Eventide

180 Card Expansion Set
Release Date: Jul 25th 2008
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Showing cards 145 - 180 of 180.

Rise of the Hobgoblins

Rise of the Hobgoblins
Rise of the Hobgoblins
Enchantment

When Rise of the Hobgoblins enters the battlefield, you may pay {X}. If you do, create X 1/1 red and white Goblin Soldier creature tokens.

{R/W}: Red creatures and white creatures you control gain first strike until end of turn.

A river even the merrow dare not cross.

Scourge of the Nobilis

Scourge of the Nobilis
Scourge of the Nobilis
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. (Damage dealt by the creature also causes its controller to gain that much life.)

Spitemare

Spitemare
Spitemare
Creature — Elemental

Whenever Spitemare is dealt damage, it deals that much damage to any target.

"I knew a creature carved from a dream of wild freedom. Any attempt to leash or exploit it failed, and at terrible cost."

—Ashling

3/3

Waves of Aggression

Waves of Aggression
Waves of Aggression
Sorcery

Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.

Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)

Cold-Eyed Selkie

Cold-Eyed Selkie
Cold-Eyed Selkie
Creature — Merfolk Rogue

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.

She follows the old tributaries built when merrows still shaped the tides.

1/1

Fable of Wolf and Owl

Fable of Wolf and Owl
Fable of Wolf and Owl
Enchantment

Whenever you cast a green spell, you may create a 2/2 green Wolf creature token.

Whenever you cast a blue spell, you may create a 1/1 blue Bird creature token with flying.

The forest grew fangs. The sky spread its wings.

Favor of the Overbeing

Favor of the Overbeing
Favor of the Overbeing
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 has flying.

Enlightenment is the mundane seen from the vantage point of the divine.

Gilder Bairn

Gilder Bairn
Gilder Bairn
Creature — Ouphe

{2}{G/U}, {Q}: Double the number of each kind of counter on target permanent. ({Q} is the untap symbol.)

Do the glowing trinkets show it the way home, or do they set a twisted path for someone else to follow?

1/3

Grazing Kelpie

Grazing Kelpie
Grazing Kelpie
Creature — Beast

{G/U}, Sacrifice Grazing Kelpie: Put target card from a graveyard on the bottom of its owner's library.

Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

2/3

Groundling Pouncer

Groundling Pouncer
Groundling Pouncer
Creature — Faerie

{G/U}: Groundling Pouncer gets +1/+3 and gains flying until end of turn. Activate 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.

2/1

Invert the Skies

Invert the Skies
Invert the Skies
Instant

Creatures your opponents control lose flying until end of turn if {G} was spent to cast this spell, and creatures you control gain flying until end of turn if {U} was spent to cast this spell. (Do both if {G}{U} was spent.)

Murkfiend Liege

Murkfiend Liege
Murkfiend Liege
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.

4/4

Overbeing of Myth

Overbeing of Myth
Overbeing of Myth
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 an additional card.

"She walks among us unseen, learning from our imperfections."

—*The Seer's Parables*

*/*

Selkie Hedge-Mage

Selkie Hedge-Mage
Selkie Hedge-Mage
Creature — Merfolk Wizard

When Selkie Hedge-Mage enters the battlefield, if you control two or more Forests, you may gain 3 life.

When Selkie Hedge-Mage enters the battlefield, if you control two or more Islands, you may return target tapped creature to its owner's hand.

2/2

Shorecrasher Mimic

Shorecrasher Mimic
Shorecrasher Mimic
Creature — Shapeshifter

Whenever you cast a spell that's both green and blue, Shorecrasher Mimic has base power and toughness 5/3 until end of turn and gains trample until end of turn.

The Aurora replaced the changelings' innocence with malice and their curiosity with hunger.

2/1

Slippery Bogle

Slippery Bogle
Slippery Bogle
Creature — Beast

Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Bogles are very tasty if you can get the skin off. It's getting a blade on them that's the problem.

1/1

Snakeform

Snakeform
Snakeform
Instant

Until end of turn, target creature loses all abilities and becomes a green Snake with base power and toughness 1/1.

Draw a card.

Losing his possessions distressed him, but the lack of limbs was strangely liberating.

Spitting Image

Spitting Image
Spitting Image
Sorcery

Create a token that's a copy of target creature.

Retrace (You may cast 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.

Sturdy Hatchling

Sturdy Hatchling
Sturdy Hatchling
Creature — Elemental

Sturdy Hatchling enters the battlefield with four -1/-1 counters on it.

{G/U}: Sturdy Hatchling gains shroud until end of turn. (It can't be the target of spells or abilities.)

Whenever you cast a green spell, remove a -1/-1 counter from Sturdy Hatchling.

