Defender
At the beginning of your end step, create a 1/1 black and red Demon creature token with haste.
Whenever another Demon you control dies, target opponent loses 1 life.
—the Icon of Sin, Doom II
Defender
At the beginning of your end step, create a 1/1 black and red Demon creature token with haste.
Whenever another Demon you control dies, target opponent loses 1 life.

When Former Lab Tech dies, each opponent loses 1 life.
When Former Human Sergeant dies, it deals 1 damage to any target. (It drops the shotgun firing.)

Infight (Whenever this creature is dealt damage by a creature, it deals that much damage to that creature.)
When Imp enters, it deals 1 damage to any target. (A ball of fire, straight at your face.)
Flying, infight
Lost Soul can't block.
Sacrifice Lost Soul: It deals 2 damage to target creature. (It rams whatever is nearest, then bursts.)
Infight (Whenever this creature is dealt damage by a creature, it deals that much damage to that creature.)
: Commando deals 1 damage to target creature. (The chaingun never has to reload.)
Infight (Whenever this creature is dealt damage by a creature, it deals that much damage to that creature.)
Pinky can't block.
Whenever Pinky becomes blocked, it gets +2/+0 until end of turn.
Skulk (This creature can't be blocked by creatures with greater power.)

Infight (Whenever this creature is dealt damage by a creature, it deals that much damage to that creature.)
Other Demon creatures you control get +1/+0.
Whenever another creature you control dies, Alpha Demon deals 1 damage to any target.
: Arachnotron deals 1 damage to any target. (The plasma never stops.)
When Arch-vile enters, it deals 2 damage to target creature an opponent controls. (Line of sight is all it needs.)
,
, Sacrifice another creature: Return target Demon card with mana value 4 or less from your graveyard to the battlefield tapped.
Flying
Infight (Whenever this creature is dealt damage by a creature, it deals that much damage to that creature.)
When Cacodemon enters, it deals 2 damage to target creature an opponent controls. (Ball lightning, belched.)
Infight (Whenever this creature is dealt damage by a creature, it deals that much damage to that creature.)
Whenever Hell Knight becomes blocked, it deals 2 damage to any target. (It throws first.)

Skulk (This creature can't be blocked by creatures with greater power.)
Whenever Nightmare Spectre attacks, creatures you control get +0/+1 and gain infight until end of turn.
Flying
At the beginning of your end step, create a 2/1 red Spirit creature token with flying and haste named Lost Soul.
When Pain Elemental dies, create two 2/1 red Spirit creature tokens with flying and haste named Lost Soul. (It bursts into the things it breeds.)
Infight (Whenever this creature is dealt damage by a creature, it deals that much damage to that creature.)
Whenever Revenant attacks, it deals 2 damage to target creature defending player controls. (The missiles follow you around corners.)
Whenever Mancubus attacks, it deals 2 damage divided as you choose among one or two target creatures defending player controls.

Skulk (This creature can't be blocked by creatures with greater power.)
When Spectre Pack enters, create a 3/2 black Demon creature token with skulk named Spectre.
Infight (Whenever this creature is dealt damage by a creature, it deals that much damage to that creature.)
When Baron of Hell enters, target creature an opponent controls gets -3/-3 until end of turn. (A gout of green plasma.)

When The Bruiser Brothers enters, if it isn't a token, create a token that's a copy of it, except the token isn't legendary. (E1M8: they hunt in pairs.)
Trample
Infight (Whenever this creature is dealt damage by a creature, it deals that much damage to that creature.)
Whenever Cyberdemon attacks, it deals 3 damage to any target. (Rockets, walking.)
Whenever Spider Mastermind attacks, it deals 1 damage to each creature defending player controls. (The super chaingun sweeps the room.)

Equipped creature gets +1/+0 and has deathtouch.
Equip

Equipped creature gets +2/+0.
Whenever equipped creature attacks, it deals 1 damage to each of up to two target creatures defending player controls.
Equip

Equipped creature gets +3/+0.
Whenever equipped creature attacks, it deals 2 damage to target creature defending player controls.
Equip

Equipped creature gets +2/+0.
Whenever equipped creature attacks, it deals 3 damage to target creature defending player controls.
Equip

Equipped creature gets +3/+0.
Whenever equipped creature attacks, it deals 2 damage to target creature defending player controls and 1 damage to that creature's controller.
Equip

Equipped creature gets +4/+0.
Whenever equipped creature attacks, it deals 4 damage to target creature defending player controls and 1 damage to each other creature that player controls.
Equip

,
, Sacrifice Exploding Barrel: It deals 3 damage to any target.
When Backpack enters, draw a card.
: Add
or
.

