The Eyes Had it

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Mechanics | Skeleton

Showing all 69 cards

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 M 
Creature – Eldrazi Scout
{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.
0/1
1 comment
2015-09-05 08:01:08 by Pierre
 C 
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.
 U 
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.
 C 
Instant
Select target player.
That player sacrifices a enchantment he controls, you gain 1 life for each enchantment in that players graveyard.
1 comment
2018-03-24 10:01:57 by Tahazzar
 R 
Legendary Creature – Shaman
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)
3/3
Punisher
 
Legendary Creature – Spirit
{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.
1/4
1 comment
2018-03-24 10:46:35 by Pierre
 R 
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.
 C 
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.)
 M 
Creature – Cleric
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.
2/2
 C 
Creature – Spirit Cleric
{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.
1/1
 C 
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
 U 
Instant
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.)
Spirit shieldmate
 
Creature – Spirit
Flying
{t}; Target creature you control gains protection from the color of your choice until end of turn.
1/1
 U 
 
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.)
0/3
 R 
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.
 R 
 
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.
3/4
 R 
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 comment
2015-08-04 03:00:59 by dude1818
 R 
Creature – Eye
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.
1/2
1 comment
2022-09-29 06:12:36 by Pierre
 M 
Creature – Eye
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.
2/4
7 comments
last 2022-09-01 21:17:25 by dude1818
 C 
Creature – Eye
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
3/2
 C 
Creuture – Spirit
Flying
Guide (Exile this card from your graveyard, put a counter on target creature for the keyword abilities that appear on the exiled card.)
1/1
 R 
Legendary – Planewalker
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.
3
{u}
 
 C 
Instant
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 Eye
 
 C 
Creature – Eye
Flying
Non Eye creatures you control cannot attack.
1/1
 R 
Creature – Mage
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.
0/2
 R 
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.
 U 
Creature – Eye
Non-Eye creatures you control cannot attack.
Whenever you play a non creature spell you may Scry 1.
2/3
 C 
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
 R 
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.
 R 
Creature – Eye
Flying
Non-Eye creatures you control can't attack.
{1}{u}, draw a card target player gains control of The Gift.
2/2
 U 
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.
 U 
Creature – Eye
Non-eye creatures you control cannot attack.
Destroy target creature blocking evil eye A
3/6
 R 
Creature – Eye
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.
2/2
 U 
Creature – Eye
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.
2/2
1 comment
2024-04-16 09:56:19 by Pierre
 R 
Creature – Eye Horror
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
1/1
{1}{b}
 
 C 
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.)
 R 
Legendary Creature – Skeleton Knight
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.".
2/2
2 comments
last 2018-03-24 09:47:42 by Pierre
 C 
Creature – Eye Horror
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.
2/2
 C 
Creuture – Spirit
Deathtouch
Guide (Exile this card from your graveyard, put a counter on target creature for the keyword abilities that appear on the exiled card.)
1/1
 R 
Creature – Eye
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.
1/1
 U 
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.
 M 
Instant
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.)
Flame Lord
 
 M 
Creature – Elemental
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
3/3
 C 
 
Haste
Guide (Exile this card from your graveyard, put a counter on target creature for the keyword abilities that appear on the exiled card.)
2/1
 U 
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 comments
last 2015-08-03 01:19:43 by dude1818
 U 
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.
 R 
Creature – Spider
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.
4/4
{g}{g}
 
 C 
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.
 U 
Creature – Eye
Flash
Non-Eye creatures you control cannot attack.
When Hazy Eye enters play prevent all combat damage done by Non-Eye creatures.
2/2
 U 
Enchantment Creature – Beast
{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.
3/2
 R 
Creature – Human Shaman
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.
2/2
 C 
Creature – Elf Shaman
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.
1/1
 R 
Creature – Cleric
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.
1/3
 M 
Legendary Creature – Warrior Cleric
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.
2/4
1 comment
2024-03-24 14:57:24 by Mister Johnson
 R 
Creature – Elf warrior cleric
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.
1/3
 R 
Instant
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.)
The Grinder
 
Artifact
{1},Discard a card, target opponent discards a card unless he pays 2 life, or sacrifices a creature.
1 comment
2018-03-27 21:47:56 by dude1818
 R 
Creature – Cleric
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.
2/4
 M 
Legendary Creature – Insect
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
0/1
 U 
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.
 R 
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.
 R 
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.
 R 
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.
 R 
Artifact
{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.)
Spirit Bomb
 
 R 
Artifact Creature – Spirit
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".
1/1
 M 
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.)
 U 
Artifact – Creature
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.
1/1
 M 
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.)
Cave of spirits
 
 M 
Legendary – Spirit Land
{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.
 R 
Land
{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.
Influence of Mordor
 
 R 
Enchantment
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.
 R 
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.
 R 
Land
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.)
Blood for blood
 
 R 
Enchantment
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 comment
2022-09-29 05:29:09 by Pierre
 R 
Land
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.)
Fount of Light
 
 R 
Enchantment
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 comments
last 2022-10-04 07:14:33 by Pierre
 C 
Land
{t}, add {g}

Syphon {1} (you may tap {1} creatures to transform this card.)
Forest Wisp
 
 C 
Creature – Spirit
Flying
Lands you control enter play untapped
1/1
 C 
Land
{t} add {u}

Syphon {1} (you may tap {1} creatures to transform this card.)
Water Wisp
 
 C 
Creature – Spirit
Flying

At the end of your turn you may untap one land you control.
1/1
 C 
Land
{t} add {r}

Syphon {1} (you may tap {1} creatures to transform this card.)
Mountain wisp
 
 C 
Creature – Spirit
Flying

{t} target land taps for an extra {r}
1/1

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Show rarities: C U R M

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The Eyes Had it: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton