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Magic Arcana: Sorting Cards

Do you sort like this? You may want to change. Visit Visit http://www.wizards.com/default.asp?x=mtgcom/arcana/1640 for the full story.

Author: wizardsmtg
Keywords: magic
Added: July 23, 2008

Magic Arcana: Magic-Related Injury

After seeing this, you may want to change up your Magic card-sorting habits. Visit http://www.wizards.com/default.asp?x=mtgcom/arcana/1640 for the full story.

Author: wizardsmtg
Keywords: magic
Added: July 23, 2008

How to Become a Judge for Magic: The Gathering

This video goes over the basics of judging and how to get started helping out at local events.

Author: wizardsmtg
Keywords: magic pro tour judge
Added: July 2, 2008

イーブンタイド動画: 回顧

マジック:ザ・ギャザリング新セット「イーブンタイド」の新メカニズム"回顧"をブランドン・ボッジが紹介します。

Author: wizardsmtg
Keywords: magic eventide
Added: June 30, 2008

Vespro Videos: Rievocare

Brandon Bozzi ti guida attraverso le carte ibride, la meccanica fondamentale della prossima espansione Vespro per Magic: The Gathering.

Author: wizardsmtg
Keywords: magic eventide
Added: June 30, 2008

Coucheciel Videos: Pistage

Brandon Bozzi vous explique l'hybride, la mécanique principale de l'extension Coucheciel de Magic: The Gathering.

Author: wizardsmtg
Keywords: magic eventide
Added: June 30, 2008

Crepúsculo Videos: Desandar

Brandon Bozzi te presenta las cartas híbridas, una mecánica clave de la flamante colección Crepúsculo de Magic the Gathering.

Author: wizardsmtg
Keywords: magic eventide
Added: June 30, 2008

Abendkühle Videos: Zurückverfolgen

Brandon Bozzi erklärt euch Hybridkarten, den wichtigsten Mechanismus im demnächst erscheinenden Magic: The Gathering-Set Abendkühle.

Author: wizardsmtg
Keywords: magic eventide
Added: June 30, 2008

イーブンタイド動画: 彩色

マジック:ザ・ギャザリング新セット「イーブンタイド」の新メカニズム"彩色"をブランドン・ボッジが紹介します。

Author: wizardsmtg
Keywords: magic eventide
Added: June 30, 2008

Vespro Videos: Cromia

Brandon Bozzi ti guida attraverso cromia, una nuova meccanica della prossima espansione Vespro per Magic: The Gathering.

Author: wizardsmtg
Keywords: magic eventide
Added: June 30, 2008

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Eventide Full Cardlist / Spoiler

July 10th, 2008

 

 Discuss Eventide  |  Printable Eventide Spoiler

White (16)

Archon of Justice 3WW   4/4
Creature - Archon 
Flying
When Archon of Justice is put into a graveyard from play, remove target permanent from the game.
 #1/180

Ballynock Trapper   3W    2/2
Creature - Kithkin Soldier 
T: Tap target creature.
Whenever you play a white spell, you may untap Ballynock Trapper.
 #2/180

Cenn’s Enlistment   3W
Sorcery 
Put two 1/1 white Kithkin Soldier creature tokens into play.
Retrace
 #3/180 

Endless Horizons    3W
Enchantment 
When Endless Horizons comes into play, search your library for any number of Plains cards and remove them from the game. Then shuffle your library.
At the beginning of your upkeep, you may put a card you own removed from the game with Endless Horizons into your hand.
Illus. Joshua Hagler #4/180 

Endure    3WW
Instant 
Prevent all damage that would be dealt to you and permanents you control this turn.
 #5/180 

Flickerwisp   1WW       3/1  
Creature - Elemental 
Flying
When Flickerwisp comes into play, remove another target permanent from the game. Return that card to play under its owner’s control at the end of turn.
Its wings disturb more than air.
Illus. Jeremy Enecio #6/180

Hallowed Burial   3WW
Sorcery 
Put all creatures on the bottom of their owners’ libraries. 

Kithkin Spellduster  4W      2/3
Creature - Kithkin Wizard 
Flying
1W, Sacrifice Kithkin Spellduster: Destroy target enchantment.
Persist
 #8/180

Kithkin Zealot   1W      1/3
Creature - Kithkin Cleric 
When Kithkin Zealot comes into play, you gain 1 life for each black and/or red permanent target opponent controls.
 #9/180

Light from Within    2WW
Enchantment 
Chroma- Each creature you control gets +1/+1 for each white mana symbol in its mana cost.
Illus. Alexsi Briclot #10/180 

Loyal Gryfalcon   3W          3/3  
Creature - Bird 
Defender, flying
Whenever you play a white spell, Loyal Gyrfalcon loses defender until end of turn. 
 

Patrol Signaler   1W        1/1 
Creature - Kithkin Soldier 
1W ut, : Put a 1/1 white Kithkin Soldier creature token into play.
 #12/180

Recumbent Bliss   2W
Enchantment - Aura 
Enchant creature
Enchanted creature can’t attack or block.
At the beginning of your upkeep, you may gain 1 life.
  
Spirit of the Hearth   4WW       4/5  
Creature - Cat Spirit 
Flying
You can’t be the target of spells or abilities your opponents control.
Thieves know that a snarl in the night means, “Rob another house”.
Illus. Jason Chan #14/180 

Springjack Shepherd   3W          1/2   
Creature - Kithkin Wizard 
Chroma - When Springjack Shepherd comes into play, put a 0/1 white Goat creature into play for each white mana symbol in the mana costs of permanents you control.
“Live together, die alone.”
 #15/180 

Suture Spirit   1W       1/1
Creature - Spirit 
Flying
B/W B/W B/W: Regenerate target creature.
Illus. Larry McDougal #16/180

Blue (16)

Banishing Knack   U
Instant 
Until end of turn, target creature gains “: Return target nonland permanent to its owner’s hand.”
Illus. Howard Lyon #17/180 

Cache Raiders   3UU      4/4
Creature - Merfolk Rogue 
At the beginning of your upkeep, return a permanent you control to its owner’s hand.
What the current doesn’t take, they do.
Illus. Pete Venters #18/180

Dream Fracture   1UU
Instant 
Counter target spell. Its controller draws a card.
Draw a card.
Illus. Howard Lyon #19/180 

