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Rules guide · Creature

Vampire BatsHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Duel Decks Anthology: Garruk vs. Liliana· December 5, 2014
Carte Magic Vampire Bats

Vampire Bats is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

Flying (This creature can't be blocked except by creatures with flying or reach.) {B}: This creature gets +1/+0 until end of turn. Activate no more than twice each turn.

Complete guide

Vampire Bats is a classic black creature that offers early-game pressure and evasion. For just one black mana, you get a flyer that can temporarily boost its power to surprise your opponents.

Flying and Power Buffs

Vampire Bats has the keyword ability Flying, meaning it can only be blocked by creatures that also have flying or reach. Its activated ability allows you to pay one black mana to give it +1/+0 until the end of the turn. However, you must keep track of how many times you have used this ability; you can only activate it twice per turn, effectively capping its power at 2 or 3 depending on other effects.

How it Resolves

When you activate the ability of Vampire Bats, you pay one black mana and place the ability on the stack. Once it resolves, the creature's power increases by 1. If you activate it a second time, the power increases again. If you try to activate it a third time, the game rules prevent the activation from occurring because of the restriction text 'Activate no more than twice each turn.'

Common Mistakes

A common mistake is forgetting that the activation limit applies to the specific creature instance on the battlefield. If Vampire Bats leaves the battlefield and returns, it is treated as a new object, and the limit resets. Additionally, the +1/+0 buff only lasts until the cleanup step of the turn it was activated.

Strategic Timing

Because the power boost is an activated ability, you can wait until after your opponent declares blockers to see if you need the extra damage. It is also a useful way to spend excess mana at the end of an opponent's turn if you need to deal with a specific threat, though it is primarily an offensive tool.

Interaction examples

Aerial Acceleration

You control Vampire Bats and Ornithopter of Paradise. You tap Ornithopter of Paradise to add one black mana to your mana pool. You then spend that mana to activate the ability of Vampire Bats, making it a 1/1 flyer. Because Ornithopter of Paradise also has flying, it is one of the few types of creatures that could potentially block an opponent's Vampire Bats.

Dying for a Cause

You have Vampire Bats and Blood Artist on the battlefield. You attack with Vampire Bats and activate its ability twice, making it a 2/1. Your opponent blocks with a 1/1 flyer, and both creatures die. Blood Artist's triggered ability then goes on the stack, allowing you to drain 1 life from your opponent and gain 1 life because Vampire Bats died.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Vampire Bats

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

modernlegacypaupervintagepennycommanderoathbreakerpaupercommanderduelpremodernpredhtlr
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