The Eyes Had it: Card List

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# Name Colour Rarity Cost Type P T Card text Comments Recent comment
1 Intruder Colourless Mythic 3{3} Creature – Eldrazi Scout 0 1 {2}, put target exiled card in it's owners graveyard, put a 1/1 Eldrazi scion token in play with "sacrifice this creature add {1} to your mana pool".
When a creature is put in a graveyard from anywhere put a +1/+1 counter on Intruder.
When Intruder dies look a the top x cards of your library where x equals Intruder's power, reveal a colorless permanent equal to or less than x and put it in your hand put rest of the cards in your graveyard.
1 1441440068 on 05 Sep 2015 by Pierre
2 Aspect of the Squadron White Common 2{1}{w} Enchantment – Aura Put a flying counter on enchanted creature.
{w} Sacrifice aspect of the Squadron put a 1/1 flying hawk creature token into play, search your library for a an Aspect Aura card, reveal it and put it on top of your library.
0
3 Attendants Camp White Uncommon 3{2}{w} Enchantment When Attendants camp enters play you may gain three life.
When ever a creature enters play under your control you may put a 1/1 Cleric token into play which has {t} target attacking creature gets +1/+0 till end of turn. This ability only triggers once each turn.
0
4 Bring to an End White Common 2{1}{w} Instant Select target player.
That player sacrifices a enchantment he controls, you gain 1 life for each enchantment in that players graveyard.
1 1521885717 on 24 Mar 2018 by Tahazzar
5 Enchantress (Punisher) White Rare 3 {w}{w}{w} Legendary Creature – Shaman
‑‑‑‑
Legendary Creature – Spirit
3
‑‑‑‑
1
3
‑‑‑‑
4
Flying
At the start of your turn you may reveal enchantment cards from your hand you gain 1 Life and {w} for each enchantment revealed this way.
When a enchantment card you control is put into a grave yard exile this card and return it to the battlefield transformed. (this ability triggers if Enchantress is in your grave yard)
‑‑‑‑
{3}, sacrifice a enchantment, target player discards a card and you gain life equal to the discarded cards mana cost.

