When this creature enters, each opponent sacrifices a creature with the greatest power among creatures they control. You gain life equal to the greatest power among creatures sacrificed this way. Madness—{2}{B}, Pay 8 life.
Reach Soulbond 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."
Menace When this creature transforms into Revealing Eye, target opponent reveals their hand. You may choose a nonland card from it. If you do, that player discards that card, then draws a card.
[+1]: Look at the top card of your library. You may reveal that card and put it into your hand. If you do, you lose life equal to its mana value. [–2]: Create a 2/3 black Vampire creature token with flying and lifelink. [–7]: Sorin deals 13 damage to any target. You gain 13 life.
Menace When this creature enters or dies, exile another card from a graveyard. When you do, choose one — • Remove X counters from target permanent, where X is the mana value of the exiled card. • Target creature an opponent controls gets -X/-X until end of turn, where X is the mana value of the exiled card.
Whenever this creature or another nontoken Vampire you control dies, create a Treasure token. {R}, Sacrifice two artifacts: Exile the top card of your library. You may play that card this turn.
Haste Whenever this creature attacks, if you attacked with exactly one other creature this combat, you may have that creature's base power and toughness become 4/3 until end of turn.
When this enchantment enters, create a Blood token for each opponent you have. Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip {2}.
Whenever this creature or another Vampire you control enters, this creature fights up to one target creature an opponent controls. Whenever a creature dealt damage by this creature this turn dies, create a Blood token.
Cleave {4}{U}{U}{R} Take an extra turn after this one. During that turn, damage can't be prevented. [At the beginning of that turn's end step, you lose the game.] Exile Alchemist's Gambit.
Enchant player Creatures attacking enchanted player have trample. Whenever a creature deals combat damage to enchanted player, that player exiles the top card of their library. Until end of turn, that creature's controller may play that card and they may spend mana as though it were mana of any color to cast that spell.
At the beginning of your end step, create a 1/1 red Human creature token. Then if you control exactly thirteen permanents, you may sacrifice this enchantment. When you do, it deals 7 damage to any target.
Whenever a permanent you control is dealt damage, this creature deals that much damage to any target. {1}{R}: This creature gets +2/+0 until end of turn. Nightbound