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Eventide
Shadowmoor
Tenth Edition
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Eventide

 Abendkühle  Coucheciel  Vespro  Crepúsculo  Entardecer  イーブンタイド  暮光  Сумерки

→ Checklist → Cards

1. Archon of Justice

Creature — Archon 4/4 3WW (5) Eventide (Rare)
Flying
When Archon of Justice is put into a graveyard from play, remove target permanent from the game.

2. Ballynock Trapper

Creature — Kithkin Soldier 2/2 3W (4) Eventide (Common)
{T}: Tap target creature.
Whenever you play a white spell, you may untap Ballynock Trapper.

3. Cenn's Enlistment

Sorcery 3W (4) Eventide (Common)
Put two 1/1 white Kithkin Soldier creature tokens into play.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

4. Endless Horizons

Enchantment 3W (4) Eventide (Rare)
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.

5. Endure

Instant 3WW (5) Eventide (Uncommon)
Prevent all damage that would be dealt to you and permanents you control this turn.

6. Flickerwisp

Creature — Elemental 3/1 1WW (3) Eventide (Uncommon)
Flying
When Flickerwisp comes into play, remove another target permanent from the game. Return that card to play under its owner's control at end of turn.

7. Hallowed Burial

Sorcery 3WW (5) Eventide (Rare)
Put all creatures on the bottom of their owners' libraries.

8. Kithkin Spellduster

Creature — Kithkin Wizard 2/3 4W (5) Eventide (Common)
Flying
{1}{W}, Sacrifice Kithkin Spellduster: Destroy target enchantment.
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.)

9. Kithkin Zealot

Creature — Kithkin Cleric 1/3 1W (2) Eventide (Common)
When Kithkin Zealot comes into play, you gain 1 life for each black and/or red permanent target opponent controls.

10. Light from Within

Enchantment 2WW (4) Eventide (Rare)
Chroma — Each creature you control gets +1/+1 for each white mana symbol in its mana cost.

11. Loyal Gyrfalcon

Creature — Bird 3/3 3W (4) Eventide (Uncommon)
Defender, flying
Whenever you play a white spell, Loyal Gyrfalcon loses defender until end of turn.

12. Patrol Signaler

Creature — Kithkin Soldier 1/1 1W (2) Eventide (Uncommon)
{1}{W}, {Q}: Put a 1/1 white Kithkin Soldier creature token into play. ({Q} is the untap symbol.)

13. Recumbent Bliss

Enchantment — Aura 2W (3) Eventide (Common)
Enchant creature
Enchanted creature can't attack or block.
At the beginning of your upkeep, you may gain 1 life.

14. Spirit of the Hearth

Creature — Cat Spirit 4/5 4WW (6) Eventide (Rare)
Flying
You can't be the target of spells or abilities your opponents control.

15. Springjack Shepherd

Creature — Kithkin Wizard 1/2 3W (4) Eventide (Uncommon)
Chroma — When Springjack Shepherd comes into play, put a 0/1 white Goat creature token into play for each white mana symbol in the mana costs of permanents you control.

16. Suture Spirit

Creature — Spirit 1/1 1W (2) Eventide (Uncommon)
Flying
{W/B}{W/B}{W/B}: Regenerate target creature.

17. Banishing Knack

Instant U (1) Eventide (Common)
Until end of turn, target creature gains "{T}: Return target nonland permanent to its owner's hand."

18. Cache Raiders

Creature — Merfolk Rogue 4/4 3UU (5) Eventide (Uncommon)
At the beginning of your upkeep, return a permanent you control to its owner's hand.

19. Dream Fracture

Instant 1UU (3) Eventide (Uncommon)
Counter target spell. Its controller draws a card.
Draw a card.

20. Dream Thief

Creature — Faerie Rogue 2/1 2U (3) Eventide (Common)
Flying
When Dream Thief comes into play, draw a card if you played another blue spell this turn.

