Deck 9.9 23 Rite of Aramesir Normal Spell If you control no "Adventurer Token": Special Summon 1 "Adventurer Token" (Fairy/EARTH/Level 4/ATK 2000/DEF 2000), then if you do not control "Fateful Adventure", you can place 1 "Fateful Adventure" from your Deck face-up in your Spell & Trap Zone
You just cant get away from them
The common equipment in Scars doesnt tend to pump power well (probably because a common Bonesplitter would make infect too powerful), but the ones that do are doubly effective
is a great land that offers any color you need, and it just so happens to give you a mana sink to attract more than one rat token each turn

Section 28 Summary Input: One playing of King Crab Output: Lots of reuse of Skyshroud Poacher Layer count: For each Bloodbond March, for each Clash of Realities on a new Mimic Vat, for each Guilty Conscience on Mimic Vat, for each Rite of Passage putting counters on Mimic Vat, for each Doubling Season on the Rite of Passage counters added to Mimic Vat, for each Rings of Brighthearth on Sinking Feeling's ability while it's attached to Mimic Vat, for each Rings of Brighthearth on Mimic Vat's ability, for each Clash of Realities on King Crab, for each Guilty Conscience on King Crab, for each Rite of Passage putting counters on King Crab, for each Doubling Season on the Rite of Passage counters added to King Crab, for each Rings of Brighthearth on Sinking Feeling's ability while it's attached to King Crab, for each Rings of Brighthearth on King Crab's ability, for each Grip of Chaos, for each Psychic Battle...15

At just one line of text, this very straightforward card states anytime your opponent loses life, you gain that much life