You may play enchantment cards from your graveyard.
1 1521888395 on 24 Mar 2018 by Pierre
6 Foot steps of the recalled White Rare 2{x}{1}{w} Instant Hollow recall:
Put a tapped token into play of target creature in your graveyard with mana value equal to {x}.
Glorious recall:
If the targeted creature had died this turn, put a flying token on the token created.
0
7 Health Jolt White Common 2{1}{w} Enchantment – Aura Enchant Creature
Enchanted creature gains +1/+0 and Lifelink.
Channel {w} (Discard this card, target creature gains the abilities this card would have granted enchanted creature until end of turn.)
0
8 Monk of pure Garb White Mythic 2{w}{w} Creature – Cleric 2 2 Ward {2}
You and permanents you control get ward {1}.
At the beginning of combat on your turn, if an opponent has more creatures than you put a +1/+1 counter on Monk of pure garb, if they have more cards in hand than you do draw a card, if they have more life than you, you gain two life.
0
9 Persistent Attendant White Common 1{w} Creature – Spirit Cleric 1 1 {t}, target attacking creature gets +1/+0 until end of turn.
If Persistent attendant is in your graveyard, if a creature enters play under your control you may pay {w} to return persistent attendant to your hand.
0
10 Solo Might White Common 3{2}{w} Enchantment Tap a untapped creature you control, you gain 1 life.
If you attacked with exactly one creature pick one
– target creature gains lifelink until end of turn.
– tap or Untap target creature
0
11 Spirit Shield (Spirit shieldmate) White Uncommon 2 {1}{w} Instant
‑‑‑‑
Creature – Spirit
1 1 Target creature is indestructible until end of turn.
BloodSpell (When you play this spell you may exile a creature card from your graveyard if you do transform this card and put it into play instead of your graveyard as it resolves.)
‑‑‑‑
Flying
{t}; Target creature you control gains protection from the color of your choice until end of turn.
0
12 Wall of Karma White Uncommon 2{1}{w} 0 3 Defender
When Wall of Karma enters play, Scry 2.
Guide (Exile this card from your graveyard, put a counter on target creature for the keyword abilities that appear on the exiled card.)
0
13 Blue Phase Jolt Blue Rare 2{u}{u} Enchantment Enchant target creature you control.
target opponent gains control of enchanted creature.
Creature cards in your hand have flash and cost {x} less to cast where {x} equals the converted mana cost of the enchanted creature.
0
14 Clouded Eye Blue Rare 5{4}{u} 3 4 Flying
Non-Eye creatures you control cannot attack.
{1}, exile a instant or sorcery card from a graveyard, you may play cards exiled by clouded eye.
Return an Island you control to your hand add one mana of any color to your mana pool.
0
15 Creaturefication Blue Rare 3{1}{u}{u} Enchantment – Aura Enchant non Land permanent
Enchanted permanent looses all abilities and becomes a eye creature with power and toughness equal to it's converted mana cost, and has "non-eye creatures you control cannot attack".
1 1438657259 on 04 Aug 2015 by dude1818
16 Enders Acolite Blue Rare 2{u}{u} Creature – Eye 1 2 Flash, Flying
Return target permanent that entered paly this turn to it's owners hand, that player mills a card.
Sacrifice an Island, return Enders Acolyte to your hand.
1 1664431956 on 29 Sep 2022 by Pierre
17 Enders Eye Blue Mythic 6{3}{u}{u}{u} Creature – Eye 2 4 When Enders Eye enters play, return all non-land, non-eye permanents to their owners hands, put cards equal to the amount of permanents returned by Enders Eye from target players library into their graveyard. 7 1521898546 on 24 Mar 2018 by Tahazzar
18 Eye Draw Blue Common 5{4}{u} Creature – Eye 3 2 Flying
Non-Eye creatures you control cannot attack.
When eye Draw enters play choose one.
- Scry 1 and then draw two cards
- Scry 2 and then draw one card
0
19 Flight Guide Blue Common 1{u} Creuture – Spirit 1 1 Flying
Guide (Exile this card from your graveyard, put a counter on target creature for the keyword abilities that appear on the exiled card.)
0
20 Jace, Unraveler of minds Blue Rare 3{1}{u}{u} Legendary – Planewalker 3 Flash
Other planewalkers cant have loyalty counters added.
When ever a player draws a card add a loyalty counter to Jace.

