House Vampire
Whenever House Vampire deals combat damage to a player, you may pay {x}. If you do, surveil X. Then, if X is 4 or greater, draw a card.
{u}{b}: House Vampire gains flying and menace until end of turn.
Dimir Vampires are neither beautiful sophisticates nor savage hedonists. Without breath, they are silent and without a heart, merciless.
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