Cockatrice/Magic-Spoiler 2025-10-05 16:13:40 (UTC) https://raw.githubusercontent.com/Cockatrice/Magic-Spoiler/files/ECL.xml ECL Lorwyn Eclipsed (Spoiler) Expansion 2026-01-23 10 Ashling's Command Choose two — • Create a token that's a copy of target Elemental you control. • Target player draws two cards. • Ashling's Command deals 2 damage to each creature target player controls. • Target player creates two Treasure tokens. RU Kindred Instant — Elemental Instant 5 3UR ECL 3 Ashling's Command Choose two — • Create a token that's a copy of target Elemental you control. • Target player draws two cards. • Ashling's Command deals 2 damage to each creature target player controls. • Target player creates two Treasure tokens. RU Kindred Instant — Elemental Instant 5 3UR ECL 3 Ashling, Rekindled Whenever this creature enters or transforms into Ashling, Rekindled, you may discard a card. If you do, draw a card. At the beginning of your first main phase, you may pay {U}. If you do, transform Ashling. R Legendary Creature — Elemental Sorcerer Creature 2 1R 1/3 ECL 2 Ashling, Rimebound Whenever this creature transforms into Ashling, Rimebound and at the beginning of your first main phase, add two mana of any one color. Spend this mana only to cast spells with mana value 4 or greater. At the beginning of your first main phase, you may pay {R}. If you do, transform Ashling. U Legendary Creature — Elemental Wizard Creature 2 1/3 ECL 2 Ashling, Rekindled Whenever this creature enters or transforms into Ashling, Rekindled, you may discard a card. If you do, draw a card. At the beginning of your first main phase, you may pay {U}. If you do, transform Ashling. R Legendary Creature — Elemental Sorcerer Creature 2 1R 1/3 ECL 2 Ashling, Rimebound Whenever this creature transforms into Ashling, Rimebound and at the beginning of your first main phase, add two mana of any one color. Spend this mana only to cast spells with mana value 4 or greater. At the beginning of your first main phase, you may pay {R}. If you do, transform Ashling. U Legendary Creature — Elemental Wizard Creature 2 1/3 ECL 2 Bitterbloom Bearer Flash Flying At the beginning of your upkeep, you lose 1 life and create a 1/1 blue and black Faerie creature token with flying. B Creature — Faerie Rogue Creature 2 BB 1/1 ECL 2 Bitterbloom Bearer Flash Flying At the beginning of your upkeep, you lose 1 life and create a 1/1 blue and black Faerie creature token with flying. B Creature — Faerie Rogue Creature 2 BB 1/1 ECL 2 Bitterbloom Bearer Flash Flying At the beginning of your upkeep, you lose 1 life and create a 1/1 blue and black Faerie creature token with flying. B Creature — Faerie Rogue Creature 2 BB 1/1 ECL 2 Blood Crypt ({T}: Add {B} or {R}.) As this land enters, you may pay 2 life. If you don't, it enters tapped. Land — Swamp Mountain Land 0 ECL 0 Blood Crypt ({T}: Add {B} or {R}.) As this land enters, you may pay 2 life. If you don't, it enters tapped. Land — Swamp Mountain Land 0 ECL 0 Deceit When this creature enters, if {U}{U} was spent to cast it, return up to one other target nonland permanent to its owner's hand. When this creature enters, if {B}{B} was spent to cast it, target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Evoke {U/B}{U/B} BU Creature — Elemental Incarnation Creature 6 4U/BU/B 5/5 ECL 2 Deceit When this creature enters, if {U}{U} was spent to cast it, return up to one other target nonland permanent to its owner's hand. When this creature enters, if {B}{B} was spent to cast it, target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Evoke {U/B}{U/B} BU Creature — Elemental Incarnation Creature 6 4U/BU/B 5/5 ECL 2 Eirdu, Carrier of Dawn Flying, lifelink Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for {1} or one mana of that creature's color.) At the beginning of your first main phase, you may pay {B}. If you do, transform Eirdu. W Legendary Creature — Elemental God Creature 5 3WW 5/5 ECL 2 Isilu, Carrier of Twilight Flying, lifelink Each other nontoken creature you control has persist. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) At the beginning of your first main phase, you may pay {W}. If you do, transform Isilu. B Legendary Creature — Elemental God Creature 5 5/5 ECL 2 Eirdu, Carrier of Dawn Flying, lifelink Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for {1} or one mana of that creature's color.) At the beginning of your first main phase, you may pay {B}. If you do, transform Eirdu. W Legendary Creature — Elemental God Creature 5 3WW 5/5 ECL 2 Isilu, Carrier of Twilight Flying, lifelink Each other nontoken creature you control has persist. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) At the beginning of your first main phase, you may pay {W}. If you do, transform Isilu. B Legendary Creature — Elemental God Creature 5 5/5 ECL 2 Emptiness 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} BW Creature — Elemental Incarnation Creature 6 4W/BW/B 3/5 ECL 2 Emptiness 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} BW Creature — Elemental Incarnation Creature 6 4W/BW/B 3/5 ECL 2 Figure of Fable {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. GW Creature — Kithkin Creature 1 G/W 1/1 ECL 2 Figure of Fable {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. GW Creature — Kithkin Creature 1 G/W 1/1 ECL 2 Formidable Speaker When this creature enters, you may discard a card. If you do, search your library for a creature card, reveal it, put it into your hand, then shuffle. {1}, {T}: Untap another target permanent. G Creature — Elf Druid Creature 3 2G 2/4 ECL 2 Formidable Speaker When this creature enters, you may discard a card. If you do, search your library for a creature card, reveal it, put it into your hand, then shuffle. {1}, {T}: Untap another target permanent. G Creature — Elf Druid Creature 3 2G 2/4 ECL 2 Hallowed Fountain ({T}: Add {W} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped. Land — Plains Island Land 0 ECL 0 Hallowed Fountain ({T}: Add {W} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped. Land — Plains Island Land 0 ECL 0 Morningtide's Light 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. W Sorcery Sorcery 4 3W ECL 3 Morningtide's Light 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. W Sorcery Sorcery 4 3W ECL 3 Mutable Explorer Changeling (This card is every creature type.) When this creature enters, create a tapped Mutavault token. (It's a land with "{T}: Add {C}" and "{1}: This token becomes a 2/2 creature with all creature types until end of turn. It's still a land.") G Creature — Shapeshifter Creature 3 2G 1/1 ECL 2 Mutable Explorer Changeling (This card is every creature type.) When this creature enters, create a tapped Mutavault token. (It's a land with "{T}: Add {C}" and "{1}: This token becomes a 2/2 creature with all creature types until end of turn. It's still a land.") G Creature — Shapeshifter Creature 3 2G 1/1 ECL 2 Overgrown Tomb ({T}: Add {B} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped. Land — Swamp Forest Land 0 ECL 0 Overgrown Tomb ({T}: Add {B} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped. Land — Swamp Forest Land 0 ECL 0 Steam Vents ({T}: Add {U} or {R}.) As this land enters, you may pay 2 life. If you don't, it enters tapped. Land — Island Mountain Land 0 ECL 0 Steam Vents ({T}: Add {U} or {R}.) As this land enters, you may pay 2 life. If you don't, it enters tapped. Land — Island Mountain Land 0 ECL 0 Sygg, Wanderwine Wisdom Sygg can't be blocked. Whenever this creature enters or transforms into Sygg, Wanderwine Wisdom, target creature gains "Whenever this creature deals combat damage to a player or planeswalker, draw a card" until end of turn. At the beginning of your first main phase, you may pay {W}. If you do, transform Sygg. U Legendary Creature — Merfolk Wizard Creature 2 1U 2/2 ECL 2 Sygg, Wanderbrine Shield Sygg can't be blocked. Whenever this creature transforms into Sygg, Wanderbrine Shield, target creature you control gains protection from each color until your next turn. At the beginning of your first main phase, you may pay {U}. If you do, transform Sygg. W Legendary Creature — Merfolk Rogue Creature 2 2/2 ECL 2 Sygg, Wanderwine Wisdom Sygg can't be blocked. Whenever this creature enters or transforms into Sygg, Wanderwine Wisdom, target creature gains "Whenever this creature deals combat damage to a player or planeswalker, draw a card" until end of turn. At the beginning of your first main phase, you may pay {W}. If you do, transform Sygg. U Legendary Creature — Merfolk Wizard Creature 2 1U 2/2 ECL 2 Sygg, Wanderbrine Shield Sygg can't be blocked. Whenever this creature transforms into Sygg, Wanderbrine Shield, target creature you control gains protection from each color until your next turn. At the beginning of your first main phase, you may pay {U}. If you do, transform Sygg. W Legendary Creature — Merfolk Rogue Creature 2 2/2 ECL 2 Temple Garden ({T}: Add {G} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped. Land — Forest Plains Land 0 ECL 0 Temple Garden ({T}: Add {G} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped. Land — Forest Plains Land 0 ECL 0