: Add
.
, Sacrifice Blue Keycard: Draw a card. (The armory is open.)

: Add one mana of any color.

: Add
.
, Sacrifice Red Keycard: Target creature can't be blocked this turn. (The door is open.)
, Sacrifice UAC Supply Drop: Draw a card.

: Add
or
.
,
, Sacrifice Weapons Cache: Search your library for an Equipment card, reveal it, put it into your hand, then shuffle. (One trip, one weapon.)

: Add
or
.
, Sacrifice Yellow Keycard: Target creature gets +2/+0 until end of turn. (The weapon cache is open.)
: Add two mana in any combination of
and/or
.
At the beginning of your end step, create a 1/1 black and red Demon creature token with haste. (The cubes fly until something stops them. Nothing stops them.)

Demon spells you cast cost less to cast.
: Add
.

, Sacrifice Invulnerability Sphere: Creatures you control get +0/+2 and gain indestructible until end of turn. (Thirty seconds inside the horde while they shoot each other.)

Draw a card. If a creature died this turn, draw two cards instead.
Target creature you control gets +2/+0 and gains infight until end of turn. (It turns on whatever touches it.)

Direct Hit deals 2 damage to target creature and 1 damage to each other creature that player controls. (Splash damage is how the horde learns to hate itself.)

Target opponent sacrifices a creature of their choice.

Create X 1/1 black and red Demon creature tokens with haste.

You draw two cards and you lose 2 life. (The intermission screen never lies.)

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

Target creature you control fights target creature you don't control. (Chainsaw diplomacy.)

Destroy target creature. (The ceiling comes down. The ceiling goes up. Repeat.)

Infighting deals 4 damage divided as you choose among one or two target creatures you don't control. (One stray fireball and the horde turns on itself.)

Return up to two target Demon cards with mana value 4 or less from your graveyard to the battlefield tapped. You lose 3 life.

Return up to two target Demon cards from your graveyard to your hand.

You gain 6 life.
Draw a card.

Creatures you control get +2/+0 and gain infight until end of turn. (Every demon in earshot turns on whatever hurts it.)

Create three 1/1 black and red Demon creature tokens with haste. They attack this combat if able.

Search your library for up to two Equipment cards, put them onto the battlefield, then shuffle. (Very happy ammo added.)

You gain 8 life. Draw two cards.

Destroy all non-Demon creatures.

BFG Blast deals 6 damage to target creature and 2 damage to each other creature its controller controls. (The tracers find everyone in the room.)

Whenever an opponent attacks you or a planeswalker you control, create a 1/1 black and red Demon creature token with haste. (The wall was never a wall.)

At the beginning of your upkeep, each opponent loses 1 life. (The sky over Inferno is a wound.)

Whenever a Demon you control dies, target opponent loses 1 life and you gain 1 life.

At the beginning of your end step, return up to one target Demon card with mana value 4 or less from your graveyard to the battlefield tapped. (On Nightmare, they come back.)

Enchant creature
You control enchanted creature. (Whatever walks in Hell walks out wearing you.)

: Add
.
,
, Sacrifice Barrels o' Fun: It deals 2 damage to any target.

: Add
.
,
, Sacrifice Dead Simple: Create a 1/1 black and red Demon creature token with haste.

Dis enters tapped unless an opponent lost life this turn.
: Add
or
.

: Add
.
,
: Add
or
.

Hell Beneath enters tapped.
: Add
or
.
When Hell Beneath enters, scry 1.

Hell Keep enters tapped unless you control a Demon.
: Add
or
.

Icon's Lair enters tapped.
: Add
or
.
,
: Create a 1/1 black and red Demon creature token with haste.


Phobos Anomaly enters tapped.
: Add
or
.
,
, Sacrifice Phobos Anomaly: Return target creature to its owner's hand. (The gate takes them somewhere worse.)


System Control enters tapped.
: Add
or
.
When System Control enters, you gain 1 life.

The Hangar enters tapped.
: Add
or
.

The Hunted Halls enters tapped.
: Add
or
.
,
, Sacrifice The Hunted Halls: Return target Demon card from your graveyard to your hand.

: Add
.
,
: Each opponent loses 1 life. (Something enormous paces the parapet.)

Toxin Refinery enters tapped.
: Add
or
.