21. Glamerdye

Instant 1U (2) Eventide (Rare)
Change the text of target spell or permanent by replacing all instances of one color word with another.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

22. Glen Elendra Archmage

Creature — Faerie Wizard 2/2 3U (4) Eventide (Rare)
Flying
{U}, Sacrifice Glen Elendra Archmage: Counter target noncreature spell.
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.)

23. Idle Thoughts

Enchantment 3U (4) Eventide (Uncommon)
{2}: Draw a card if you have no cards in hand.

24. Indigo Faerie

Creature — Faerie Wizard 1/1 1U (2) Eventide (Uncommon)
Flying
{U}: Target permanent becomes blue in addition to its other colors until end of turn.

25. Inundate

Sorcery 3UUU (6) Eventide (Rare)
Return all nonblue creatures to their owners' hands.

26. Merrow Levitator

Creature — Merfolk Wizard 2/3 3U (4) Eventide (Common)
{T}: Target creature gains flying until end of turn.
Whenever you play a blue spell, you may untap Merrow Levitator.

27. Oona's Grace

Instant 2U (3) Eventide (Common)
Target player draws a card.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

28. Razorfin Abolisher

Creature — Merfolk Wizard 2/2 2U (3) Eventide (Uncommon)
{1}{U}, {T}: Return target creature with a counter on it to its owner's hand.

29. Sanity Grinding

Sorcery UUU (3) Eventide (Rare)
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.

30. Talonrend

Creature — Elemental 0/5 4U (5) Eventide (Uncommon)
Flying
{U/R}: Talonrend gets +1/-1 until end of turn.

31. Wake Thrasher

Creature — Merfolk Soldier 1/1 2U (3) Eventide (Rare)
Whenever a permanent you control becomes untapped, Wake Thrasher gets +1/+1 until end of turn.

32. Wilderness Hypnotist

Creature — Merfolk Wizard 1/3 2UU (4) Eventide (Common)
{T}: Target red or green creature gets -2/-0 until end of turn.

33. Ashling, the Extinguisher

Legendary Creature — Elemental Shaman 4/4 2BB (4) Eventide (Rare)
Whenever Ashling, the Extinguisher deals combat damage to a player, choose target creature that player controls. He or she sacrifices that creature.

34. Creakwood Ghoul

Creature — Plant Zombie 3/3 4B (5) Eventide (Uncommon)
{B/G}{B/G}: Remove target card in a graveyard from the game. You gain 1 life.

35. Crumbling Ashes

Enchantment 1B (2) Eventide (Uncommon)
At the beginning of your upkeep, destroy target creature with a -1/-1 counter on it.

36. Lingering Tormentor

Creature — Spirit 2/2 3B (4) Eventide (Uncommon)
Fear
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.)

37. Merrow Bonegnawer

Creature — Merfolk Rogue 1/1 B (1) Eventide (Common)
{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.

38. Necroskitter

Creature — Elemental 1/4 1BB (3) Eventide (Rare)
Wither (This deals damage to creatures 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.

39. Needle Specter

Creature — Specter 1/1 1BB (3) Eventide (Rare)
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.

40. Nightmare Incursion

Sorcery 5B (6) Eventide (Rare)
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.

41. Raven's Crime

Sorcery B (1) Eventide (Common)
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.)

42. Smoldering Butcher

Creature — Elemental Warrior 4/2 3B (4) Eventide (Common)
Wither (This deals damage to creatures in the form of -1/-1 counters.)

43. Soot Imp

Creature — Imp 1/2 1BB (3) Eventide (Uncommon)
Flying
Whenever a player plays a nonblack spell, that player loses 1 life.

44. Soul Reap

Sorcery 1B (2) Eventide (Common)
Destroy target nongreen creature. Its controller loses 3 life if you played another black spell this turn.

45. Soul Snuffers

Creature — Elemental Shaman 3/3 2BB (4) Eventide (Uncommon)
When Soul Snuffers comes into play, put a -1/-1 counter on each creature.

46. Syphon Life

Sorcery 1BB (3) Eventide (Uncommon)
Target player loses 2 life and you gain 2 life.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

47. Talara's Bane

Sorcery 1B (2) Eventide (Common)
Target opponent reveals his or her hand. Choose a green or white creature card from it. You gain life equal that creature card's toughness, then that player discards that card.