+1 Scry 3

-5 Each player discards their hand, then mills twice the amount of cards discarded this turn and then draws 3 cards.
0
21 Look (Flying Eye) Blue Common 1 {u} Instant
‑‑‑‑
Creature – Eye
1 1 Scry 1
BloodSpell (When you play this spell you may exile a creature card from your graveyard if you do transform this card and put it into play instead of your graveyard as it resolves.)
‑‑‑‑
Flying
Non Eye creatures you control cannot attack.
0
22 Oppressive Mage Blue Rare 2{1}{u} Creature – Mage 0 2 Flash
Oppressive mage has +1/+0 for every other tapped creature on the battle field.
Whenever you draw a card, tap a creature.
{t},Draw a card then discard a card.
Whenever oppressive mage is tapped put a stun counter on target creature.
0
23 Parallel thinking Blue Rare 4{2}{u}{u} Enchantment When ever a creature or planeswalker enters play under your control, you may search your library for a instant or sorcery card with converted mana cost equal to that permanents mana cost, reveal it an put it in your hand. 0
24 Seeing Eye Blue Uncommon 2{u}{u} Creature – Eye 2 3 Non-Eye creatures you control cannot attack.
Whenever you play a non creature spell you may Scry 1.
0
25 Solo Intelect Blue Common 2{1}{u} Enchantment Tap an untapped creature you control, Scry 1
When you attack with exactly one creature pick one
– Return target creature to it's owner's hand
– Draw a card
0
26 Spark Sense Blue Rare 4{2}{u}{u} Instant Discard a blue card, search you library for a planeswalker, reveal it and put it in you hand, then shuffle your library.
if a planeswalker enters play you may pay {u}{u} instead of this cards mana cost.
0
27 The Gift Blue Rare 3{1}{u}{u} Creature – Eye 2 2 Flying
Non-Eye creatures you control can't attack.
{1}{u}, draw a card target player gains control of The Gift.
0
28 Aspect of the Shade Black Uncommon 2{1}{b} Enchantment – Aura When Aspect of the Shade enters play, put a menace counter on target creature you control.
When enchanted creature dies return it to play tapped.
0
29 Evil Eye A Black Uncommon 5{4}{b} Creature – Eye 3 6 Non-eye creatures you control cannot attack.
Destroy target creature blocking evil eye A
0
30 Eye Gore Black Rare 4{2}{b}{b} Creature – Eye 2 2 Lifelink
Non-Eye creatures you control cannot attack.
Whenever another creature you control dies you may have eye gore deal two damage to target player.
0
31 Eye of waning Black Uncommon 4{2}{b}{b} Creature – Eye 2 2 Flying
Non Eye creatures you control cannot attack.
Whenever a creature dies, if it had a keyword ability you may pay {1}{b}, and put a 1/1 black eye token into play, then put a keyword token on it for the keyword the creature that had died.
This ability triggers only once each turn.
1 1713261379 on 16 Apr 2024 by Pierre
32 Grave View Black Rare 1{pb} Creature – Eye Horror 1 1 Deathtouch
Non-Eye creatures you control cannot attack.
If {b} wasn't spent to play Grave view, when it enters play sacrifice it.

When ever grave view dies, look at the top 5 cards of your library, you may put a creature card from them in your graveyard, if you do return the remaining cards to the bottom of your library and draw a card, if not put the cards at the bottom of your library and Scry 2
0
33 Reduce Black Common 2{1}{b} Enchantment – Aura Enchant Creature.
Enchanted creature gets -2/-2.
Channel {b} (Discard this card, target creature gains the abilities this card would have granted enchanted creature until end of turn.)
0
34 Shambling Knight Black Rare 2{b}{b} Legendary Creature – Skeleton Knight 2 2 Shambling Knight can't Block

At the beginning of your upkeep, exile Shambling Knight unless you exile a creature card from your graveyard. If you exile a card from your graveyard this way, create a 2/2 black Skeleton Knight creature token. It has "This creature can't block.".
2 1521884325 on 24 Mar 2018 by Tahazzar
35 Talent Gather Eye Black Common 4{2}{b}{b} Creature – Eye Horror 2 2 Non Eye Creatures you control cannot attack.
When Talent gather eye enters play, target player discards a card, if a non creature card is discarded you may put your choice of the following counters on Talent Gather Eye, Flying, LifeLink, DeathTouch.
0
36 Venom Guide Black Common 2{1}{b} Creuture – Spirit 1 1 Deathtouch
Guide (Exile this card from your graveyard, put a counter on target creature for the keyword abilities that appear on the exiled card.)
0
37 Wisp Eye Black Rare 1{b} Creature – Eye 1 1 Flying
Non-Eye creatures you control Cannot attack.
Whenever you discard another card you may put Wisp Eye into play from your hand or Graveyard.
0
38 Aspect of the Minotaur Red Uncommon 2{1}{r} Enchantment – Aura When Aspect of the Minotaur enters play put a First Strike token on target creature.
When Enchanted creature attacks, exile the top card of your library, you may play that card until the end of turn.
0
39 Explosive chain of events (Flame Lord) Red Mythic 3 {1}{r}{r} Instant
‑‑‑‑
Creature – Elemental
3 3 Destroy target artifact, if you owned the artifact gain control of target creature an opponent controls, untap it it gains haste until end of turn.