Dream Thief   2U         2/1
Creature - Faerie Rogue 
Flying
When Dream Thief comes into play, draw a card if you’ve played another blue spell this turn.
 #20/180

Glamerdye    1U
Instant 
Change the text of target spell or permanent by replacing all instances of one color word with another.
Retrace
Illus. Ralph Horsley #21/180 

 

Glen Elendra Archmage   3U     2/2  
Creature - Faerie Wizard 
Flying
U, Sacrifice Glen Elendra Archmage: Counter target noncreature spell.
Persist
Illus. Warren Mahy #22/180 

Idle Thoughts   3U
Enchantment 
: Draw a card if you have no cards in hand.
Inspiration strikes the uncluttered mind.
Illus. Stephen Belledin #23/180 

Indigo Faerie   1U           1/1
Creature - Faerie Wizard 
Flying
U: Target permanent becomes blue in addition to its other colors until end of turn.
Illus. Steve Prescott #24/180 

Inundate   3UUU
Sorcery 
Return all nonblue creatures to their owners’ hands.
“For years, the landfolk have emptied their refuse into the waters. It’s time to return the favor”
Illus. Mark Zug #25/180 

Merrow Levitator   3U         2/3
Creature - Merfolk Wizard 
T: Target creature gains flying until end of turn.
Whenever you play a blue spell, you may untap Merfolk Levitator. 
  

Oona’s Grace   2U
Target player draws a card.
Retrace
Illus. Rebecca Guay #27/180 

Razorfin Abolisher  2U      2/2
Creature - Merfolk Wizard 
1U, T : Return target creature with a counter on it to its owner’s hand.
Illus. William O’Connor #28/180 

Sanity Grinding    UUU
Sorcery 
Chroma - Reveal the top ten cards of your library. For each blue mana symbol in the mana costs of the revealed cards, target opponent puts the top card of his or her library into his or her graveyard. Then put the cards you revealed this way on the bottom of your library in any order.
Illus. Lars Grant-West #29/180 

Talonrend   4U        0/5
Creature - Elemental 
Flying
U/R : Talonrend gets +1/-1 until end of turn.
Change is a denizen of Shadowmoor as much as ouphes and noggles are.
Illus. Nils Hamm #30/180 

Wake Thrasher  2U     1/1 
Creature - Merfolk Soldier 
Whenever a permanent you control becomes untapped, Wake Thrasher gets +1/+1 until end of turn.
Anyone who thinks Merrows have more brains than brawn has never been run over by one.
 #31/180 

Wilderness Hypnotist 2UU      1/3 
Creature - Merfolk Wizard 
T: Target red or green creature gets -2/-0 until end of turn.
Illus. Rebecca Guay #32/180   

Black (16)

Ashling the Extinguisher  2BB        4/4
Legendary Creature - Elemental Shaman 
Whenever Ashling the Extinguisher deals combat damage to a player, choose target creature that player controls. He or she sacrifices that creature.
The Aurora had transformed her into a relentless force of destruction.
Illus. Wayne Reynolds  

Creakwood Ghoul  4B       3/3
Creature- Plant Zombie 
B/G B/G:Remove target card in a graveyard from the game.You gain 1 life
 #34/180

Crumbling Ashes  1B  
Enchantment 
At the beginning of your upkeep, destroy target creature with a -1/-1 counter on it.
“I was there to watch my brothers’ quenching. I drew the slightest warmth from their dying rage.” - Illulia of Nighthearth
Illus. Chuck Lukacs #35/180 

Lingering Tormentor  3B    2/2
Creature -Spirit 
Fear
Persist
 #36/180 

Merrow Bonegnawer   B       1/1
Creature - Merfolk Rogue 
T: Target player removes a card in his or her graveyard from the game.
Whenever you play a black spell, you may untap Merrow Bonegnawer.
Illus. Jim Nielson #37/180 

Necroskitter   1BB       1/4
Creature - Elemental 
Wither (This creature deals damage in the form of -1/-1 counters.)
Whenever a creature an opponent controls with a -1/-1 counter on it is put into a graveyard, you may return that card to play under your control.
Illus. Jaime Jones #38/180 

Needle Specter   1BB      1/1
Creature - Specter 
Flying
Wither (This deals damage to creatures in the form of -1/-1 counters)
Whenever Needle Specter deals combat damage to a player, that player discards that many cards.
Illus. Christopher Moeller  

Nightmare Incursion   5B
Sorcery 
Search target player’s library for up to X cards, where X is the number of Swamps you control, and remove them from the game. Then that player shuffles his or her library.
Illus. Chuck Lukacs  

Raven’s Crime    B
Sorcery 
Target player discards a card.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)
It plucks away memories like choice bits of carrion
Illus. Warren Mahy  

Smoldering Butcher  3B    4/2
Creature - Elemental Warrior 
Wither
 #42/180

Soot Imp    1BB        1/2
Creature - Imp 
Flying
Whenever a player plays a nonblack spell, that player loses 1 life.
Illus. Jesper Ejsing #43/180

Soul Reap   1B
Sorcery 
Destroy target nongreen creature. Its controller loses 3 life if you’ve played another black spell this turn.
#44/180 

Soul Snuffers  2BB      3/3 
Creature - Elemental Shaman 
When Soul Snuffers comes into play, put a -1/-1 counter on each creature.
Illus. Izzy #45/180

Syphon Life   1BB
Sorcery 
Target player loses 2 life and you gain 2 life.
Retrace (If this card is in your graveyard, you may play it by discarding a land card in addition to paying its other costs.) 
  