48. Umbra Stalker

Creature — Elemental X/X 4BBB (7) Eventide (Rare)
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.

49. Chaotic Backlash

Instant 4R (5) Eventide (Uncommon)
Chaotic Backlash deals damage to target player equal to twice the number of white and/or blue permanents he or she controls.

50. Cinder Pyromancer

Creature — Elemental Shaman 0/1 2R (3) Eventide (Common)
{T}: Cinder Pyromancer deals 1 damage to target player.
Whenever you play a red spell, you may untap Cinder Pyromancer.

51. Duergar Cave-Guard

Creature — Dwarf Warrior 1/3 3R (4) Eventide (Uncommon)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
{R/W}: Duergar Cave-Guard gets +1/+0 until end of turn.

52. Fiery Bombardment

Enchantment 1R (2) Eventide (Rare)
Chroma — {2}, 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.

53. Flame Jab

Sorcery R (1) Eventide (Common)
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.)

54. Hatchet Bully

Creature — Goblin Warrior 3/3 3R (4) Eventide (Uncommon)
{2}{R}, {T}, Put a -1/-1 counter on a creature you control: Hatchet Bully deals 2 damage to target creature or player.

55. Hateflayer

Creature — Elemental 5/5 5RR (7) Eventide (Rare)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
{2}{R}, {Q}: Hateflayer deals damage equal to its power to target creature or player. ({Q} is the untap symbol.)

56. Heartlash Cinder

Creature — Elemental Warrior 1/1 1R (2) Eventide (Common)
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.

57. Hotheaded Giant

Creature — Giant Warrior 4/4 3R (4) Eventide (Common)
Haste
Hotheaded Giant comes into play with two -1/-1 counters on it unless you played another red spell this turn.

58. Impelled Giant

Creature — Giant Warrior 3/3 4RR (6) Eventide (Uncommon)
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.

59. Outrage Shaman

Creature — Goblin Shaman 2/2 3RR (5) Eventide (Uncommon)
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.

60. Puncture Blast

Instant 2R (3) Eventide (Common)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Puncture Blast deals 3 damage to target creature or player.

61. Rekindled Flame

Sorcery 2RR (4) Eventide (Rare)
Rekindled Flame deals 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.

62. Stigma Lasher

Creature — Elemental Shaman 2/2 RR (2) Eventide (Rare)
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.

63. Thunderblust

Creature — Elemental 7/2 2RRR (5) Eventide (Rare)
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.)

64. Unwilling Recruit

Sorcery XRRR (3) Eventide (Uncommon)
Gain control of target creature until end of turn. Untap that creature. It gets +X/+0 and gains haste until end of turn.

65. Aerie Ouphes

Creature — Ouphe 3/3 4G (5) Eventide (Common)
Sacrifice Aerie Ouphes: Aerie Ouphes deals damage equal to its power to target creature with flying.
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.)

66. Bloom Tender

Creature — Elf Druid 1/1 1G (2) Eventide (Rare)
{T}: For each color among permanents you control, add one mana of that color to your mana pool.

67. Duskdale Wurm

Creature — Wurm 7/7 5GG (7) Eventide (Uncommon)
Trample

68. Helix Pinnacle

Enchantment G (1) Eventide (Rare)
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.

69. Marshdrinker Giant

Creature — Giant Warrior 4/3 3GG (5) Eventide (Uncommon)
When Marshdrinker Giant comes into play, destroy target Island or Swamp an opponent controls.

70. Monstrify

Sorcery 3G (4) Eventide (Common)
Target creature gets +4/+4 until end of turn.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

71. Nettle Sentinel

Creature — Elf Warrior 2/2 G (1) Eventide (Common)
Nettle Sentinel doesn't untap during its controller's untap step.
Whenever you play a green spell, you may untap Nettle Sentinel.