Whenever you cast a blue spell, remove a -1/-1 counter from Sturdy Hatchling.

6/6

Trapjaw Kelpie

Trapjaw Kelpie
Trapjaw Kelpie
Creature — Beast

Flash

Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

Travelers in these waters leave a bit of themselves behind.

3/3

Wistful Selkie

Wistful Selkie
Wistful Selkie
Creature — Merfolk Wizard

When Wistful Selkie enters the battlefield, draw a card.

Selkies call to a sea they never swam, in a tongue they never spoke, with a song they never learned.

2/2

Altar Golem

Altar Golem
Altar Golem
Artifact Creature — Golem

Trample

Altar Golem's power and toughness are each equal to the number of creatures on the battlefield.

Altar Golem doesn't untap during your untap step.

Tap five untapped creatures you control: Untap Altar Golem.

*/*

Antler Skulkin

Antler Skulkin
Antler Skulkin
Artifact Creature — Scarecrow

{2}: Target white creature gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

Every skull has a tale to tell, and a skulkin is many dire tales cobbled together.

3/3

Fang Skulkin

Fang Skulkin
Fang Skulkin
Artifact Creature — Scarecrow

{2}: Target black creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)

"Everything falls apart. But living things fall apart in the most fascinating ways."

—Mowagh the Gwyllion

2/1

Hoof Skulkin

Hoof Skulkin
Hoof Skulkin
Artifact Creature — Scarecrow

{3}: Target green creature gets +1/+1 until end of turn.

It hunts with the memory of a long lost herd.

2/2

Jawbone Skulkin

Jawbone Skulkin
Jawbone Skulkin
Artifact Creature — Scarecrow

{2}: Target red creature gains haste until end of turn.

"Ah, skull of shrew—a very potent substance. In powdered form, it gives thrice the zing of noggle hoof pulp."

—Boghald, Barrenton medic

1/1

Leering Emblem

Leering Emblem
Leering Emblem
Artifact — Equipment

Whenever you cast a spell, equipped creature gets +2/+2 until end of turn.

Equip {2}

The banner was not a symbol of victory, but a herald of the carnage to come.

Scarecrone

Scarecrone
Scarecrone
Artifact Creature — Scarecrow

{1}, Sacrifice a Scarecrow: Draw a card.

{4}, {T}: Return target artifact creature card from your graveyard to the battlefield.

Her poppets bring joy to the truly depraved.

1/2

Shell Skulkin

Shell Skulkin
Shell Skulkin
Artifact Creature — Scarecrow

{3}: Target blue creature gains shroud until end of turn. (It can't be the target of spells or abilities.)

Skulkins confer strange benefits on unsuspecting patrons.

3/2

Ward of Bones

Ward of Bones
Ward of Bones
Artifact

Each opponent who controls more creatures than you can't cast creature spells. The same is true for artifacts and enchantments.

Each opponent who controls more lands than you can't play lands.

Mages dare not attempt magic in its grotesque presence.

Cascade Bluffs

Cascade Bluffs
Cascade Bluffs
Land

{T}: Add {C}.

{U/R}, {T}: Add {U}{U}, {U}{R}, or {R}{R}.

Travelers bathe in the falls to wash away curses from the pucas who lurk nearby.

Fetid Heath

Fetid Heath
Fetid Heath
Land

{T}: Add {C}.

{W/B}, {T}: Add {W}{W}, {W}{B}, or {B}{B}.

"Do not linger in such places, child. There the gwyllions dance. If they find you, you will join in their revels for eternity."

—Talara, elvish safewright

Flooded Grove

Flooded Grove
Flooded Grove
Land

{T}: Add {C}.

{G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U}.

At full moon, the river seeps over its banks and crawls through the woods like a blanket of serpents.

Rugged Prairie

Rugged Prairie
Rugged Prairie
Land

{T}: Add {C}.

{R/W}, {T}: Add {R}{R}, {R}{W}, or {W}{W}.

Hobs bury their kin far from home. They believe the dry, open ground keeps hags from stealing the bones and gwyllions from stealing the spirits.

Springjack Pasture

Springjack Pasture
Springjack Pasture
Land

{T}: Add {C}.

{4}, {T}: Create a 0/1 white Goat creature token.

{T}, Sacrifice X Goats: Add X mana of any one color. You gain X life.

Twilight Mire

Twilight Mire
Twilight Mire
Land

{T}: Add {C}.

{B/G}, {T}: Add {B}{B}, {B}{G}, or {G}{G}.

As their roots soaked in a weak tea of bogwater and decay, the trees absorbed the essence of death into their living tissue.

Showing cards 145 - 180 of 180.
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