The Eyes Had it
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Put a flying counter on enchanted creature.
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.

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
target attacking creature gets +1/+0 till end of turn. This ability only triggers once each turn.
When ever a creature enters play under your control you may put a 1/1 Cleric token into play which has

Select target player.
That player sacrifices a enchantment he controls, you gain 1 life for each enchantment in that players graveyard.
That player sacrifices a enchantment he controls, you gain 1 life for each enchantment in that players graveyard.
Flying
Whenever Cloud spirit attack's alone, create a 1/1 white spirit token with flying.
Tap a creature you control, cloud spirit get +1/+1 until end of turn.
Whenever Cloud spirit attack's alone, create a 1/1 white spirit token with flying.
Tap a creature you control, cloud spirit get +1/+1 until end of turn.
2/3
Flying
At the start of your turn you may reveal enchantment cards from your hand you gain 1 Life and
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)
At the start of your turn you may reveal enchantment cards from your hand you gain 1 Life and

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

You may play enchantment cards from your graveyard.
1/4
Hollow recall:
Put a tapped token into play of target creature in your graveyard with mana value equal to
.
Glorious recall:
If the targeted creature had died this turn, put a flying token on the token created.
Put a tapped token into play of target creature in your graveyard with mana value equal to

Glorious recall:
If the targeted creature had died this turn, put a flying token on the token created.
First Strike, Lifelink.
,
target creature gets First Strike until the end of turn, if the creature is equipped put a +1/+1 counter on it.
Guide (Exile this card from your graveyard, put a counter on target creature for the keyword abilities that appear on the exiled card.)


Guide (Exile this card from your graveyard, put a counter on target creature for the keyword abilities that appear on the exiled card.)
2/3
Enchant Creature
Enchanted creature gains +1/+0 and Lifelink.
Channel
(Discard this card, target creature gains the abilities this card would have granted enchanted creature until end of turn.)
Enchanted creature gains +1/+0 and Lifelink.
Channel

Ward
You and permanents you control get ward
.
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.

You and permanents you control get ward

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

If Persistent attendant is in your graveyard, if a creature enters play under your control you may pay

1/1
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
If you attacked with exactly one creature pick one
– target creature gains lifelink until end of turn.
– tap or Untap target creature
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.)
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
; Target creature you control gains protection from the color of your choice until end of turn.

1/1
When Temporary rest enters play exile all non land permanents with converted mana cost
or less.
syphon 2 (you may tap 2 creatures to transform this card.)

syphon 2 (you may tap 2 creatures to transform this card.)
Whenever a creature you control becomes tapped, tap target creature an opponent controls and put a stun counter on it.
At the end of each turn you gain 1 life for each tapped creature opponents control.
At the end of each turn you gain 1 life for each tapped creature opponents control.
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.)
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
Enchant target creature you control.
target opponent gains control of enchanted creature.
Creature cards in your hand have flash and cost
less to cast where
equals the converted mana cost of the enchanted creature.
target opponent gains control of enchanted creature.
Creature cards in your hand have flash and cost


Flying
Non-Eye creatures you control cannot attack.
, 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.
Non-Eye creatures you control cannot attack.

Return an Island you control to your hand add one mana of any color to your mana pool.
3/4
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".
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".
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.
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
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
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
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
Flying
Guide (Exile this card from your graveyard, put a counter on target creature for the keyword abilities that appear on the exiled card.)
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
Exile target card from a grave yard.
if it's a instant, draw a card then discard a card.
if it's a sorcery card, you may play it until the end of your next turn, mana of any color can be used to play it.
if it's a creature card, return if not in use to your hand
if it's a instant, draw a card then discard a card.
if it's a sorcery card, you may play it until the end of your next turn, mana of any color can be used to play it.
if it's a creature card, return if not in use to your hand
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.
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
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.)
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.
Non Eye creatures you control cannot attack.
1/1
Flash
Oppressive mage has +1/+0 for every other tapped creature on the battle field.
Whenever you draw a card, tap a creature.
,Draw a card then discard a card.
Whenever oppressive mage is tapped put a stun counter on target creature.
Oppressive mage has +1/+0 for every other tapped creature on the battle field.
Whenever you draw a card, tap a creature.

Whenever oppressive mage is tapped put a stun counter on target creature.
0/2
Flash
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.
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.
Scry
then Reveal the top card of your library.
Target opponent may put the revealed card in your graveyard.
if the revealed card is put in your graveyard, scry
where
is equal to the card's converted mana cost.
if the revealed card was not put in your graveyard, draw a card.

