Lorwyn Eclipsed

Liminal Hold

Liminal Hold {3}{W}

Enchantment
When this enchantment enters, exile up to one target nonland permanent an opponent controls until this enchantment leaves the battlefield. You gain 2 life.
A reliquary is needed to pass through the eclipse safely. Without it, two warring selves will calcify into one.
Meanders Guide

Meanders Guide {2}{W}

Creature - Merfolk Scout
Whenever this creature attacks, you may tap another untapped Merfolk you control. When you do, return target creature card with mana value 3 or less from your graveyard to the battlefield.
In the silence of the Dark Meanders, she thought only of those still lost.
3/2
Moonlit Lamenter

Moonlit Lamenter {2}{W}

Creature - Treefolk Cleric
This creature enters with a -1/-1 counter on it.
{1}{W}, Remove a counter from this creature: Draw a card. Activate only as a sorcery.
Isilu's adherents mourn the dead, purging grief through keening rituals.
2/5
Morningtide's Light

Morningtide's Light {3}{W}

Sorcery
Exile any number of target creatures. At the beginning of the next end step, return those cards to the battlefield tapped under their owners' control.
Until your next turn, prevent all damage that would be dealt to you.
Exile Morningtide's Light.
Personify

Personify {1}{W}

Instant
Exile target creature you control, then return that card to the battlefield under its owner's control. Create a 1/1 colorless Shapeshifter creature token with changeling.
"I found myself wishing I could run away and start anew. That's when I saw those yellow eyes."
—Yenn, kithkin nomad
Protective Response

Protective Response {2}{W}

Instant
Convoke
Destroy target attacking or blocking creature.
With no connection to the thoughtweft, kithkin nomads rely on guts, instinct, and each other.
Pyrrhic Strike

Pyrrhic Strike {2}{W}

Instant
As an additional cost to cast this spell, you may blight 2.
Choose one. If this spell's additional cost was paid, choose both instead.
• Destroy target artifact or enchantment.
• Destroy target creature with mana value 3 or greater.
Reluctant Dounguard

Reluctant Dounguard {2}{W}

Creature - Kithkin Soldier
This creature enters with two -1/-1 counters on it.
Whenever another creature you control enters while this creature has a -1/-1 counter on it, remove a -1/-1 counter from this creature.
Keeping others out of the doun is the only thing that motivates some to step outside their walls.
4/4
Rhys, the Evermore

Rhys, the Evermore {1}{W}

Legendary Creature - Elf Warrior
Flash
When Rhys enters, another target creature you control gains persist until end of turn.
{W}, {T}: Remove any number of counters from target creature you control. Activate only as a sorcery.
2/2
Riverguard's Reflexes

Riverguard's Reflexes {1}{W}

Instant
Target creature gets +2/+2 and gains first strike until end of turn. Untap it.
"If you hire a riverguard for protection, go in with your best offer. They won't consider anything less."
—Cenna, ferry pilot
Shore Lurker

Shore Lurker {3}{W}

Creature - Merfolk Scout
Flying
When this creature enters, surveil 1.
"The Dark Meanders contain nothing but refuse and the trinkets other merrow have left behind. I'm on the hunt for something new."
3/3
Slumbering Walker

Slumbering Walker {3}{W}{W}

Creature - Giant Warrior
This creature enters with two -1/-1 counters on it.
At the beginning of your end step, you may remove a counter from this creature. When you do, return target creature card with power 2 or less from your graveyard to the battlefield.
4/7
Spiral into Solitude

Spiral into Solitude {1}{W}

Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
{1}{W}, Blight 1, Sacrifice this Aura: Exile enchanted creature.
Paranoia can drive kithkin to isolate themselves. Then their neighbors begin to whisper, and their fears become true.
Sun-Dappled Celebrant

Sun-Dappled Celebrant {4}{W}{W}

Creature - Treefolk Cleric
Convoke
Vigilance
Eirdu's adherents celebrate the sun on cold days and create warmth through spirited dances and revelry.
5/6
Thoughtweft Imbuer

Thoughtweft Imbuer {3}{W}

Creature - Kithkin Advisor
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of Kithkin you control.
"Wear this, and you shall carry the might of the clachan with you."
0/5
Timid Shieldbearer

Timid Shieldbearer {1}{W}

Creature - Kithkin Soldier
{4}{W}: Creatures you control get +1/+1 until end of turn.
Fear is especially potent through the thoughtweft. A lone kithkin's panic can motivate a doun.
2/2
Tributary Vaulter

Tributary Vaulter {2}{W}

Creature - Merfolk Warrior
Flying
Whenever this creature becomes tapped, another target Merfolk you control gets +2/+0 until end of turn.
"Other species may spread across the land all they like, but the riverways and the skies above them will always be ours."
1/3
Wanderbrine Preacher

Wanderbrine Preacher {1}{W}

Creature - Merfolk Cleric
Whenever this creature becomes tapped, you gain 2 life.
"Truly, I am sustained by the faith of my congregation."
2/2
Wanderbrine Trapper

Wanderbrine Trapper {W}

Creature - Merfolk Scout
{1}, {T}, Tap another untapped creature you control: Tap target creature an opponent controls.
Merrow nets snare struggling prey and panicking foe alike.
2/1
Winnowing

Winnowing {4}{W}{W}

Sorcery
Convoke
For each player, you choose a creature that player controls. Then each player sacrifices all other creatures they control that don't share a creature type with the chosen creature they control.
Aquitect's Defenses

Aquitect's Defenses {1}{U}

Enchantment - Aura
Flash
Enchant creature you control
When this Aura enters, enchanted creature gains hexproof until end of turn.
Enchanted creature gets +1/+2.
Blossombind

Blossombind {1}{U}

Enchantment - Aura
Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature can't become untapped and can't have counters put on it.
He wished for isolation, and Shadowmoor replied.
Champions of the Shoal

Champions of the Shoal {3}{U}

Creature - Merfolk Soldier
As an additional cost to cast this spell, behold a Merfolk and exile it.
Whenever this creature enters or becomes tapped, tap up to one target creature and put a stun counter on it.
When this creature leaves the battlefield, return the exiled card to its owner's hand.
4/6
Disruptor of Currents

Disruptor of Currents {3}{U}{U}

Creature - Merfolk Wizard
Flash
Convoke
When this creature enters, return up to one other target nonland permanent to its owner's hand.
3/3
Flitterwing Nuisance

Flitterwing Nuisance {U}

Creature - Faerie Rogue
Flying
This creature enters with a -1/-1 counter on it.
{2}{U}, Remove a counter from this creature: Whenever a creature you control deals combat damage to a player or planeswalker this turn, draw a card.
2/2
Related card: Thoughtsteal Sprites