BloodSpell (When you play this spell you may exile a creature card from your graveyard if you do transform this card and put it into play instead of your graveyard as it resolves.)
‑‑‑‑
When Flame lord enters play it deals 2 damage to all creatures.
When a creature dies pick one.
– Flame lord deals 2 damage to target creature an opponent controls.
– Flame lord gains haste until end of turn, choose a counter to put on it from First strike, Menace, Reach, Flying, Trample.
– Put a treasure token into play
0
40 Speed Guide Red Common 2{1}{r} 2 1 Haste
Guide (Exile this card from your graveyard, put a counter on target creature for the keyword abilities that appear on the exiled card.)
0
41 Alluring Green Uncommon 3{1}{g}{g} Enchantment – Aura Enchant creature
Enchanted creature gains deathtouch and all creatures able to block enchanted creature do so.
Channel {1}{g} (Discard this card, target creature gains the abilities this card would have granted enchanted creature until end of turn.)
5 1438434065 on 01 Aug 2015 by Pierre
42 Aspect of the Baloth Green Uncommon 2{1}{g} Enchantment – Aura When Aspect of the Baloth enters play you may put a trample counter on target creature.
When enchanted creature attacks, another target creature you control gains trample until end of turn.
0
43 Birthing Spider Green Rare 4{2}{g}{g} Creature – Spider 4 4 Reach

{1}{g}, exile a creature card from your graveyard, put two 1/1 Black spider spirit tokens with reach into play.

{4}, discard a card search your library for a card with Syphon, reveal it and put it in your hand.
0
44 Channel Green Common 2{g}{g} Instant Destroy target enchantment attached to a permanent you control, reveal the top x cards of your library where x equals the destroyed enchantments converted mana cost, you may put a creature card revealed this way into your hand and the rest into your graveyard. 0
45 Hazy Eye Green Uncommon 3{1}{g}{g} Creature – Eye 2 2 Flash
Non-Eye creatures you control cannot attack.
When Hazy Eye enters play prevent all combat damage done by Non-Eye creatures.
0
46 Heritage Beast Green Uncommon 2{g}{g} Enchantment Creature – Beast 3 2 {g}, Sacrifice Heritage beast, pick one
– Gain 3 life
– Search you library for an enchantment, reveal it and put it your hand, then shuffle your library.
0
47 Heritage Shaman Green Rare 2{1}{g} Creature – Human Shaman 2 2 Whenever a enchantment enters play, you may put a creature card in you graveyard in to your hand with converted mana cost equal or less than the amount of enchantments in your graveyard. 0
48 tiller of land Green Common 1{g} Creature – Elf Shaman 1 1 If a land card is put in your graveyard you may {t} Tiller of Land and exchange the land card in your graveyard with a land card in your hand. 0
49 Monk of Mental garb Multicolour Rare 3{1}{w}{u} Creature – Cleric 1 3 Prowess

At the start of each combat phase, you may tap each creature target opponent controls with power less than Monk of Mental garb's power.
0
50 Battle mage Multicolour Mythic 4{2}{w}{g} Legendary Creature – Warrior Cleric 2 4 Reach, ward {2}
When battle mage enters play choose one:
- Gain 4 life and 1 life for each other creature you control.
- exile up to one other non land permanent from the battlefield until battle mage leaves play, search your library for a equipment or aura card with mana value equal to or less than the exiled card and put it on top of your libarary.
1 1711292244 on 24 Mar 2024 by Mister Johnson
51 Battle mage adept Multicolour Rare 2{w}{g} Creature – Elf warrior cleric 1 3 When ever a creature enters play gain 1 life.
When ever a land enters play, you may reveal 3 cards from the top of your library, you may put a land card from the revealed cards in you hand and shuffle battle mage adept and the other revealed cards into your library.
Creature cards cost {1} less to play if you control an Aura.
0
52 Gathering Bell (The Grinder) Multicolour Rare 3 {1}{w}{b} Instant
‑‑‑‑
Artifact
Reveal a creature card from your hand
Search your library, graveyard or exile for up to three copies of the revealed creature card, reveal them and put them in your hand.
BloodSpell (When you play this spell you may exile a creature card from your graveyard if you do transform this card and put it into play instead of your graveyard as it resolves.)
‑‑‑‑
{1},Discard a card, target opponent discards a card unless he pays 2 life, or sacrifices a creature.
1 1522187276 on 27 Mar 2018 by dude1818
53 Monk of reverence Garb Multicolour Rare 3{1}{w}{b} Creature – Cleric 2 4 Defender