72. Phosphorescent Feast

Sorcery 2GGG (5) Eventide (Uncommon)
Chroma — Reveal any number of cards in your hand. You gain 2 life for each green mana symbol in those cards' mana costs.

73. Primalcrux

Creature — Elemental X/X GGGGGG (6) Eventide (Rare)
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.

74. Regal Force

Creature — Elemental 5/5 4GGG (7) Eventide (Rare)
When Regal Force comes into play, draw a card for each green creature you control.

75. Savage Conception

Sorcery 3GG (5) Eventide (Uncommon)
Put a 3/3 green Beast creature token into play.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

76. Swirling Spriggan

Creature — Goblin Shaman 3/3 2GG (4) Eventide (Uncommon)
{G/U}{G/U}: Target creature you control becomes the color or colors of your choice until end of turn.

77. Talara's Battalion

Creature — Elf Warrior 4/3 1G (2) Eventide (Rare)
Trample
Play Talara's Battalion only if you played another green spell this turn.

78. Tilling Treefolk

Creature — Treefolk Druid 1/3 2G (3) Eventide (Common)
When Tilling Treefolk comes into play, you may return up to two target land cards from your graveyard to your hand.

79. Twinblade Slasher

Creature — Elf Warrior 1/1 G (1) Eventide (Uncommon)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
{1}{G}: Twinblade Slasher gets +2/+2 until end of turn. Play this ability only once each turn.

80. Wickerbough Elder

Creature — Treefolk Shaman 4/4 3G (4) Eventide (Common)
Wickerbough Elder comes into play with a -1/-1 counter on it.
{G}, Remove a -1/-1 counter from Wickerbough Elder: Destroy target artifact or enchantment.

81. Batwing Brume

Instant 1{W/B} (2) Eventide (Uncommon)
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 Batwing Brume. (Do both if {W}{B} was spent.)

82. Beckon Apparition

Instant {W/B} (1) Eventide (Common)
Remove target card in a graveyard from the game. Put a 1/1 white and black Spirit creature token with flying into play.

83. Bloodied Ghost

Creature — Spirit 3/3 1{W/B}{W/B} (3) Eventide (Uncommon)
Flying
Bloodied Ghost comes into play with a -1/-1 counter on it.

84. Cauldron Haze

Instant 1{W/B} (2) Eventide (Uncommon)
Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it's 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.)

85. Deathbringer Liege

Creature — Horror 3/4 2{W/B}{W/B}{W/B} (5) Eventide (Rare)
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's tapped.

86. Divinity of Pride

Creature — Spirit Avatar 4/4 {W/B}{W/B}{W/B}{W/B}{W/B} (5) Eventide (Rare)
Flying, lifelink
Divinity of Pride gets +4/+4 as long as you have 25 or more life.

87. Edge of the Divinity

Enchantment — Aura {W/B} (1) Eventide (Common)
Enchant creature
As long as enchanted creature is white, it gets +1/+2.
As long as enchanted creature is black, it gets +2/+1.

88. Evershrike

Creature — Elemental Spirit 2/2 3{W/B}{W/B} (5) Eventide (Rare)
Flying
Evershrike gets +2/+2 for each Aura attached to it.
{X}{W/B}{W/B}: 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.

89. Gwyllion Hedge-Mage

Creature — Hag Wizard 2/2 2{W/B} (3) Eventide (Uncommon)
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.

90. Harvest Gwyllion

Creature — Hag 2/4 2{W/B}{W/B} (4) Eventide (Common)
Wither (This deals damage to creatures in the form of -1/-1 counters.)

91. Nightsky Mimic

Creature — Shapeshifter 2/1 1{W/B} (2) Eventide (Common)
Whenever you play a spell that's both white and black, Nightsky Mimic becomes 4/4 and gains flying until end of turn.

92. Nip Gwyllion

Creature — Hag 1/1 {W/B} (1) Eventide (Common)
Lifelink (Whenever this creature deals damage, you gain that much life.)

93. Pyrrhic Revival

Sorcery 3{W/B}{W/B}{W/B} (6) Eventide (Rare)
Each player returns each creature card in his or her graveyard to play with a -1/-1 counter on it.

