Wilds of Eldraine Promos

Wilds of Eldraine Promos contains 200 cards.
Released: 2023-09-08
Base set size: 200 cards.
Archon of the Wild Rose

Archon of the Wild Rose {2}{W}{W}

Creature - Archon
Flying
Other creatures you control that are enchanted by Auras you control have base power and toughness 4/4 and have flying.
The curse of Redtooth Keep could only be broken by a mystical rose that blooms in moonlight.
4/4
Archon of the Wild Rose

Archon of the Wild Rose {2}{W}{W}

Creature - Archon
Flying
Other creatures you control that are enchanted by Auras you control have base power and toughness 4/4 and have flying.
The curse of Redtooth Keep could only be broken by a mystical rose that blooms in moonlight.
4/4
Expel the Interlopers

Expel the Interlopers {3}{W}{W}

Sorcery
Choose a number between 0 and 10. Destroy all creatures with power greater than or equal to the chosen number.
When a redcap raid threatened the Grand Ball at Delverhaugh, Goddric had no choice but to reveal his true identity and douse the invaders in dragonfire.
Expel the Interlopers

Expel the Interlopers {3}{W}{W}

Sorcery
Choose a number between 0 and 10. Destroy all creatures with power greater than or equal to the chosen number.
When a redcap raid threatened the Grand Ball at Delverhaugh, Goddric had no choice but to reveal his true identity and douse the invaders in dragonfire.
Moonshaker Cavalry

Moonshaker Cavalry {5}{W}{W}{W}

Creature - Spirit Knight
Flying
When Moonshaker Cavalry enters the battlefield, creatures you control gain flying and get +X/+X until end of turn, where X is the number of creatures you control.
High King Kenrith's armies followed him into the afterlife, ready to charge at his command.
6/6
Moonshaker Cavalry

Moonshaker Cavalry {5}{W}{W}{W}

Creature - Spirit Knight
Flying
When Moonshaker Cavalry enters the battlefield, creatures you control gain flying and get +X/+X until end of turn, where X is the number of creatures you control.
High King Kenrith's armies followed him into the afterlife, ready to charge at his command.
6/6
Regal Bunnicorn

Regal Bunnicorn {1}{W}

Creature - Rabbit Unicorn
Regal Bunnicorn's power and toughness are each equal to the number of nonland permanents you control.
"It's entirely peaceful, as long as you don't try to pet it, pen it, take its food, take its hide, sit on its grass, or dress it up in colorful garb for human holidays."
—Sturwynn, Boundary Lands ranger
*/*
Regal Bunnicorn

Regal Bunnicorn {1}{W}

Creature - Rabbit Unicorn
Regal Bunnicorn's power and toughness are each equal to the number of nonland permanents you control.
"It's entirely peaceful, as long as you don't try to pet it, pen it, take its food, take its hide, sit on its grass, or dress it up in colorful garb for human holidays."
—Sturwynn, Boundary Lands ranger
*/*
Spellbook Vendor

Spellbook Vendor {1}{W}

Creature - Human Peasant
Vigilance
At the beginning of combat on your turn, you may pay {1}. When you do, create a Sorcerer Role token attached to target creature you control.
2/2
Spellbook Vendor

Spellbook Vendor {1}{W}

Creature - Human Peasant
Vigilance
At the beginning of combat on your turn, you may pay {1}. When you do, create a Sorcerer Role token attached to target creature you control.
2/2
A Tale for the Ages

A Tale for the Ages {1}{W}

Enchantment
Enchanted creatures you control get +2/+2.
With every retelling of Agatha's demise, Kellan got taller and Ruby got stronger. But the core story stayed the same, and people remembered what happens to those who prey on the weak.
A Tale for the Ages

A Tale for the Ages {1}{W}

Enchantment
Enchanted creatures you control get +2/+2.
With every retelling of Agatha's demise, Kellan got taller and Ruby got stronger. But the core story stayed the same, and people remembered what happens to those who prey on the weak.
Three Blind Mice

Three Blind Mice {2}{W}

Enchantment - Saga
I — Create a 1/1 white Mouse creature token.
II, III — Create a token that's a copy of target token you control.
IV — Creatures you control get +1/+1 and gain vigilance until end of turn.
Three Blind Mice

Three Blind Mice {2}{W}

Enchantment - Saga
I — Create a 1/1 white Mouse creature token.
II, III — Create a token that's a copy of target token you control.
IV — Creatures you control get +1/+1 and gain vigilance until end of turn.
Virtue of Loyalty

Virtue of Loyalty {3}{W}{W}

Enchantment
At the beginning of your end step, put a +1/+1 counter on each creature you control. Untap those creatures.
Card has other part: Ardenvale Fealty
Ardenvale Fealty

Ardenvale Fealty {1}{W}

Instant - Adventure
Create a 2/2 white Knight creature token with vigilance.
Card has other part: Virtue of Loyalty
Virtue of Loyalty

Virtue of Loyalty {3}{W}{W}

Enchantment
At the beginning of your end step, put a +1/+1 counter on each creature you control. Untap those creatures.
Card has other part: Ardenvale Fealty
Ardenvale Fealty

Ardenvale Fealty {1}{W}

Instant - Adventure
Create a 2/2 white Knight creature token with vigilance.
Card has other part: Virtue of Loyalty
Werefox Bodyguard

Werefox Bodyguard {1}{W}{W}

Creature - Elf Fox Knight
Flash
When Werefox Bodyguard enters the battlefield, exile up to one other target non-Fox creature until Werefox Bodyguard leaves the battlefield.
{1}{W}, Sacrifice Werefox Bodyguard: You gain 2 life.
2/2
Werefox Bodyguard

Werefox Bodyguard {1}{W}{W}

Creature - Elf Fox Knight
Flash
When Werefox Bodyguard enters the battlefield, exile up to one other target non-Fox creature until Werefox Bodyguard leaves the battlefield.
{1}{W}, Sacrifice Werefox Bodyguard: You gain 2 life.
2/2
Asinine Antics

Asinine Antics {2}{U}{U}

Sorcery
You may cast Asinine Antics as though it had flash if you pay {2} more to cast it.
For each creature your opponents control, create a Cursed Role token attached to that creature.
Asinine Antics

Asinine Antics {2}{U}{U}

Sorcery
You may cast Asinine Antics as though it had flash if you pay {2} more to cast it.
For each creature your opponents control, create a Cursed Role token attached to that creature.
Extraordinary Journey

Extraordinary Journey {X}{X}{U}{U}

Enchantment
When Extraordinary Journey enters the battlefield, exile up to X target creatures. For each of those cards, its owner may play it for as long as it remains exiled.
Whenever one or more nontoken creatures enter the battlefield, if one or more of them entered from exile or was cast from exile, you draw a card. This ability triggers only once each turn.
Extraordinary Journey

Extraordinary Journey {X}{X}{U}{U}

Enchantment
When Extraordinary Journey enters the battlefield, exile up to X target creatures. For each of those cards, its owner may play it for as long as it remains exiled.
Whenever one or more nontoken creatures enter the battlefield, if one or more of them entered from exile or was cast from exile, you draw a card. This ability triggers only once each turn.
Farsight Ritual

Farsight Ritual {2}{U}{U}

Instant
Bargain
Look at the top four cards of your library. If this spell was bargained, look at the top eight cards of your library instead. Put two of them into your hand and the rest on the bottom of your library in a random order.