Talara’s Bane   1B
Sorcery 
Target opponent reveals his or her hand. Choose a green or white creature card from it. You gain life equal to that creature card’s toughness, then that player discards that card.
Illus. Joshua Hagler #47/180 

Umbra Stalker  4BBB       */* 
Creature - Elemental 
Chroma - Umbra Stalker’s power and toughness are each equal to the number of black mana symbols in the mana costs of cards in your graveyard.
Don’t venture into the darkness, lest it decide not to let you leave.
Illus. Daarken #48/180 

Red (16)

Chaotic Backlash   4R
Instant 
Chaotic Backlash deals damage to target player equal to twice the number of white and/or blue permanents he or she controls.
Illus. Carl Frank #49/180 

Cinder Pyromancer 2R       0/1 
Creature - Elemental Shaman 
T: Cinder Pyromancer deals 1 damage to target player.
Whenever you play a red spell, you may untap Cinder Pyromancer.
“If the whole world burns, I’ll never grow old.”
 #50/180

Duergar Cave-Guard 3R      1/3  
Creature - Dwarf Warrior 
Wither
R/W: Duergar Cave-Guard gets +1/+0 until end of turn.
Illus. Dave Allsop #51/180

Fiery Bombardment   1R
Enchantment 
Chroma- , Sacrifice a creature: Fiery Bombardment deals damage to target creature or player equal to the number of red mana symbols in the sacrificed creature’s mana cost.
It kills two beasts with one thrown. 
  

Flame Jab   R
Sorcery 
Flame Jab deals 1 damage to target creature or player.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)
Illus. R. K. Post #53/180 

Hatchet Bully   3R   3/3
Creature - Goblin Warrior 
2,R,T, Put a -1/-1 counter on a creature you control: Hatchet Bully deals 2 damage to target creature or player.
“It’s not much for eating, but I think we can find somethin’ to do with it.”
Illus. Paul Bonner #54/180

Hateflayer   5RR     5/5
Creature - Elemental 
Wither
, : Hateflayer deals damage equal to its power to target creature or player.
Illus. Thomas M. Baxa #55/180 

Heartlash Cinder   1R      1/1
Creature - Elemental Warrior 
Haste
Chroma - When Heartlash Cinder comes into play, it gets +X/+0 until end of turn, where X is the number of red mana symbols in the mana costs of permanents you control.
Illus. Steve Prescott #56/180

Hotheaded Giant   3R     4/4
Creature - Giant Warrior 
Haste
Hotheaded Giant comes into play with two -1/-1 counters on it unless you played another red spell this turn.
Illus. Fred Harper #57/180 

Impelled Giant   4RR       3/3
Creature - Giant Warrior 
Trample
Tap an untapped red creature you control other than Impelled Giant: Impelled Giant gets +X/+0 until end of turn, where X is the power of the creature tapped this way.
Illus. Mark Zug #58/180 

Outrage Shaman   3RR       2/2 
Creature - Goblin Shaman 
Chroma - When Outrage Shaman comes into play, it deals damage to target creature equal to the number of red mana symbols in the mana costs of permanents you control.
A boggart’s mind is a tinderbox of volatile thoughts, hungry for a spark.
Illus. Cole Eastburn 

Puncture Blast   2R
Instant 
Wither
Puncture Blast deals 3 damage to target creature or player.
 #60/180 

Rekindled Flame   2RR
Sorcery 
Rekindled Flame does 4 damage to target creature or player.
At the beginning of your upkeep, if an opponent has no cards in hand, you may return Rekindled Flame from your graveyard to your hand.
  

Stigma Lasher   RR    2/2
Creature - Elemental Shaman 
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Whenever Stigma Lasher deals damage to a player, that player can’t gain life for the rest of the game.
The extinguisher’s curse lasted long after her departure.
Illus. Alexsi Briclot 

Thunderblust   2RRR   7/2
Creature - Elemental 
Haste
Thunderblust has trample as long as it has a -1/-1 counter on it.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner’s control with a -1/-1 counter on it.)
Illus. Dan Scott  

Unwilling Recruit  XRRR
Sorcery 
Gain control of target creature until end of turn. Untap that creature. It gets +X/+0 and gains haste until end of turn.
Illus. Dave Allsop #64/180 

Green (16)

Aerie Ouphes 4G    3/3 
Creature - Ouphe 
Persist
Sacrifice Aerie Ouphes: Aerie Ouphes deals damage equal to its power to target creature with flying.
  

Bloom Tender  1G    1/1
Creature - Elf Druid 
T: For each color among permanents you control, add one mana of that color to your mana pool.
Beauty is a seed, waiting to blossom under her capable hands.
Illus. Chippy  

Duskdale Wurm   5GG   7/7
Creature - Wurm 
Trample
Illus. Dan Dos Santos #67/180

Helix Pinnacle   G
Enchantment 
Shroud
X: Put X tower counters on Helix Pinnacle.
At the beginning of your upkeep, if there are 100 or more tower counters on Helix Pinnacle, you win the game. 
  

Marshdrinker Giant  3GG   4/3 
Creature - Giant Warrior 
When Marshdrinker Giant comes into play, destroy target Island or Swamp an opponent controls.
 

Monstrify   3G
Sorcery 
Target creature gets +4/+4 until the end of turn.
Retrace
Gackt came to regret keeping his pet toads on his head.
Illus. Lars Grant-West #70/180 

Nettle Sentinel  G   2/2
Creature - Elf Warrior 
Nettle Sentinel doesn’t untap during its controller’s untap step.
Whenever you play a green spell, you may untap Nettle Sentinel.
 #71/180 

Phosphorescent Feast  2GGG 
Sorcery 
Chroma- Reveal any number of cards in your hand. You gain 2 life for each green mana symbol in those cards’ mana costs.
Illus. Ron Spencer #72/180 

Primalcrux   GGGGGG    */*
Creature - Elemental 
Trample
Chroma- Primalcrux’s power and toughness are each equal to the number of green mana symbols in the mana costs of permanents you control.
Illus. Wayne Reynolds #73/180 

Regal Force   4GGG      5/5
Creature - Elemental 
When Regal Force comes into play, draw a card for each green creature you control.
Illus. Brandon Kitouski #74/180

Savage Conception   3GG
Sorcery 
Put a 3/3 green Beast creature token into play.
Retrace
Illus. William O’Connor #75/180 

Swirling Spriggan   2GG   3/3 
Creature - Goblin Shaman 
U/G U/G: Target creature you control becomes the color or colors of your choice until end of turn.
After its encounter with the spriggan, the patrol was red with anger, green with envy, white with fear, and painfully black and blue.
Illus. Thomas M. Baxa

Talara’s Battalion  1G    4/3 
Creature - Elf Warrior 
Trample
Play Talara’s only if you played another green spell this turn.
The safewright Talara protects a delicate woodland waterfall. She has vowed to send wave after wave of warriors to slay any who would disturb its beauty.
Illus. Todd Lockwood #77/180