{t}, sacrifice Monk of reverence garb, put target creature from your grave yard into play.
It has Defender, and sacrifice this creature at the end of your turn.
0
54 Kathril, Aspect Hoarder Multicolour Mythic 5{2}{w}{b}{g} Legendary Creature – Insect 0 1 Kathril, Aspect Hoarder has +X/+X for each aura you control in play and in your graveyard.
When When Kathril, Aspect Hoarder enters the battlefield, put a flying counter on any creature you control if a creature has a flying counter. Repeat this process for first strike, double strike, deathtouch, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance
0
55 Delvers drill Artifact Uncommon 2{2} Artifact {1}{t}, you may search your library for two land cards, reveal them target opponent selects one to put in your hand, the other is put in your graveyard. 0
56 Hammer of the sneak Artifact Rare 3{3} Artifact Equip {2}
When Hammer of the sneak is equipped to a creature put a menace counter on equipped creature.

Whenever equipped creature attacks scry 3, then reveal the top card of your library.
If equipped creature deals combat damage to a opponent, that opponent picks 1 for the creatures controller to perform.
- Surveil 3, then put draw a card and reveal a card from your hand and put it on top of your library.
- Put the top card of your library in your hand
- Exile the top card of your library then discover {x}, where {x} is the exiled cards converted mana cost.
0
57 Mimic Module Artifact Rare 3{3} Artifact When Mimic Module enters play exile a creature card from your hand.
{3},{t}:Put a token onto the battlefield that's a copy of the exiled card. It gains haste. Exile it at the beginning of the next end step
{2} return Mimic module to your hand.
Whenever Mimic module leaves play return all creatures exiled with Mimic Module to their owners hand.
0
58 Ord of perspective Artifact Rare 0{x} Artifact When Orb of perspective enters play, put a Flame counter on it for each {r} spent to play it and a Water counter for each {u} spent to play it.
{t}, remove a counter from Orb of perspective, if a water counter was removed draw a card then discard a card, if a flame counter was removed exile the top card of your library and you may play that card until the end of your turn. Activate only as a sorcery.
0
59 Spirit Turbine (Spirit Bomb) Artifact Rare 4 {4} Artifact
‑‑‑‑
Artifact Creature – Spirit
1 1 {2}, Tap a spirit you control, put a +1/+1 counter on target creature you control without a counter.
{2}, Tap a spirit you control, target creature gets -2/-2, until end of turn.

Syphon 4 (you may tap 4 creatures to transform this card.)
‑‑‑‑
When Spirit Bomb enters play put a +1/+1 counter on it for each spirit you control
if Spirt Bomb is put in your graveyard from play, put a 3/3 Artifact Spirit creature with "Spirt creatures get +1/+1" and a 3/3 Artifact Spirit creature with "Non Spirit Creatures get -1/-1".
0
60 Suite of Attrition Artifact Mythic 3{3} Artifact Equipped creature gets +2/+2 and has hexproof.
Whenever equipped creature deals combat damage to a player,that player discards a card or sacrifices a creature and you either draw a card or return a creature from your graveyard to your hand.
Equip {2}
Permeate (When a attacking creature is not blocked, you may pay this cards converted mana cost and equip cost and equip it to the target attacking creature.)
0
61 Swarm Thopter Artifact Uncommon 1{1} Artifact – Creature 1 1 Flying, ward {2}
Call forth a swarm
When swarm thopter enters play you may pay {1}, if you do search your library for another card named swarm thopter and put it in play then shuffle your library.
0
62 Leyline intersection (Cave of spirits) Land Mythic 0 Land
‑‑‑‑
Legendary – Spirit Land
if Leyline intersection is in your opening hand, return it to your library and search for a land or spirit card, reveal it and put it in your hand, then shuffle your library.

