Eventide

Favor of the Overbeing

Favor of the Overbeing {1}{G/U}

Enchantment - Aura
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and has vigilance.
As long as enchanted creature is blue, it gets +1/+1 and has flying.
Enlightenment is the mundane seen from the vantage point of the divine.
Gilder Bairn

Gilder Bairn {1}{G/U}{G/U}

Creature - Ouphe
{2}{G/U}, {Q}: Double the number of each kind of counter on target permanent.
Do the glowing trinkets show it the way home, or do they set a twisted path for someone else to follow?
1/3
Grazing Kelpie

Grazing Kelpie {3}{G/U}

Creature - Beast
{G/U}, Sacrifice Grazing Kelpie: Put target card from a graveyard on the bottom of its owner's library.
Persist
2/3
Groundling Pouncer

Groundling Pouncer {1}{G/U}

Creature - Faerie
{G/U}: Groundling Pouncer gets +1/+3 and gains flying until end of turn. Activate only once each turn and only if an opponent controls a creature with flying.
Endry was determined to teach his groundlings a few winged-faerie tricks.
2/1
Invert the Skies

Invert the Skies {3}{G/U}

Instant
Creatures your opponents control lose flying until end of turn if {G} was spent to cast this spell, and creatures you control gain flying until end of turn if {U} was spent to cast this spell.
Murkfiend Liege

Murkfiend Liege {2}{G/U}{G/U}{G/U}

Creature - Horror
Other green creatures you control get +1/+1.
Other blue creatures you control get +1/+1.
Untap all green and/or blue creatures you control during each other player's untap step.
4/4
Overbeing of Myth

Overbeing of Myth {G/U}{G/U}{G/U}{G/U}{G/U}

Creature - Spirit Avatar
Overbeing of Myth's power and toughness are each equal to the number of cards in your hand.
At the beginning of your draw step, draw an additional card.
"She walks among us unseen, learning from our imperfections."
—The Seer's Parables
*/*
Selkie Hedge-Mage

Selkie Hedge-Mage {2}{G/U}

Creature - Merfolk Wizard
When Selkie Hedge-Mage enters, if you control two or more Forests, you may gain 3 life.
When Selkie Hedge-Mage enters, if you control two or more Islands, you may return target tapped creature to its owner's hand.
2/2
Shorecrasher Mimic

Shorecrasher Mimic {1}{G/U}

Creature - Shapeshifter
Whenever you cast a spell that's both green and blue, Shorecrasher Mimic has base power and toughness 5/3 until end of turn and gains trample until end of turn.
The Aurora replaced the changelings' innocence with malice and their curiosity with hunger.
2/1
Slippery Bogle

Slippery Bogle {G/U}

Creature - Beast
Hexproof
Bogles are very tasty if you can get the skin off. It's getting a blade on them that's the problem.
1/1
Snakeform

Snakeform {2}{G/U}

Instant
Until end of turn, target creature loses all abilities and becomes a green Snake with base power and toughness 1/1.
Draw a card.
Losing his possessions distressed him, but the lack of limbs was strangely liberating.
Spitting Image

Spitting Image {4}{G/U}{G/U}

Sorcery
Create a token that's a copy of target creature.
Retrace
Spitting is the customary greeting between a creature and its magical impostor.
Sturdy Hatchling

Sturdy Hatchling {3}{G/U}

Creature - Elemental
Sturdy Hatchling enters with four -1/-1 counters on it.
{G/U}: Sturdy Hatchling gains shroud until end of turn.
Whenever you cast a green spell, remove a -1/-1 counter from Sturdy Hatchling.
Whenever you cast a blue spell, remove a -1/-1 counter from Sturdy Hatchling.
6/6
Trapjaw Kelpie

Trapjaw Kelpie {4}{G/U}{G/U}

Creature - Beast
Flash
Persist
Travelers in these waters leave a bit of themselves behind.
3/3
Wistful Selkie

Wistful Selkie {G/U}{G/U}{G/U}

Creature - Merfolk Wizard
When Wistful Selkie enters, draw a card.
Selkies call to a sea they never swam, in a tongue they never spoke, with a song they never learned.
2/2
Altar Golem

Altar Golem {7}

Artifact Creature - Golem
Trample
Altar Golem's power and toughness are each equal to the number of creatures on the battlefield.
Altar Golem doesn't untap during your untap step.
Tap five untapped creatures you control: Untap Altar Golem.
*/*
Antler Skulkin

Antler Skulkin {5}

Artifact Creature - Scarecrow
{2}: Target white creature gains persist until end of turn.
Every skull has a tale to tell, and a skulkin is many dire tales cobbled together.
3/3
Fang Skulkin

Fang Skulkin {2}

Artifact Creature - Scarecrow
{2}: Target black creature gains wither until end of turn.
"Everything falls apart. But living things fall apart in the most fascinating ways."
—Mowagh the Gwyllion
2/1
Hoof Skulkin

Hoof Skulkin {3}

Artifact Creature - Scarecrow
{3}: Target green creature gets +1/+1 until end of turn.
It hunts with the memory of a long lost herd.
2/2
Jawbone Skulkin

Jawbone Skulkin {1}

Artifact Creature - Scarecrow
{2}: Target red creature gains haste until end of turn.
"Ah, skull of shrew—a very potent substance. In powdered form, it gives thrice the zing of noggle hoof pulp."
—Boghald, Barrenton medic
1/1
Leering Emblem

Leering Emblem {2}

Artifact - Equipment
Whenever you cast a spell, equipped creature gets +2/+2 until end of turn.
Equip {2}
The banner was not a symbol of victory, but a herald of the carnage to come.
Scarecrone

Scarecrone {3}

Artifact Creature - Scarecrow
{1}, Sacrifice a Scarecrow: Draw a card.
{4}, {T}: Return target artifact creature card from your graveyard to the battlefield.
Her poppets bring joy to the truly depraved.
1/2
Shell Skulkin

Shell Skulkin {4}

Artifact Creature - Scarecrow
{3}: Target blue creature gains shroud until end of turn.
Skulkins confer strange benefits on unsuspecting patrons.
3/2
Ward of Bones

Ward of Bones {6}

Artifact
Each opponent who controls more creatures than you can't cast creature spells. The same is true for artifacts and enchantments.
Each opponent who controls more lands than you can't play lands.
Mages dare not attempt magic in its grotesque presence.
Cascade Bluffs

Cascade Bluffs

Land
{T}: Add {C}.
{U/R}, {T}: Add {U}{U}, {U}{R}, or {R}{R}.
Travelers bathe in the falls to wash away curses from the pucas who lurk nearby.