Tilling Treefolk  2G      1/3
Creature - Treefolk Druid 
When Tilling Treefolk comes into play, you may return up to two target land cards from your graveyard to your hand.
Illus. R. K. Post #78/180 

Twinblade Slasher   G     1/1
Creature - Elf Warrior 
Wither
1G: Twinblade Slasher gets +2/+2 until end of turn. Play this ability only once each turn.
Illus. Trevor Hairsine #79/180 

Wicker-bough Elder  3G     4/4
Creature - Treefolk Shaman 
Wicker-Bough Elder comes into play with a -1/-1 counter on it.
G, Remove a -1/-1 counter from Wicker-bough Elder : Destroy target artifact or enchantment.
“Living Scarecrows make a mockery of the living order. Dead ones make fine hats.”
 #80/180 

Hybrid (85)

Black / White

Batwing Brume   1 B/W
Instant 
Prevent all combat damage that would be dealt this turn if W was spent to play Batwing Brume.
Each player loses 1 life for each attacking creature he or she controls if B was spent to play this. (Do both if BW was spent)
 #81/180 

Beckon Apparition   B/W
Instant 
Remove target card in a graveyard from the game. Put a 1/1 white and black Spirit creature token with flying into play.
Illus. Larry McDougal #82/180 

Bloodied Ghost   1 B/W B/W   3/3  
Creature - Spirit 
Flying
Bloodied Ghost comes into play with a -1/-1 counter on it.
Illus. Mike Dringenberg #83/180 

Cauldron Haze  1 B/W
Instant 
Choose any number of target creatures. Each of those creatures gains persist until end of turn.
 #84/180 

Deathbringer Liege  2 B/W B/W B/W   3/4 
Creature - Horror 
Other white creatures you control get +1/+1.
Other black creatures you control get +1/+1.
Whenever you play a white spell, you may tap target creature.
Whenever you play a black spell, you may destroy target creature if it is tapped.
 #85/180

Divinity of Pride  B/W B/W B/W B/W B/W   4/4
Creature - Spirit Avatar 
Flying, lifelink
Divinity of Pride gets +4/+4 as long as you have 25 or more life.
Illus. Greg Staples #86/180

Edge of the Divinity   B/W
Enchantment - Aura 
Enchant Creature
As long as enchanted creature is white, it gets +1/+2.
As long as enchanted creature is black, it gets +2/+1.
 #87/180 

Evershrike    3 B/W B/W     2/2
Creature - Elemental Spirit 
Flying
Evershrike gets +2/+2 for each Aura attached to it.
X B/W B/W: Return Evershrike from your graveyard to play. You may put an Aura card with converted mana cost X or less from your hand into play attached to it. If you don’t, remove Evershrike from the game.
Illus. Dan Dos Santos #88/180

Gwyllion Hedge-Mage   2 B/W   2/2
Creature - Hag Wizard 
When Gwyllion Hedge-Mage comes into play, if you control two or more plains, you may put a 1/1 white Kithkin Soldier creature token into play.
When Gwyllion Hedge-Mage comes into play, if you control two or more swamps, you may put a -1/-1 counter on target creature.
Illus. Todd Lockwood #89/180

Harvest Gwyllion 2 B/W B/W    2/4  
Creature - Hag 
Wither (This creature deals damage in the form of -1/-1 counters.)
 #90/180

Nightsky Mimic  1 B/W       2/1
Creature - Shapeshifter 
Whenever you play a spell that’s both black and white, Nightsky Mimic becomes 4/4 and gains flying until end of turn.
 #91/180 

Nip Gwyllion  B/W          1/1
Creature - Hag 
Lifelink
 #92/180

Pyrrhic Revival  3 B/W B/W B/W 
Sorcery 
Each player returns each creature card in his or her graveyard to play with a -1/-1 counter on it.
 #93/180 

Restless Apparition  B/W B/W B/W     2/2 
Creature - Spirit 
B/W B/W B/W : Restless Apparition gets +3/+3 until end of turn.
Persist
Illus. Jeff Easley #94/180 

Stillmoon Cavalier  1 B/W B/W     2/1
Creature - Zombie Knight 
Protection from white and from black
: Stillmoon Cavalier gains flying until end of turn.
: Stillmoon Cavalier gains first strike until end of turn.
: Stillmoon Cavalier gets +1/+0 until end of turn.
 #95/180 

Unmake    B/W B/W B/W
Instant 
Remove target creature from the game.
A gwyllion’s favorite trap is the vanity mirror. A bewitched piece of glass traps the looker’s soul and does away with the body.
Illus. Stephen Belledin #96/180 

Voracious Hatchling   3 B/W  6/6
Creature - Elemental 
Lifelink
Voracious Hatchling comes into play with four -1/-1 counters on it.
Whenever you play a white spell, remove a -1/-1 counter from Voracious Hatchling.
Whenever you play a black spell, remove a -1/-1 counter from Voracious Hatchling.
Illus. Jeremy Enecio #97/180 

Blue / Red

Call the Skybreaker  5 U/R U/R
Sorcery 
Put a 5/5 red and blue Elemental creature token with flying into play.
Retrace (You may play this card from the graveyard by discarding a land card in addition to paying its other costs.)
It hears and answers every orison across Shadowmoor
Illus. Randy Gallegos #98/180 

Clout of the Dominus   U/R
Enchantment - Aura 
Enchant Creature
As long as enchanted creature is blue, it gets +1/+1 and has shroud.
As long as enchanted creature is red, it gets +1/+1 and has haste.
 #99/180 

Crag Puca   U/R U/R U/R   2/4
Creature - Shapeshifter 
: Switch Crag Puca’s power and toughness until end of turn.
 #100/180 

Crackleburr    1 U/R U/R   2/2
Creature - Elemental 
U/R,U/R,T- Tap two untapped red creatures you control: Crackleburr deals 3 damage to target creature or player.
ut, Untap two tapped blue creatures you control: Return target creature to its owner’s hand.
 #101/180 

Dominus of Fealty   U/R U/R U/R U/R U/R     4/4
Creature - Spirit Avatar 
Flying
At the beginning of your upkeep, you may gain control of target permanent until end of turn. If you do, untap it and it gains haste until end of turn.
 #102/180

Inside Out   1 U/R
Instant 
Switch target creature’s power and toughness until end of turn.
Draw a card.
Illus. Zoltan Boros & Gabor Szikszai #103/180 

Mindwrack Liege  3 U/R U/R U/R     4/4
Creature - Horror 
Other blue creatures you control get +1/+1.
Other red creatures you control get +1/+1.
: You may put a red or blue creature card from your hand into play.
 #104/180 

Mirror Sheen   1 U/R U/R
Enchantment 
: Copy target instant or sorcery spell that targets you. You may choose new targets for the copy.
Illus. John Avon #105/180 

Noggle Bandit   1 U/R U/R 2/2
Creature - Noggle Rogue 
Noggle Bandit can’t be blocked except by creatures with defender.
Illus. Thomas Denmark #106/180 

Noggle Bridgebreaker  2 U/R U/R   4/3
Creature - Noggle Rogue 
When Noggle Bridgebreaker comes into play, return a land you control to its owner’s hand.
Illus. Thomas M. Baxa #107/180 

Noggle Hedge-mage   2 U/R          2/2
Creature - Noggle Wizard 
When Noggle Hedge-mage comes into play, if you control two or more Islands, you may tap two target permanents.
When Noggle Hedge-mage comes into play, if you control two or more Mountains, you may have it deal 2 damage to target player.
 #108/180 

Noggle Ransacker   2 U/R         2/1
Creature - Noggle Rogue 
When Noggle Ransacker comes into play, each player draws two cards, then discards a card at random.
Illus. Alex Horley-Orlandelli #109/180

Nucklavee   4 U/R U/R            4/4
Creature - Beast 
When Nucklavee comes into play, you may return target red sorcery card from your graveyard to your hand.
When Nucklavee comes into play, you may return target blue instant card from your graveyard to your hand.
Illus. Trevor Hairsaine #110/180
Riverfall Mimic   1 U/R         2/1
Creature - Shapeshifter 
Whenever you play a spell that’s both blue and red, Riverfall Mimic becomes 3/3 and is unblockable until end of turn.
Mimics don’t hide their natural form well, but their disguises work well enough on boggarts.
Illus. Franz Vohinkel #111/180 

Shrewd Hatchling   3 U/R  6/6
Creature - Elemental 
Shrewd Hatchling comes into play with four -1/-1 counters on it.
: Target creature can’t block Shrewd Hatchling this turn.
Whenever you play a blue spell, remove a -1/-1 counter from Shrewd Hatchling.
Whenever you play a red spell, remove a -1/-1 counter from Shrewd Hatchling.
Illus. Christopher Moeller #112/180 

Stream Hopper  U/R    1/1
Creature - Goblin 
U/R: Stream Hopper gains flying until end of turn.
Illus. Dave Allsop #113/180

Unnerving Assault   2 U/R
Instant 
Creatures your opponents control get -1/-0 until end of turn if U was spent to play Unnerving Assault, and creatures you control get +1/+0 until end of turn if R was spent to play it. (Do both if UR was spent)
The scales of battle rarely balance.
Illus. Ron Spencer #114/180 

Black / Green

Canker Abomination  2 B/G B/G      6/6  
Creature - Treefolk Horror 
When Canker Abomination comes into play, choose an opponent. Canker Abomination comes into play with a -1/-1 counter it on for each creature that player controls.
Once the hideous disease takes hold, it spreads through both bark and mind.
 #115/180

Cankerous Thirst  3 B/G
Instant 
If B was spent to play Cankerous Thirst, you may have target creature get -3/-3 until end of turn. If G was spent to play Cankerous Thirst, you may have target creature get +3/+3 until end of turn. (Do both if BG was spent)
Illus. Carl Frank #116/180 

Creakwood Liege   1 B/G B/G B/G 2/2
Creature - Horror 
Other black creatures you control get +1/+1.
?Other green creatures you control get +1/+1.
At the beginning of your upkeep, you may put a 1/1 black and green Worm creature token into play.
 #117/180 

Deity of Scars    B/G B/G B/G B/G B/G     7/7
Creature - Spirit Avatar 
Trample
Deity of Scars comes into play with two -1/-1 counters on it.
B/G, Remove a -1/-1 counter from Deity of Scars: Regenerate Deity of Scars.
“His skin cuts swords.”
-The Seer’s Parables
Illus. Steve Prescott #118/180 

Desecrator Hag   2 B/G B/G  2/2
Creature - Hag 
When Desecrator Hag comes into play, return to your hand the creature card in your graveyard with the highest power. If two or more cards are tied for highest power, you chose one of them.
Loose earth is not a burial but an appetizer.
 #119/180 

Doomgape    4 B/G B/G B/G       10/10
Creature - Elemental 
Trample
At the beginning of your upkeep, sacrifice a creature. You gain life equal to that creature’s toughness.
It eats and eats until the juiciest morsel it can find is itself.
Illus. Dave Allsop #120/180 

Drain the Well   2 B/G B/G
Sorcery 
Destroy target land. You gain 2 life.
Illus. Warren Mahy #121/180 

Gift of the Deity   4 B/G
Enchantment - Aura 
Enchant Creature
As long as enchanted creature is black ,it gets +1/+1 and has deathtouch.
As long as enchanted creature is green , it gets +1/+1 and all creatures able to block it do so.
Illus. Steve Prescott #122/180 

Hag Hedge-Mage   2 B/G   2/2
Creature - Hag Shaman 
When Hag Hedge-Mage comes into play, if you control two or more swamps, you may have target player discard a card.
When Hag Hedge-Mage comes into play, if you control two or more forests, you may put target card in your graveyard on top of your library.
Illus. Scott Altmann #123/180 

Noxious Hatchling   3 B/G     6/6
Creature - Elemental 
Noxious Hatchling comes into play with four -1/-1 counters on it.
Wither
Whenever you play a black spell, remove a -1/-1 counter from Noxious Hatchling.
Whenever you play a green spell, remove a -1/-1 counter from Noxious Hatchling.
Illus. Nils Hamm #124/180 

Odious Trow   B/G       1/1
Creature - Troll 
1 B/G: Regenerate Odious Trow.
 #125/180

Quillspike  2 B/G      1/1
Creature - Beast 
B/G, Remove a -1/-1 counter from a creature you control: Quillspike gets +3/+3 until end of turn.
 #126/180 

Rendclaw Trow   2 B/G  2/2
Creature - Troll 
Wither
Persist
Illus. Warren Mahy #127/180

Sapling of Colfenor   3 B/G B/G    2/5
Legendary Creature - Treefolk Shaman 
Sapling of Colfenor is indestructible.
Whenever Sapling of Colfenor attacks, reveal the top card of your library. If it is a creature card, you gain life equal to that card’s toughness, lose life equal to its power, then put it into your hand.
Her plans may yet bear fruit.
Illus. John Avon #128/180

Stalker Hag   B/G B/G B/G   3/2
Creature - Hag 
Swampwalk, forestwalk
Illus. Dave Kendall #129/180 

Woodlurker Mimic   1 B/G    2/1
Creature - Shapeshifter 
Whenever you play a spell that’s both black and green, Woodlurker Mimic becomes 4/5 and gains wither until end of turn.
 #130/180

Worm Harvest  2 B/G B/G B/G   
Sorcery 
Put a 1/1 black and green Worm creature token into play for each land card in your graveyard.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)
Illus. Chuck Lukacs #131/180 

Red / White

Balefire Liege   2 R/W R/W R/W    2/4
Creature - Spirit Horror 
Other red creatures you control get +1/+1.
Other white creatures you control get +1/+1.
Whenever you play a red spell, Balefire Liege deals 3 damage to target player.
Whenever you play a white spell, you gain 3 life.
 #132/180 

Battlegate Mimic  1 R/W          2/1
Creature - Shapeshifter 
Whenever you play a spell that’s both red and white, Battlegate Mimic becomes 4/2 and gains first strike until end of turn.
 #133/180 

Belligerent Hatchling  3 R/W    6/6
Creature - Elemental 
Belligerent Hatchling comes into play with four -1 / -1 counters on it.
First Strike
Whenever you play a white spell, remove a -1/-1 counter from Belligerent Hatchling.
Whenever you play a red spell, remove a -1/-1 counter from Belligerent Hatchling.
 #134/180 

Double Cleave   1 R/W
Instant 
Target creature gains double strike until end of turn.
 #135/180 

Duergar Assailant   R/W           1/1
Creature - Dwarf Soldier 
Sacrifice Duergar Assailant: Duergar Assailant deals 1 damage to target attacking or blocking creature.
Illus. Paul Bonner #136/180 

Duergar Hedge-Mage   2 R/W     2/2
Creature - Dwarf Shaman 
When Duergar Hedge-Mage comes into play, if you control two or more Mountains, you may destroy target artifact.
When Duergar Hedge-Mage comes into play, if you control two or more Plains, you may destroy target enchantment.
Illus. Dave Allsop #137/180 

Duergar Mine-Captain   2 R/W  2/1
Creature - Dwarf Soldier 
1 R/W, : Attacking creatures get +1/+0 until end of turn.
 #138/180 

Figure of Destiny   R/W     1/1
Creature - Kithkin 
R/W: Figure of Destiny becomes a 2/2 Kithkin Spirit.
R/W R/W R/W : If Figure of Destiny is a Spirit, it becomes a 4/4 Kithkin Spirit Warrior.
R/W R/W R/W R/W R/W R/W: If Figure of Destiny is a Warrior, it becomes an 8/8 Kithkin Spirit Warrior Avatar with flying and first strike.
 #139/180 

Fire at Will    R/W R/W R/W
Instant 
Fire at Will deals 3 damage divided as you choose among any number of target attacking or blocking creatures.
 #140/180 

Hearthfire Hobgoblin   R/W R/W R/W   2/2
Creature - Goblin Soldier 
Double Strike
Hobgoblins are best left alone. They sharpen their farm implements far more than is necessary for their work in the fields.
Illus. Stephen Belledin #141/180

Hobgoblin Dragoon   2 R/W          1/2
Creature - Goblin Knight 
Flying, first strike.
 #142/180 

Moonhold   2 R/W
Instant 
Target player can’t play land cards this turn if R was spent to play Moonhold and can’t play creature cards this turn if W was spent to play it. (Do both if RW was spent)
 #143/180 

Nobilis of War   R/W R/W R/W R/W R/W     3/4
Creature - Spirit Avatar 
Flying
Attacking creatures you control get +2/+0.
 #144/180 

Rise of the Hobgoblins   R/W R/W
Enchantment 
When Rise of the Hobgoblins comes into play, you may pay . If you do, put X 1/1 red and white Goblin Soldier tokens into play.
: red and/or white creatures you control gain first strike until end of turn.
 #145/180 

Scourge of the Nobilis  2 R/W 
Enchantment - Aura 
Enchant creature
As long as enchanted creature is red, it gets +1/+1 and has:”R/W: This creature gets +1/+0 until end of turn.”
As long as enchanted creature is white it gets +1/+1 and has lifelink. (Whenever it deals damage, its controller gains that much life.)
Illus. Dan Scott #146/180 

Spitemare   2 R/W R/W    3/3
Creature - Elemental 
Whenever Spitemare is dealt damage, Spitemare deals that much damage to target creature or player.
 #147/180 

Waves of Aggression   3 R/W R/W
Sorcery 
Untap all creatures that attacked this turn. After this phase, there is an additional combat phase followed by an additional main phase.
Retrace
#148/180 

Green / Blue

Cold-Eyed Selkie   1 G/U G/U  1/1
Creature - Merfolk Rogue 
Islandwalk
Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.
Illus. Jaime Jones #149/180

Fable of Wolf and Owl   3 G/U G/U G/U 
Enchantment 
Whenever you play a green spell, you may put a 2/2 green Wolf creature token into play.
Whenever you play a blue spell, you may put a 1/1 blue Bird creature token with flying into play.
The forest grew fangs. The sky spread its wings.
Illus. Heather Hudson #150/180 

Favor of the Overbeing   1G/U
Enchantment - Aura 
Enchant Creature
As long as enchanted creature is green, it gets +1/+1 and has vigilance.
As long as enchanted creature is blue, it gets +1/+1 and flying.
Illus. Chippy #151/180 