Target opponent may put the revealed card in your graveyard.
if the revealed card is put in your graveyard, scry


if the revealed card was not put in your graveyard, draw a card.
Non-Eye creatures you control cannot attack.
Whenever you play a non creature spell you may Scry 1.
Whenever you play a non creature spell you may Scry 1.
2/3
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
When you attack with exactly one creature pick one
– Return target creature to it's owner's hand
– Draw a card
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
instead of this cards mana cost.
if a planeswalker enters play you may pay


Flying
Non-Eye creatures you control can't attack.

, draw a card target player gains control of The Gift.
Non-Eye creatures you control can't attack.


2/2
At the beginning of each each main phase, tap tiresome hulk.

, Untap tiresome hulk.
, Tiresome Hulk cant be blocked this turn.
, Tiresome hulk get +1/-1 until end of turn.




5/5
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.
When enchanted creature dies return it to play tapped.
When ever a creature you control attack's alone, you may return a card from your graveyard to your hand.
Whenever a creature you control dies, put a 2/2 Skeleton token into play, with this creature cannot block.
Whenever a creature you control dies, put a 2/2 Skeleton token into play, with this creature cannot block.
Non-eye creatures you control cannot attack.
Destroy target creature blocking evil eye A
Destroy target creature blocking evil eye A
3/6
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.
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
Flying
Non eye creatures you control cannot attack.
When Eye Vampire enters play create two 1/1 spirit tokens with flying.


, sacrifice a spirit, create two 1/1 spirit tokens with flying.
Non eye creatures you control cannot attack.
When Eye Vampire enters play create two 1/1 spirit tokens with flying.



3/3
Flying
Non Eye creatures you control cannot attack.
Whenever a creature dies, if it had a keyword ability you may pay
, 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.
Non Eye creatures you control cannot attack.
Whenever a creature dies, if it had a keyword ability you may pay


This ability triggers only once each turn.
2/2
Target Creature gains death touch 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.)
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 fading hope enters play, target player discards a card.
Ward-
You may move counters between creatures you control any time you could play a sorcery.
When a Skeleton enters play, put a menace counter on it.
When a Zombie enters play, put a death touch counter on it.
Sacrifice a creature put a +1/+1 counter on Gisa

You may move counters between creatures you control any time you could play a sorcery.
When a Skeleton enters play, put a menace counter on it.
When a Zombie enters play, put a death touch counter on it.
Sacrifice a creature put a +1/+1 counter on Gisa
1/1
Deathtouch
Non-Eye creatures you control cannot attack.
If
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
Non-Eye creatures you control cannot attack.
If

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
As an additional cost sacrifice a creature you control, then choose one.
o Destroy target creature
o Draw two cards
o Destroy target creature
o Draw two cards
Enchant Creature.
Enchanted creature gets -2/-2.
Channel
(Discard this card, target creature gains the abilities this card would have granted enchanted creature until end of turn.)
Enchanted creature gets -2/-2.
Channel

You may play Shadow Soldier from exile.
When another creature enters play under your control you may pay
and put Shadow soldier in play tapped from your graveyard.
When another creature enters play under your control you may pay

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.".
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
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.
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
Deathtouch
Guide (Exile this card from your graveyard, put a counter on target creature for the keyword abilities that appear on the exiled card.)
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
Flying
Non-Eye creatures you control Cannot attack.
Whenever another card leaves your graveyard you may put Wisp Eye into play from your hand or Graveyard.
Non-Eye creatures you control Cannot attack.
Whenever another card leaves your graveyard you may put Wisp Eye into play from your hand or Graveyard.
1/1
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.
When Enchanted creature attacks, exile the top card of your library, you may play that card until the end of turn.
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.)
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 other 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
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
Haste
Guide (Exile this card from your graveyard, put a counter on target creature for the keyword abilities that appear on the exiled card.)
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
Enchant creature
Enchanted creature gains deathtouch and all creatures able to block enchanted creature do so.
Channel
(Discard this card, target creature gains the abilities this card would have granted enchanted creature until end of turn.)
Enchanted creature gains deathtouch and all creatures able to block enchanted creature do so.
Channel


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.
When enchanted creature attacks, another target creature you control gains trample until end of turn.
Reach

, exile a creature card from your graveyard, put two 1/1 Black spider spirit tokens with reach into play.
, discard a card search your library for a card with Syphon, reveal it and put it in your hand.