94. Restless Apparition

Creature — Spirit 2/2 {W/B}{W/B}{W/B} (3) Eventide (Uncommon)
{W/B}{W/B}{W/B}: Restless Apparition gets +3/+3 until end of turn.
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.)

95. Stillmoon Cavalier

Creature — Zombie Knight 2/1 1{W/B}{W/B} (3) Eventide (Rare)
Protection from white and from black
{W/B}: Stillmoon Cavalier gains flying until end of turn.
{W/B}: Stillmoon Cavalier gains first strike until end of turn.
{W/B}{W/B}: Stillmoon Cavalier gets +1/+0 until end of turn.

96. Unmake

Instant {W/B}{W/B}{W/B} (3) Eventide (Common)
Remove target creature from the game.

97. Voracious Hatchling

Creature — Elemental 6/6 3{W/B} (4) Eventide (Uncommon)
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.

98. Call the Skybreaker

Sorcery 5{U/R}{U/R} (7) Eventide (Rare)
Put a 5/5 blue and red Elemental creature token with flying into play.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

99. Clout of the Dominus

Enchantment — Aura {U/R} (1) Eventide (Common)
Enchant creature
As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.)
As long as enchanted creature is red, it gets +1/+1 and has haste.

100. Crackleburr

Creature — Elemental 2/2 1{U/R}{U/R} (3) Eventide (Rare)
{U/R}{U/R}, {T}, Tap two untapped red creatures you control: Crackleburr deals 3 damage to target creature or player.
{U/R}{U/R}, {Q}, Untap two tapped blue creatures you control: Return target creature to its owner's hand. ({Q} is the untap symbol.)

101. Crag Puca

Creature — Shapeshifter 2/4 {U/R}{U/R}{U/R} (3) Eventide (Uncommon)
{U/R}: Switch Crag Puca's power and toughness until end of turn.

102. Dominus of Fealty

Creature — Spirit Avatar 4/4 {U/R}{U/R}{U/R}{U/R}{U/R} (5) Eventide (Rare)
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.

103. Inside Out

Instant 1{U/R} (2) Eventide (Common)
Switch target creature's power and toughness until end of turn.
Draw a card.

104. Mindwrack Liege

Creature — Horror 4/4 3{U/R}{U/R}{U/R} (6) Eventide (Rare)
Other blue creatures you control get +1/+1.
Other red creatures you control get +1/+1.
{U/R}{U/R}{U/R}{U/R}: You may put a blue or red creature card from your hand into play.

105. Mirror Sheen

Enchantment 1{U/R}{U/R} (3) Eventide (Rare)
{1}{U/R}{U/R}: Copy target instant or sorcery spell that targets you. You may choose new targets for the copy.

106. Noggle Bandit

Creature — Noggle Rogue 2/2 1{U/R}{U/R} (3) Eventide (Common)
Noggle Bandit can't be blocked except by creatures with defender.

107. Noggle Bridgebreaker

Creature — Noggle Rogue 4/3 2{U/R}{U/R} (4) Eventide (Common)
When Noggle Bridgebreaker comes into play, return a land you control to its owner's hand.

108. Noggle Hedge-Mage

Creature — Noggle Wizard 2/2 2{U/R} (3) Eventide (Uncommon)
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 Noggle Hedge-Mage deal 2 damage to target player.

109. Noggle Ransacker

Creature — Noggle Rogue 2/1 2{U/R} (3) Eventide (Uncommon)
When Noggle Ransacker comes into play, each player draws two cards, then discards a card at random.

110. Nucklavee

Creature — Beast 4/4 4{U/R}{U/R} (6) Eventide (Uncommon)
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.

111. Riverfall Mimic

Creature — Shapeshifter 2/1 1{U/R} (2) Eventide (Common)
Whenever you play a spell that's both blue and red, Riverfall Mimic becomes 3/3 and is unblockable until end of turn.

112. Shrewd Hatchling

Creature — Elemental 6/6 3{U/R} (4) Eventide (Uncommon)
Shrewd Hatchling comes into play with four -1/-1 counters on it.
{U/R}: 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.