{t} add {1} mana of any color a land you control can produce.
Syphon 5 (you may tap 5 creatures to transform this card.)
‑‑‑‑
{t} add {2} mana of any color combination.

At the end of your turn, if cave of spirits is untapped you may put a 1/1 White spirit token with flying into play.
0
63 Mount Doom (Influence of Mordor) Land Rare 0 Land
‑‑‑‑
Enchantment
{t}, add {1}
{t}, pay three life, unless you discard a card add {b} and {r}
{2}{b}, exile Mordor eruption and return it to play transformed.
‑‑‑‑
When Influence of Mordor enters play exile all islands from players graveyards.
For each Island exiled put and influence counter on a target non basic land.
Lands with influence counters on them are swamps.
0
64 Tower of Eyes Land Rare 0 Land Add {c} to your mana pool.
Whenever an eye creature enters play you may untap an eye creature you control.
{4}{t}, put a colorless 1/1 eye creature with "Non-eye creature you control can't attack" in play under your control.
0
65 Unknown Cave (Blood for blood) Land Rare 0 Land
‑‑‑‑
Enchantment
When unknown cave enters play target opponent looks at the top 7 cards of your library, reveals and exiles a creature card then puts the remaining cards in your graveyard.

pay 3 life, unless you discard a card add {b} and {w} to your mana pool.

Syphon {2} (you may tap {2} creatures to transform this card.)
‑‑‑‑
When Unknown Cave transforms into Blood for Blood.
Put a card exiled by Unknown Cave into play, you loose life equal to it's converted mana cost.
1 1664429349 on 29 Sep 2022 by Pierre
66 Unknown Cave (Fount of Light) Land Rare 0 Land
‑‑‑‑
Enchantment
When unknown cave enters play target opponent looks at the top 7 cards of your library, reveals and exiles a creature card then puts the remaining cards in your graveyard.

{t} Add {1} to your mana pool.
{t} pay 3 life, unless you discard a card add {b} and {w} to your mana pool.

Syphon {2} (you may tap {2} creatures to transform this card.)
‑‑‑‑
When Unknown Cave transforms into Fount of Light.
Put a card exiled by Unknown Cave into your graveyard, you gain life equal to it's converted mana cost and exile a permanent target opponent controls with converted mana cost equal to or less than that card, until Fount of light leaves play.
2 1664780705 on 03 Oct 2022 by SecretInfiltrator
67 Wisp Forest (Forest Wisp) Land Common 0 Land
‑‑‑‑
Creature – Spirit
1 1 {t}, add {g}

Syphon {1} (you may tap {1} creatures to transform this card.)
‑‑‑‑
Flying
Lands you control enter play untapped
0
68 Wisp Island (Water Wisp) Land Common 0 Land
‑‑‑‑
Creature – Spirit
1 1 {t} add {u}

Syphon {1} (you may tap {1} creatures to transform this card.)
‑‑‑‑
Flying

At the end of your turn you may untap one land you control.
0
69 Wisp Mountain (Mountain wisp) Land Common 0 Land
‑‑‑‑
Creature – Spirit
1 1 {t} add {r}

Syphon {1} (you may tap {1} creatures to transform this card.)
‑‑‑‑
Flying

{t} target land taps for an extra {r}
0
The Eyes Had it: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton