Eventide

Quillspike

Quillspike {2}{B/G}

Creature - Beast
{B/G}, Remove a -1/-1 counter from a creature you control: Quillspike gets +3/+3 until end of turn.
While it's true that a quillspike does heal the sick, it's just because it finds them tastier that way.
1/1
Rendclaw Trow

Rendclaw Trow {2}{B/G}

Creature - Troll
Wither
Persist
2/2
Sapling of Colfenor

Sapling of Colfenor {3}{B/G}{B/G}

Legendary Creature - Treefolk Shaman
Indestructible
Whenever Sapling of Colfenor attacks, reveal the top card of your library. If it's a creature card, you gain life equal to that card's toughness, lose life equal to its power, then put it into your hand.
Her plans may yet bear fruit.
2/5
Stalker Hag

Stalker Hag {B/G}{B/G}{B/G}

Creature - Hag
Swampwalk, forestwalk
Her hunt is silent until a bone snaps or flesh tears. Her victims never know to scream.
3/2
Woodlurker Mimic

Woodlurker Mimic {1}{B/G}

Creature - Shapeshifter
Whenever you cast a spell that's both black and green, Woodlurker Mimic has base power and toughness 4/5 until end of turn and gains wither until end of turn.
A mimic's disguise fools its victims just long enough to draw them within range of its venomous tentacles.
2/1
Worm Harvest

Worm Harvest {2}{B/G}{B/G}{B/G}

Sorcery
Create a 1/1 black and green Worm creature token for each land card in your graveyard.
Retrace
Balefire Liege

Balefire Liege {2}{R/W}{R/W}{R/W}

Creature - Spirit Horror
Other red creatures you control get +1/+1.
Other white creatures you control get +1/+1.
Whenever you cast a red spell, Balefire Liege deals 3 damage to target player or planeswalker.
Whenever you cast a white spell, you gain 3 life.
2/4
Battlegate Mimic

Battlegate Mimic {1}{R/W}

Creature - Shapeshifter
Whenever you cast a spell that's both red and white, Battlegate Mimic has base power and toughness 4/2 until end of turn and gains first strike until end of turn.
Mimics don't need perfect disguises. They need only the perfect victims: the naive, the young, or the poor of sight.
2/1
Belligerent Hatchling

Belligerent Hatchling {3}{R/W}

Creature - Elemental
First strike
Belligerent Hatchling enters the battlefield with four -1/-1 counters on it.
Whenever you cast a red spell, remove a -1/-1 counter from Belligerent Hatchling.
Whenever you cast a white spell, remove a -1/-1 counter from Belligerent Hatchling.
6/6
Double Cleave

Double Cleave {1}{R/W}

Instant
Target creature gains double strike until end of turn.
"When in doubt, kill 'em twice."
Duergar Assailant

Duergar Assailant {R/W}

Creature - Dwarf Soldier
Sacrifice Duergar Assailant: It deals 1 damage to target attacking or blocking creature.
Some duergars dismiss the world above as a fable. They react violently when their comfortable illusions are dispelled.
1/1
Duergar Hedge-Mage

Duergar Hedge-Mage {2}{R/W}

Creature - Dwarf Shaman
When Duergar Hedge-Mage enters the battlefield, if you control two or more Mountains, you may destroy target artifact.
When Duergar Hedge-Mage enters the battlefield, if you control two or more Plains, you may destroy target enchantment.
2/2
Duergar Mine-Captain

Duergar Mine-Captain {2}{R/W}

Creature - Dwarf Soldier
{1}{R/W}, {Q}: Attacking creatures get +1/+0 until end of turn.
Duergars are prodigious workers with long memories. Some still fulfill intricately detailed orders given decades, if not centuries, before.
2/1
Figure of Destiny

Figure of Destiny {R/W}

Creature - Kithkin
{R/W}: Figure of Destiny becomes a Kithkin Spirit with base power and toughness 2/2.
{R/W}{R/W}{R/W}: If Figure of Destiny is a Spirit, it becomes a Kithkin Spirit Warrior with base power and toughness 4/4.
{R/W}{R/W}{R/W}{R/W}{R/W}{R/W}: If Figure of Destiny is a Warrior, it becomes a Kithkin Spirit Warrior Avatar with base power and toughness 8/8, flying, and first strike.
1/1
Fire at Will

Fire at Will {R/W}{R/W}{R/W}

Instant
Fire at Will deals 3 damage divided as you choose among one, two, or three target attacking or blocking creatures.
"Make these shots count. The more foes we drop now, the fewer we'll have trying to kill us later."
Hearthfire Hobgoblin

Hearthfire Hobgoblin {R/W}{R/W}{R/W}

Creature - Goblin Soldier
Double strike
Hobgoblins are best left alone. They sharpen their farm implements far more than is necessary for their work in the fields.
2/2
Hobgoblin Dragoon

Hobgoblin Dragoon {2}{R/W}

Creature - Goblin Knight
Flying, first strike
The faeries snickered at first. A common hob in Oona's skies? But his lance ended their mockery, and now the sound of a cicada's wings brings a shudder to the faerie heart.
1/2
Moonhold

Moonhold {2}{R/W}

Instant
Target player can't play lands this turn if {R} was spent to cast this spell and can't cast creature spells this turn if {W} was spent to cast this spell.
Nobilis of War

Nobilis of War {R/W}{R/W}{R/W}{R/W}{R/W}

Creature - Spirit Avatar
Flying
Attacking creatures you control get +2/+0.
"A great siege is a banquet to him; a long and terrible battle, the most exquisite delicacy."
—The Seer's Parables
3/4
Rise of the Hobgoblins

Rise of the Hobgoblins {R/W}{R/W}

Enchantment
When Rise of the Hobgoblins enters the battlefield, you may pay {X}. If you do, create X 1/1 red and white Goblin Soldier creature tokens.
{R/W}: Red creatures and white creatures you control gain first strike until end of turn.
A river even the merrow dare not cross.
Scourge of the Nobilis

Scourge of the Nobilis {2}{R/W}

Enchantment - Aura
Enchant creature
As long as enchanted creature is red, it gets +1/+1 and has "{R/W}: This creature gets +1/+0 until end of turn."
As long as enchanted creature is white, it gets +1/+1 and has lifelink.
Spitemare

Spitemare {2}{R/W}{R/W}

Creature - Elemental
Whenever Spitemare is dealt damage, it deals that much damage to any target.
"I knew a creature carved from a dream of wild freedom. Any attempt to leash or exploit it failed, and at terrible cost."
—Ashling
3/3
Waves of Aggression

Waves of Aggression {3}{R/W}{R/W}

Sorcery
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Retrace
Cold-Eyed Selkie

Cold-Eyed Selkie {1}{G/U}{G/U}

Creature - Merfolk Rogue
Islandwalk
Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.
She follows the old tributaries built when merrows still shaped the tides.
1/1
Fable of Wolf and Owl

Fable of Wolf and Owl {3}{G/U}{G/U}{G/U}

Enchantment
Whenever you cast a green spell, you may create a 2/2 green Wolf creature token.
Whenever you cast a blue spell, you may create a 1/1 blue Bird creature token with flying.
The forest grew fangs. The sky spread its wings.