113. Stream Hopper

Creature — Goblin 1/1 {U/R} (1) Eventide (Common)
{U/R}: Stream Hopper gains flying until end of turn.

114. Unnerving Assault

Instant 2{U/R} (3) Eventide (Uncommon)
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 {U}{R} was spent.)

115. Canker Abomination

Creature — Treefolk Horror 6/6 2{B/G}{B/G} (4) Eventide (Uncommon)
As Canker Abomination comes into play, choose an opponent. Canker Abomination comes into play with a -1/-1 counter on it for each creature that player controls.

116. Cankerous Thirst

Instant 3{B/G} (4) Eventide (Uncommon)
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 {B}{G} was spent.)

117. Creakwood Liege

Creature — Horror 2/2 1{B/G}{B/G}{B/G} (4) Eventide (Rare)
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.

118. Deity of Scars

Creature — Spirit Avatar 7/7 {B/G}{B/G}{B/G}{B/G}{B/G} (5) Eventide (Rare)
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.

119. Desecrator Hag

Creature — Hag 2/2 2{B/G}{B/G} (4) Eventide (Common)
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 choose one of them.

120. Doomgape

Creature — Elemental 10/10 4{B/G}{B/G}{B/G} (7) Eventide (Rare)
Trample
At the beginning of your upkeep, sacrifice a creature. You gain life equal to that creature's toughness.

121. Drain the Well

Sorcery 2{B/G}{B/G} (4) Eventide (Common)
Destroy target land. You gain 2 life.

122. Gift of the Deity

Enchantment — Aura 4{B/G} (5) Eventide (Common)
Enchant creature
As long as enchanted creature is black, it gets +1/+1 and has deathtouch. (Whenever it deals damage to a creature, destroy that creature.)
As long as enchanted creature is green, it gets +1/+1 and all creatures able to block it do so.

123. Hag Hedge-Mage

Creature — Hag Shaman 2/2 2{B/G} (3) Eventide (Uncommon)
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.

124. Noxious Hatchling

Creature — Elemental 6/6 3{B/G} (4) Eventide (Uncommon)
Noxious Hatchling comes into play with four -1/-1 counters on it.
Wither (This deals damage to creatures in the form of -1/-1 counters.)
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.

125. Odious Trow

Creature — Troll 1/1 {B/G} (1) Eventide (Common)
{1}{B/G}: Regenerate Odious Trow.

126. Quillspike

Creature — Beast 1/1 2{B/G} (3) Eventide (Uncommon)
{B/G}, Remove a -1/-1 counter from a creature you control: Quillspike gets +3/+3 until end of turn.

127. Rendclaw Trow

Creature — Troll 2/2 2{B/G} (3) Eventide (Common)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
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.)

128. Sapling of Colfenor

Legendary Creature — Treefolk Shaman 2/5 3{B/G}{B/G} (5) Eventide (Rare)
Sapling of Colfenor is indestructible.
Whenever Sapling of Colfenor attacks, reveal the top card of your library. If it's a creature card, you gain life equal to that card's toughness, lose life equal to its power, then put it into your hand.

129. Stalker Hag

Creature — Hag 3/2 {B/G}{B/G}{B/G} (3) Eventide (Uncommon)
Swampwalk, forestwalk

130. Woodlurker Mimic

Creature — Shapeshifter 2/1 1{B/G} (2) Eventide (Common)
Whenever you play a spell that's both black and green, Woodlurker Mimic becomes 4/5 and gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)

131. Worm Harvest

Sorcery 2{B/G}{B/G}{B/G} (5) Eventide (Rare)
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.)

132. Balefire Liege

Creature — Spirit Horror 2/4 2{R/W}{R/W}{R/W} (5) Eventide (Rare)
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.

133. Battlegate Mimic

Creature — Shapeshifter 2/1 1{R/W} (2) Eventide (Common)
Whenever you play a spell that's both red and white, Battlegate Mimic becomes 4/2 and gains first strike until end of turn.