4/4
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.
Reach
When Coffin spider dies, you may return another permanent card from your graveyard to your hand.
When Coffin spider dies, you may return another permanent card from your graveyard to your hand.
3/3
Flash
Non-Eye creatures you control cannot attack.
When Hazy Eye enters play prevent all combat damage done by Non-Eye creatures.
Non-Eye creatures you control cannot attack.
When Hazy Eye enters play prevent all combat damage done by Non-Eye creatures.
2/2

– Gain 3 life
– Search you library for an enchantment, reveal it and put it your hand, then shuffle your library.
3/2
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.
2/2
When a creature enters play under your control, perform "The search"
The Search
- Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the end of your turn, If you control no creatures you may sacrifice or discard Rescue from nature and perform "The Search"
The Search
- Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the end of your turn, If you control no creatures you may sacrifice or discard Rescue from nature and perform "The Search"
If a land card is put in your graveyard you may
Tiller of Land and exchange the land card in your graveyard with a land card in your hand.

1/1
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.
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
Reach, ward
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.

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
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
less to play if you control an Aura.
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

1/3
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.)
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.)

Defender
, 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.

It has Defender, and sacrifice this creature at the end of your turn.
2/4
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
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


Equip
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 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
, where
is the exiled cards converted mana cost.

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 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


When Mimic Module enters play exile a creature card from your hand.
,
: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
return Mimic module to your hand.
Whenever Mimic module leaves play return all creatures exiled with Mimic Module to their owners hand.



Whenever Mimic module leaves play return all creatures exiled with Mimic Module to their owners hand.
Equip
Whenever equipped creature deals combat damage to a player you may attach Shuriken to another creature you control.
When Shuriken is unattached, that creature deals two damage to target creature.
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.)

Whenever equipped creature deals combat damage to a player you may attach Shuriken to another creature you control.
When Shuriken is unattached, that creature deals two damage to target creature.
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.)
Equip
Whenever equipped creature deals combat damage, put a charge counter on a Ninja Tool.
Remove a charge counter from Jitte
- Put a +1/+1 counter on equipped creature.
- Equip a equipment to target creature
- Target creature cannot be blocked
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.)

Whenever equipped creature deals combat damage, put a charge counter on a Ninja Tool.
Remove a charge counter from Jitte
- Put a +1/+1 counter on equipped creature.
- Equip a equipment to target creature
- Target creature cannot be blocked
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.)
When Orb of perspective enters play, put a Flame counter on it for each
spent to play it and a Water counter for each
spent to play it.
, 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.





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".
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
Equip
Equipped creature gets +1/+1 and has ward
.
At the end of each turn if the equipped creature is tapped put a stun counter on it.
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.)

Equipped creature gets +1/+1 and has ward

At the end of each turn if the equipped creature is tapped put a stun counter on it.
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.)
Equipped creature gets +2/+2 and has Menace.
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
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.)
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

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.)
Flying, ward
Call forth a swarm
When swarm thopter enters play you may pay
, if you do search your library for another card named swarm thopter and put it in play then shuffle your library.

Call forth a swarm
When swarm thopter enters play you may pay

1/1
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.
add
mana of any color a land you control can produce.
Syphon 5 (you may tap 5 creatures to transform this card.)


Syphon 5 (you may tap 5 creatures to transform this card.)


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.







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.
For each Island exiled put and influence counter on a target non basic land.
Lands with influence counters on them are swamps.
Add
to your mana pool.
Whenever an eye creature enters play you may untap an eye creature you control.

, put a colorless 1/1 eye creature with "Non-eye creature you control can't attack" in play under your control.

Whenever an eye creature enters play you may untap an eye creature you control.


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.
Add
to your mana pool.
pay 2 life, or discard a card add
of any mana color to your mana pool.
Syphon
(you may tap
creatures to transform this card.)




Syphon


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.
When ever a creature dies you gain 2 life.
Put a card exiled by Unknown Cave into play, you loose life equal to it's converted mana cost.
When ever a creature dies you gain 2 life.
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.
Add
to your mana pool.
pay 2 life, or discard a card add
of any mana color to your mana pool.
Syphon
(you may tap
creatures to transform this card.)




Syphon


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.
Tapped creatures you control have ward
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.
Tapped creatures you control have ward



Syphon


Flying
Lands you control enter play untapped
Lands you control enter play untapped
1/1


Syphon


Flying
At the end of your turn you may untap one land you control.
At the end of your turn you may untap one land you control.
1/1


Syphon


Flying
target land taps for an extra 


1/1
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Mechanics | Skeleton |
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.
2015-09-05 08:01:08 by Pierre