Gilder Bairn    1 G/U G/U    1/3
Creature - Ouphe 
2 G/U ut, : For each counter on target permanent, put another of those counters on that permanent.
Illus. Nils Hamm #152/180 

Grazing Kelpie   3 G/U       2/3
Creature - Beast 
G/U, Sacrifice Grazing Kelpie: Put target card in a graveyard on the bottom of its owner’s library.
Persist
Illus. Drew Tucker #153/180 

Groundling Pouncer  1 G/U        2/1
Creature - Faerie 
G/U: Groundling Pouncer gets +1/+3 and gains flying until end of turn. Play this ability only once each turn and only if an opponent controls a creature with flying.
Endry was determined to teach his groundlings a few winged-faerie tricks.
 #154/180

Invert the Skies   3 G/U
Instant 
Creatures your opponents control lose flying until end of turn if G was spent to play Invert the Skies, and creatures you control gain flying until end of turn if U was spent to play it. (Do both if GU was spent)
Illus. Randy Gallegos #155/180 

Murkfiend Liege   2 G/U G/U G/U      4/4
Creature - Horror 
Other green creatures you control get +1/+1.
Other blue creatures you control get +1/+1.
Untap all green and/or blue creatures you control during each other player’s untap step.
Illus. Carl Critchlow #156/180 

Overbeing of Myth    G/U G/U G/U G/U G/U     */*
Creature - Spirit Avatar 
Overbeing of Myth’s power and toughness are each equal to the number of cards in your hand.
At the beginning of your draw step, draw a card.
Illus. Chippy #157/180 

Selkie Hedge-Mage  2 G/U   2/2
Creature - Merfolk Wizard 
When Selkie Hedge Mage comes into play, if you control two or more Forests, you may gain 3 life.
When Selkie Hedge Mage comes into play, if you control two or more Islands, you may return target tapped creature to its owner’s hand.
Illus. Larry McDougal #158/180 

Shorecrasher Mimic    1 G/U    2/1
Creature - Shapeshifter 
Whenever you play a spell that’s both green and blue, Shorecrasher Mimic becomes 5/3 and gains trample until end of turn.
Illus. Franz Vohinkel #159/180 

Slippery Bogle    G/U         1/1
Creature - Beast 
Slippery Bogle can’t be the target of spells or abilities your opponents control.
Illus. Dave Allsop #160/180

Snakeform   2 G/U
Instant 
Target creature loses all abilities and becomes a 1/1 green Snake until end of turn.
Draw a card.
Illus. Jim Nielson #161/180 

Spitting Image   4 G/U G/U   
Sorcery 
Put a token into play that’s a copy of target creature.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)
Spitting is the customary greeting between a creature and its magical impostor.
Illus. Jim Nelson #162/180 

Sturdy Hatchling   3 G/U      6/6
Creature - Elemental 
Sturdy Hatchling comes into play with four -1/-1 counters on it
G/U: Sturdy Hatchling gains shroud until end of turn.
Whenever you play a green spell, remove a -1/-1 counter from Sturdy Hatchling.
Whenever you play a blue spell, remove a -1/-1 counter from Sturdy Hatchling.
Illus. Darrell Riche #163/180 

Trapjaw Kelpie  4 G/U G/U     3/3 
Creature - Beast 
Flash
Persist
 #164/180

Wistful Selkie   G/U G/U G/U    2/2
Creature - Merfolk Wizard 
When Wistful Selkie comes into play, draw a card.
 #165/180 

Colorless (9)

Altar Golem   7     */*
Artifact Creature - Golem 
Trample
Altar Golem’s power and toughness are each equal to the number of creatures in play.
Altar Golem doesn’t untap during its controller’s untap step.
Tap five untapped creatures you control: Untap Altar Golem.
Illus. Rob Alexander #166/180 

Antler Skulkin   5    3/3
Artifact Creature - Scarecrow 
: Target white creature gains persist until end of turn.
 #167/180 

Fang Skulkin   2       2/1
Artifact Creature - Scarecrow 
: Target black creature gains wither until end of turn.
Illus. Ron Brown #168/180 

Hoof Skulkin   3       2/2
Artifact Creature - Scarecrow 
3: Target green creature gets +1/+1 until end of turn.
 #169/180 

 

Jawbone Skulkin   1
Artifact Creature - Scarecrow 
2: Target red creature gains haste until end of turn.
Illus. Jeff Easley #170/180 1/1

Leering Emblem   2
Artifact - Equipment 
Whenever you play a spell, equipped creatures gets +2/+2 until end of turn.
Equip:2 
 #171/180 

Scarecrone  3         1/2
Artifact Creature - Scarecrow 
1, Sacrifice a Scarecrow: Draw a card.
4,ut : Return target artifact creature card from your graveyard to play.
 #172/180 

Shell Skulkin  4       3/2
Artifact Creature - Scarecrow 
3: Target blue creature gains shroud until end of turn.
Illus. Cole Eastburn #173/180

Ward of Bones   6
Artifact 
Each opponent who controls more creatures than you can’t play creature cards. The same is true for artifacts, enchantments and lands.
Mages dare not attempt magic in its grotesque presence.
Illus. David Martin #174/180 

Land (6)
Cascade Bluffs  
Land 
T: Add 1 to your mana pool.
U/R,T : Add UU,UR, or RR to your mana pool.
  
Fetid Heath  
Land 
T: Add 1 to your mana pool.
W/B,T: Add WW, WB, or BB to your mana pool. 

Flooded Grove  
Land 
T: Add 1 to your mana pool.
G/B,T : Add UU,UG or GG to your mana pool. 

Rugged Prairie  
Land 
T: Add 1 to your mana pool.
R/W,T: Add WW, RR, or RW to your mana pool.
 #178/180 

Springjack Pasture  
Land 
T: Add 1 to your mana pool.
4,T: Put a 0/1 white Goat creature token into play.
T,Sacrifice X Goats: Add X mana of any one color to your mana pool. You gain X life.
Illus. Terese Nielson #179/180 

 

Twilight Mire  
Land 
T: Add 1 to your mana pool.
B/G,T: Add BB, BG or GG to your mana pool.