134. Belligerent Hatchling

Creature — Elemental 6/6 3{R/W} (4) Eventide (Uncommon)
First strike
Belligerent Hatchling comes into play with four -1/-1 counters on it.
Whenever you play a red spell, remove a -1/-1 counter from Belligerent Hatchling.
Whenever you play a white spell, remove a -1/-1 counter from Belligerent Hatchling.

135. Double Cleave

Instant 1{R/W} (2) Eventide (Common)
Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)

136. Duergar Assailant

Creature — Dwarf Soldier 1/1 {R/W} (1) Eventide (Common)
Sacrifice Duergar Assailant: Duergar Assailant deals 1 damage to target attacking or blocking creature.

137. Duergar Hedge-Mage

Creature — Dwarf Shaman 2/2 2{R/W} (3) Eventide (Uncommon)
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.

138. Duergar Mine-Captain

Creature — Dwarf Soldier 2/1 2{R/W} (3) Eventide (Uncommon)
{1}{R/W}, {Q}: Attacking creatures get +1/+0 until end of turn. ({Q} is the untap symbol.)

139. Figure of Destiny

Creature — Kithkin 1/1 {R/W} (1) Eventide (Rare)
{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.

140. Fire at Will

Instant {R/W}{R/W}{R/W} (3) Eventide (Common)
Fire at Will deals 3 damage divided as you choose among any number of target attacking or blocking creatures.

141. Hearthfire Hobgoblin

Creature — Goblin Soldier 2/2 {R/W}{R/W}{R/W} (3) Eventide (Uncommon)
Double strike

142. Hobgoblin Dragoon

Creature — Goblin Knight 1/2 2{R/W} (3) Eventide (Common)
Flying, first strike

143. Moonhold

Instant 2{R/W} (3) Eventide (Uncommon)
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 {R}{W} was spent.)

144. Nobilis of War

Creature — Spirit Avatar 3/4 {R/W}{R/W}{R/W}{R/W}{R/W} (5) Eventide (Rare)
Flying
Attacking creatures you control get +2/+0.

145. Rise of the Hobgoblins

Enchantment {R/W}{R/W} (2) Eventide (Rare)
When Rise of the Hobgoblins comes into play, you may pay {X}. If you do, put X 1/1 red and white Goblin Soldier creature tokens into play.
{R/W}: Red creatures and white creatures you control gain first strike until end of turn.

146. Scourge of the Nobilis

Enchantment — Aura 2{R/W} (3) Eventide (Common)
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.)

147. Spitemare

Creature — Elemental 3/3 2{R/W}{R/W} (4) Eventide (Uncommon)
Whenever Spitemare is dealt damage, it deals that much damage to target creature or player.

148. Waves of Aggression

Sorcery 3{R/W}{R/W} (5) Eventide (Rare)
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 play this card from your graveyard by discarding a land card in addition to paying its other costs.)

149. Cold-Eyed Selkie

Creature — Merfolk Rogue 1/1 1{G/U}{G/U} (3) Eventide (Rare)
Islandwalk
Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.

150. Fable of Wolf and Owl

Enchantment 3{G/U}{G/U}{G/U} (6) Eventide (Rare)
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.

151. Favor of the Overbeing

Enchantment — Aura 1{G/U} (2) Eventide (Common)
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.

152. Gilder Bairn

Creature — Ouphe 1/3 1{G/U}{G/U} (3) Eventide (Uncommon)
{2}{G/U}, {Q}: For each counter on target permanent, put another of those counters on that permanent. ({Q} is the untap symbol.)

153. Grazing Kelpie

Creature — Beast 2/3 3{G/U} (4) Eventide (Common)
{G/U}, Sacrifice Grazing Kelpie: Put target card in a graveyard on the bottom of its owner's library.
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.)

154. Groundling Pouncer

Creature — Faerie 2/1 1{G/U} (2) Eventide (Uncommon)
{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.

155. Invert the Skies

Instant 3{G/U} (4) Eventide (Uncommon)
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 {G}{U} was spent.)

