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Magic Singles » Shadowmoor Block

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Shadowmoor

The Aurora has plunged Lorwyn into eternal night, transforming the once-idyllic plane into the eerie world of Shadowmoor. The gloom has transformed its denizens, too -- creatures of fable have become monsters from dark fairytales. Races and characters introduced in Lorwyn are back, but with twisted allegiances and new powers. In Shadowmoor, even the all-new game mechanics are warped. Wither and Persist make -1/-1 counters matter, and can turn creature combat into a meat grinder where attrition or reanimation can determine the victor. The untap symbol also makes its debut, allowing you to spring new tricks on the unwary. Hybrid mana costs are back, and appear on over one third of the cards in Shadowmoor. Mono-colored hybrid cards join Wither, Persist, the Untap Symbol, and Conspire as all-new mechanics unleashed in this dark world.

Eventide

As the gloom deepens over the world of Shadowmoor, the plane's eerie transformation is complete. Selkies, duergar, hobgoblins, and other creatures from the macabre fringes of folklore thrive in the permanent night. Their mix of mischief and malice drives the wholesome elves and the xenophobic kithkin back into their strongholds, opening the door for sinister forces to reign. Just as the Shadowmoor set turned the plane of Lorwyn on its ear, the Eventide set distorts everything Shadowmoor established. Enemy colors combine and create new strangeness on hybrid cards. Wither, persist, and the untap symbol are back, and are joined by two new mechanics: chroma and retrace. Color matters more than ever in Eventide, and the new ability chroma puts an exclamation point on it. Chroma asks you to count up the number of mana symbols that appear in cards you're using—the more mana symbols there are, the more devastating the effect. Cards with the retrace ability take every land you draw for the rest of the game and turn them into weapons to abuse your enemies with.