MTG Prerelease General Info and Eventide Pre-release card

July 8th, 2008

With the Eventide Pre-release just a few short days away, I was asked by someone who had never been to a Magic the Gathering Prerelease, if I could explain what to expect when they make their way to their first Magic the Gathering pre-release event. So here goes…

I have been attending Magic pre-releases for years and have been to pre-releases in several differerent states as well. While there are slight differences based on location, the general formats are the same. Prizes do vary by location.

The formats are flights (sealed), drafts, two headed giant (2HG) or teams, and Open Dueling (pre-constructed deck). All lands are provided.

A flight is a sealed deck tournament where you will receive one tournament pack (75 cards) of the main set, which for the pre release coming up happens to be Shadowmoor and 3 Booster Packs of the Sub-set, in which case is Eventide. If it is a main set pre-release then you only get two packs to go with your tournament pack. Generally, there is one “Main” Flight where any number of players can sign up. This is a long tournament but has the largest prizes as it has an unlimited number of players. Other flights are generally limited to 32 players and run 5 rounds. These 32 player flights just kick off as soon as 32 players sign up and run pretty much all day long. From the pool of cards you get you have to make a minimum 40 card deck (including lands) and all the other cards are / can be used as your sideboard. The average cost is about 30 bucks and you will get to keep the tournament pack, the three booster packs, and a Foil Alternative Art Rare pre-release card which happens to be Overbeing of Myth for Eventide’s pre-release, plus any prizes that you might win, usually more packs.

Drafting is done like typical drafting, each player gets three unopened packs, Open one pack, take one card and pass the rest of the pack, each player takes one card and passes, and so on, open your next pack and repeat. This cost around 15.00 dollars and you get to keep all cards you draft, whether you Rare draft or draft to win. Each draft is usually 8 players and again run all day and start everytime 8 players sign up. Prizes are also given as packs. Again, you have to make a minimun 40 card deck and all other cards are your sideboard.

Two Headed Giant (2HG) is relatively new. There is generally only one two headed giant tournament which allows all interested pairs to sign up, you have to have a partner or find one at the pre-release. Each team will receive 1 Starter (tournament pack) of Shadowmoor, 4 Boosters of Eventide, 2 Foil Pre-Release Cards. Each player makes a minimum 40 card deck. You get to keep all cards but you and your teammate have to divide them amongst yourselves. The cost of this is generally 40 to 50 dollars or 20-25 per person. Prize packs have to be split as well.

Open Dualing is brand new, well within the last year. It cost 15 dollars generally and you will receive an Eventide Theme Deck (pre-constructed deck), which you get to keep. You just play leisurly with your theme deck without modifying it between other matches. It is designed for newcomers. Many locations also give a prerelease card for this event but some require you to have a certain number of matches recorded, as in after you play 5 matches and get your 5 opponents to sign your slip you can get your prerelease card and/or an extra pack too.

The most important thing, if you have never been to a pre-release:
1. Get there early.
2. Plan on staying late, an average flight runs for several hours.
3. Don’t be afraid to ask questions and call a judge if you are in doubt about anything relating to the rules. They are there to help and that is what anyone else will do.
4. Have fun, pre-releases are designed to be fun, meet new players, and learn new strategies and card combos.

Oh yeah, did I mention that you get a foil alternative art prerelease card and eventide’s is Overbeing of Myth

Eventide Prerelease Card

Upcoming changes with Shards of Alara

June 19th, 2008

Eventide is the next Magic the Gathering expansion set to be released as the second and final block of Shadowmoor, with pre-releases scheduled in just 22 days. That being said why is there such a buzz about Shards of Alara. Well just last week Wizards of the Coast announced they were making a number of changes to the Magic: The Gathering trading card game and publishing offerings. Say what, yep, BIG CHANGES.

Beginning with the Shards of Alara set, which incedentally doesn’t release until October 3, 2008, Wizards will have the following changes in place:

Set Size: Smaller set sizes, This is not really that shocking as set sizes have steadily been decreasing over the years, in fact, when Ice Age was released back in 1995, it was a 383 card set, Mirroden released in 2003 as a 306 card set, compared to the most recent, Shadowmoor, a 281 card set. Shards of Alara is set to be a 229 card set.

Rarity: Along with the smaller set sizes, Wizards will also be introducing a new level of rarity called mythic rare. The mythic rare cards will appear in approximately 1 out of every 8 booster packs replacing the normal rare. Mythic Rare Foils (otherwise known as premium cards) will however replace a common as all current Foils do. Mythic Rares will also have a new color symbol and the first Mythic Rare ever previewed is below: Check out Sarkhan Vol!

Sarkan Vol Planeswalker

Yeah, if you didn’t pick up on that, Planeswalkers are definately back in Shards of Alara.

Booster Packs: The breakdown of a Magic the Gathering Booster Pack is also changing by replacing one common with a basic land. Not sure of what purpose this serves except to ensure that everyone gets a land as their last card in a draft, but the pack breakdown for Shards of Alara is as follows: 1 rare, 3 uncommons, 10 commons, 1 basic land, and 1 tip or token card.

Intro Packs: Theme Decks have been replaced by intro packs. An intro pack is a 41 card theme deck plus one booster pack. Intro packs are designed specifically at helping beginners get into the game and each one includes a premium or foil rare. Plans currently call for 5 intro packs to be released for each set, but if we know nothing else we know that could change too. Here’s a first look at the Shards of Alara theme deck, I mean Intro Pack:

Grixus Undead Shards of Alara Intro Pack

Book Publishing: If you are one of the many that can’t wait to read the stories that accompany the cards when a new set is released then you should be aware that Wizards has also changed the publishing schedule. Magic Books will now be published quarterly, four times a year and largely focus on Planeswalkers. In the Fall a Planeswalkers guide will be released for coinciding with the plane of the main block released that fall as well. In the Winter and Summer a Planeswalkers story will be released, and in the spring a Novel regarding the current block will be released. Of course this will have some impact to the fat packs that are released with each set as well.

Fat Packs: With Shadowmoor, Fat Packs changed slightly to include only one card box and eight booster packs instead of the previous six booster packs and two card boxes. Beginning with Shards of Alara FatPacks will now include an excerpt of the most current publishing offering in lieu of the previously included set-based novel, one card box, eight booster packs, and one 20 sided spin down lifecounter / dice.

For better or worse Lots of changes are coming regarding the future of Magic the Gathering.

Discuss it