156. Murkfiend Liege

Creature — Horror 4/4 2{G/U}{G/U}{G/U} (5) Eventide (Rare)
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.

157. Overbeing of Myth

Creature — Spirit Avatar X/X {G/U}{G/U}{G/U}{G/U}{G/U} (5) Eventide (Rare)
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.

158. Selkie Hedge-Mage

Creature — Merfolk Wizard 2/2 2{G/U} (3) Eventide (Uncommon)
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.

159. Shorecrasher Mimic

Creature — Shapeshifter 2/1 1{G/U} (2) Eventide (Common)
Whenever you play a spell that's both green and blue, Shorecrasher Mimic becomes 5/3 and gains trample until end of turn.

160. Slippery Bogle

Creature — Beast 1/1 {G/U} (1) Eventide (Common)
Slippery Bogle can't be the target of spells or abilities your opponents control.

161. Snakeform

Instant 2{G/U} (3) Eventide (Common)
Target creature loses all abilities and becomes a 1/1 green Snake until end of turn.
Draw a card.

162. Spitting Image

Sorcery 4{G/U}{G/U} (6) Eventide (Rare)
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.)

163. Sturdy Hatchling

Creature — Elemental 6/6 3{G/U} (4) Eventide (Uncommon)
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.

164. Trapjaw Kelpie

Creature — Beast 3/3 4{G/U}{G/U} (6) Eventide (Common)
Flash
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.)

165. Wistful Selkie

Creature — Merfolk Wizard 2/2 {G/U}{G/U}{G/U} (3) Eventide (Uncommon)
When Wistful Selkie comes into play, draw a card.

166. Altar Golem

Artifact Creature — Golem X/X 7 (7) Eventide (Rare)
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.

167. Antler Skulkin

Artifact Creature — Scarecrow 3/3 5 (5) Eventide (Common)
{2}: Target white creature gains persist until end of turn. (When it's 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.)

168. Fang Skulkin

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

169. Hoof Skulkin

Artifact Creature — Scarecrow 2/2 3 (3) Eventide (Common)
{3}: Target green creature gets +1/+1 until end of turn.

170. Jawbone Skulkin

Artifact Creature — Scarecrow 1/1 1 (1) Eventide (Common)
{2}: Target red creature gains haste until end of turn.

171. Leering Emblem

Artifact — Equipment 2 (2) Eventide (Rare)
Whenever you play a spell, equipped creature gets +2/+2 until end of turn.
Equip {2}

172. Scarecrone

Artifact Creature — Scarecrow 1/2 3 (3) Eventide (Rare)
{1}, Sacrifice a Scarecrow: Draw a card.
{4}, {T}: Return target artifact creature card from your graveyard to play.

173. Shell Skulkin

Artifact Creature — Scarecrow 3/2 4 (4) Eventide (Common)
{3}: Target blue creature gains shroud until end of turn.

174. Ward of Bones

Artifact 6 (6) Eventide (Rare)
Each opponent who controls more creatures than you can't play creature cards. The same is true for artifacts, enchantments, and lands.

175. Cascade Bluffs

Land Eventide (Rare)
{T}: Add {1} to your mana pool.
{U/R}, {T}: Add {U}{U}, {U}{R}, or {R}{R} to your mana pool.

176. Fetid Heath

Land Eventide (Rare)
{T}: Add {1} to your mana pool.
{W/B}, {T}: Add {W}{W}, {W}{B}, or {B}{B} to your mana pool.

177. Flooded Grove

Land Eventide (Rare)
{T}: Add {1} to your mana pool.
{G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U} to your mana pool.

178. Rugged Prairie

Land Eventide (Rare)
{T}: Add {1} to your mana pool.
{R/W}, {T}: Add {R}{R}, {R}{W}, or {W}{W} to your mana pool.

179. Springjack Pasture

Land Eventide (Rare)
{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.

180. Twilight Mire

Land Eventide (Rare)
{T}: Add {1} to your mana pool.
{B/G}, {T}: Add {B}{B}, {B}{G}, or {G}{G} to your mana pool.