Human Soldier creature token.
Woodland Cemetery enters tapped unless you control a Swamp or a Forest. {T}: Add {B} or {G}.
At the beginning of your upkeep, you may create a 0/1 colorless Eldrazi Spawn creature token. It has “Sacrifice this creature: Add {C}.”
Whenever an opponent casts a noncreature spell, that player loses 2 life and you gain 2 life.
{T}: Add {C}. {T}: Add {B} or {G}. Talisman of Resilience deals 1 damage to you.
Deathtouch At the beginning of your upkeep, if your opponents control no permanents with bounty counters on them, put a bounty counter on target creature or planeswalker an opponent controls. Whenever a permanent an opponent controls with a bounty counter on it dies, you gain 3 life and draw a card.
Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card.
Vigilance, trample, haste When End-Raze Forerunners enters, other creatures you control get +2/+2 and gain vigilance and trample until end of turn.