Lorwyn Eclipsed

Eclipsed Flamekin

Eclipsed Flamekin {1}{U/R}{U/R}

Creature - Elemental Scout
When this creature enters, look at the top four cards of your library. You may reveal an Elemental, Island, or Mountain card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
1/4
Eclipsed Kithkin

Eclipsed Kithkin {G/W}{G/W}

Creature - Kithkin Scout
When this creature enters, look at the top four cards of your library. You may reveal a Kithkin, Forest, or Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2/1
Eclipsed Merrow

Eclipsed Merrow {W/U}{W/U}{W/U}

Creature - Merfolk Scout
When this creature enters, look at the top four cards of your library. You may reveal a Merfolk, Plains, or Island card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2/3
Emptiness

Emptiness {4}{W/B}{W/B}

Creature - Elemental Incarnation
When this creature enters, if {W}{W} was spent to cast it, return target creature card with mana value 3 or less from your graveyard to the battlefield.
When this creature enters, if {B}{B} was spent to cast it, put three -1/-1 counters on up to one target creature.
Evoke {W/B}{W/B}
3/5
Feisty Spikeling

Feisty Spikeling {1}{R/W}

Creature - Shapeshifter
Changeling
During your turn, this creature has first strike.
As the changeling found its form, the innocent mischief in its gaze was replaced with daring ferocity.
2/1
Figure of Fable

Figure of Fable {G/W}

Creature - Kithkin
{G/W}: This creature becomes a Kithkin Scout with base power and toughness 2/3.
{1}{G/W}{G/W}: If this creature is a Scout, it becomes a Kithkin Soldier with base power and toughness 4/5.
{3}{G/W}{G/W}{G/W}: If this creature is a Soldier, it becomes a Kithkin Avatar with base power and toughness 7/8 and protection from each of your opponents.
1/1
Flaring Cinder

Flaring Cinder {1}{U/R}{U/R}

Creature - Elemental Sorcerer
When this creature enters and whenever you cast a spell with mana value 4 or greater, you may discard a card. If you do, draw a card.
"Am I losing myself or realizing my true nature?"
3/2
Gangly Stompling

Gangly Stompling {2}{R/G}

Creature - Shapeshifter
Changeling
Trample
Having manifested in the grotto at diminutive size, it now reveled in the reverberations of its own heavy footfalls.
4/2
Glister Bairn

Glister Bairn {2}{G/U}{G/U}{G/U}

Creature - Ouphe
Vivid — At the beginning of combat on your turn, another target creature you control gets +X/+X until end of turn, where X is the number of colors among permanents you control.
"We'll leave this one here and that one there. Then wait and see who comes to share."
1/4
Grub's Command

Grub's Command {3}{B}{R}

Kindred Sorcery - Goblin
Choose two —
• Create a token that's a copy of target Goblin you control.
• Creatures target player controls get +1/+1 and gain haste until end of turn.
• Destroy target artifact or creature.
• Target player mills five cards, then puts each Goblin card milled this way into their hand.
High Perfect Morcant

High Perfect Morcant {2}{B}{G}

Legendary Creature - Elf Noble
Whenever High Perfect Morcant or another Elf you control enters, each opponent blights 1.
Tap three untapped Elves you control: Proliferate. Activate only as a sorcery.
4/4
Hovel Hurler

Hovel Hurler {3}{R/W}{R/W}

Creature - Giant Warrior
This creature enters with two -1/-1 counters on it.
{R/W}{R/W}, Remove a counter from this creature: Another target creature you control gets +1/+0 and gains flying until end of turn. Activate only as a sorcery.
Giants love two things: sleeping, and getting rid of things that wake them up.
6/7
Kirol, Attentive First-Year

Kirol, Attentive First-Year {1}{R/W}{R/W}

Legendary Creature - Vampire Cleric
Tap two untapped creatures you control: Copy target triggered ability you control. You may choose new targets for the copy. Activate only once each turn.
Kirol hated being a pawn in Morcant's game. If dawnglove was as potent as she suggested, it should be preserved, not used to tip the balance of power.
3/3
Lluwen, Imperfect Naturalist

Lluwen, Imperfect Naturalist {B/G}{B/G}

Legendary Creature - Elf Druid
When Lluwen enters, mill four cards, then you may put a creature or land card from among the milled cards on top of your library.
{2}{B/G}{B/G}{B/G}, {T}, Discard a land card: Create a 1/1 black and green Worm creature token for each land card in your graveyard.
"I know I belong somewhere—just not here."
1/3
Maralen, Fae Ascendant

Maralen, Fae Ascendant {2}{B}{G}{U}

Legendary Creature - Elf Faerie Noble
Flying
Whenever Maralen or another Elf or Faerie you control enters, exile the top two cards of target opponent's library.
Once each turn, you may cast a spell with mana value less than or equal to the number of Elves and Faeries you control from among cards exiled with Maralen this turn without paying its mana cost.
4/5
Merrow Skyswimmer

Merrow Skyswimmer {3}{W/U}{W/U}

Creature - Merfolk Soldier
Convoke
Flying, vigilance
When this creature enters, create a 1/1 white and blue Merfolk creature token.
"Only fools believe us bound to water."
2/2
Mischievous Sneakling

Mischievous Sneakling {1}{U/B}

Creature - Shapeshifter
Changeling
Flash
The changeling felt that the most important part of making new friends was the element of surprise.
2/2
Morcant's Loyalist

Morcant's Loyalist {1}{B}{G}

Creature - Elf Warrior
Other Elves you control get +1/+1.
When this creature dies, return another target Elf card from your graveyard to your hand.
"Despite recent alliances, we must never forget the ideals of perfection which define us."
—High Perfect's decree
3/2
Noggle Robber

Noggle Robber {1}{R/G}{R/G}

Creature - Noggle Rogue
When this creature enters or dies, create a Treasure token.
Noggles have no concept of money, but they do have a high affinity for "shiny."
3/3
Prideful Feastling

Prideful Feastling {2}{W/B}

Creature - Shapeshifter
Changeling
Lifelink
Changelings are friendly by nature, but some forms carry ancestral memories of carnage and hunger.
2/3
Raiding Schemes

Raiding Schemes {3}{R}{G}

Enchantment
Each noncreature spell you cast has conspire.
"Keep enemies close . . . and elves closer."
—A tale of Auntie Wort
Reaping Willow

Reaping Willow {1}{W/B}{W/B}{W/B}

Creature - Treefolk Cleric
Lifelink
This creature enters with two -1/-1 counters on it.
{1}{W/B}, Remove two counters from this creature: Return target creature card with mana value 3 or less from your graveyard to the battlefield. Activate only as a sorcery.
3/6
Sanar, Innovative First-Year

Sanar, Innovative First-Year {2}{U/R}{U/R}

Legendary Creature - Goblin Sorcerer
Vivid — At the beginning of your first main phase, reveal cards from the top of your library until you reveal X nonland cards, where X is the number of colors among permanents you control. For each of those colors, you may exile a card of that color from among the revealed cards. Then shuffle. You may cast the exiled cards this turn.
2/4
Shadow Urchin

Shadow Urchin {2}{B/R}

Creature - Ouphe
Whenever this creature attacks, blight 1.
Whenever a creature you control with one or more counters on it dies, exile that many cards from the top of your library. Until your next end step, you may play those cards.
3/4
Stoic Grove-Guide

Stoic Grove-Guide {4}{B/G}

Creature - Elf Druid
{1}{B/G}, Exile this card from your graveyard: Create a 2/2 black and green Elf creature token. Activate only as a sorcery.
Safewrights stationed within the Creakwood do not fear Shadowmoor's encroaching dark. They embrace it.
5/4