By Cody Perez
September 23, 2019
We have the final portion of the preview spoilers for the upcoming Magic: The Gathering fall expansion Throne of Eldraine here. Wizards of the Coast is releasing the final set of MTG Eldraine spoilers before the rest of the entire card set is revealed just ahead of this week’s launch.
This is meant to give players the chance to see many of the new cards that will be in the massive expansion that is centered around knights of Arthurian legend as well as fairy tales like the stories of Cinderella, The Little Mermaid, and many more.
We are happy to reveal the final set of important cards that will be in the set before the expansion floodgates are blasted open with all of the other cards that will be part of Throne of Eldraine. And there are some solid cards to end the MTG Eldraine spoilers preview with in this group of spoilers, too.
In this final group, we have literally something for everyone. There is at least one card that represents each of the five colors throughout the seven cards that were revealed in this group, giving all players something to look forward to.
From creature cards to the new Adventure cards to enchantments, there is a lot to look forward in the upcoming expansion. As such, let’s not waste any more time and get right to the point of taking a look at the final seven cards that are part of the MTG Eldraine spoilers preview.
We are kicking off this MTG Eldraine spoilers list with the real showstopper that is Reaper of Night. Reaper of Night is one of the new Adventure cards that will be featured in the upcoming set and will be a nice addition to most black decks. But to understand it, you’ll need to know what an Adventure card is.
If you’ve been missing out on the spoilers lately, you might not know about the new Adventure cards that are appearing in the upcoming set. These cards are a new type of card that is like a split card in that the card can be used as two completely different cards, depending on what you choose to do.
For the most part, these Adventure cards are tied directly into the fairy tale theme of the expansion. This is seen in how, while the top half of the card features standard art as you’d expect, the bottom half is split into two pages of what looks to be a book.
On the right side, you’ll find the abilities related to the normal creature card while the left half is a totally different card, typically an instant or normal spell card. Reaper of Night, in particular, is a black specter creature card in its normal form and costs a whopping seven mana to summon, two of which must be black mana.
That is a ton of mana for this creature, especially when you see that its stats are only four/five, which is fairly lame for a creature of its mana cost. However, the ability that it has is not too bad but it does make us still wonder why this card wasn’t tweaked a bit further.
Whenever Reaper of Night attacks, if the defending player has two or fewer cards in their hand, it gains flying until the end of the turn. Flying is nice and all for bypassing some blockers but it doesn’t really make sense why Reaper of Night doesn’t just have flying as its keyword no matter what.
What makes up for the lack of power in the creature version of Reaper of Night, though, is its Adventure card version. If you choose to send Reaper of Night on an adventure, it will become the Harvest Fear spell card. Harvest Fear is a normal spell card that costs much less than Reaper of Night at four mana, one of which must be black mana.
It allows you to do the simple feat of making your target opponent discard two cards. Then you will exile this card like some other Adventure cards and be able to cast it later on in the match as the normal Reaper of Night creature version.
This is where the card truly makes sense as making your opponent discard two cards is a nice bonus. However, with a bit of tweaking to stats and its abilities, Reaper of Night could have turned out to be a whole lot better.
Next up is the final hybrid card in the MTG Eldraine spoilers preview: Resolute Rider. Resolute Rider is a hybrid human knight creature card that is balanced between white and black. Like the other showcase hybrid creatures in this set, Resolute Rider costs four mana to summon and it can be any mix of white or black mana so long as it is those two colors.
Resolute Rider arrives on the field with the okay stats of four/two but has two main mana abilities that more than make up for that. If you spend two mana (any mix of black or white mana), Resolute Rider will gain the lifelink mechanic until the end of the turn. Lifelink is great since any damage it inflicts will be given back to you as life points.
However, it has another mana ability that you can use as well. If you spend three mana (any mix of white or black mana), Resolute Rider will gain indestructible until the end of the turn. This means that any damage or effects that would destroy the creature will be unsuccessful.
This is rather impressive as, at least on any of your turns, you can make Resolute Rider into an unstoppable force. However, you do have to still worry about the enemy taking it out on their turn so don’t expect it to last too much longer, especially beyond the fourth turn of the match.
Next up is a surprise return of the Garruk character that veteran card players may remember from the game’s past. Wizards of the Coast was quite literal in his return by naming this new card Return of the Wildspeaker. Return of the Wildspeaker is a green instant spell card.
Return of the Wildspeaker costs five mana to cast it on the field, one of which must be green mana. It is a split instant spell card as well that gives you two options to choose between for what it does when you cast it. As for which you should choose, it really depends on your current situation.
The first option that you can select for Return of the Wildspeaker allows you to draw cards equal to the greatest power among the non-human creatures that you control. What this means is that if you have a beast that has a power stat of five, you’ll be able to draw five cards.
If you have a non-human creature that has two power, then you draw two cards and so on. Given that this card costs five mana to use, we don’t recommend using it for this option unless you already have a creature with a power of at least four or higher. Otherwise, there are better, cheaper ways of drawing cards.
But that’s not the only option that you can choose for Return of the Wildspeaker, though. The second option allows you to give plus three/plus three to the stats of all of the non-human creatures that you control until the end of the turn. This is, in our opinion, the better option overall.
Unless you are in dire need of a game-changing draw, the second option is what you should go for, especially in the latter portions of the match. If you have five monsters on the field, they will get a massive boost to their stats that could turn the tide of the match or even finish it.
But if you do find yourself in need of some cards, be sure to use the first option instead. Just make sure that you at least have a strong non-human creature (like a giant) that will ensure that you draw a good number of cards.
Continuing the green theme, we now have the Rosethorn Halberd. Rosethorn Halberd is a green equipment artifact card that will give a boost to one of your creatures. It costs only one green mana to use Rosethorn Halberd and it more than makes the mana spent worth it.
The one requirement is that you must give Rosethorn Halberd to a non-human creature that you control, which shouldn’t be a problem for most green decks this time around since there is so much focus on giants and the like. The actual artwork for the card shows an elf wielding it.
That equipped creature will get plus two/plus one to stats, which is pretty great for the meager cost. You can also use Rosethorn Halberd to equip five mana to a target creature that you control. While not super useful perhaps in the endgame of a match, Rosethorn Halberd is a great way of getting a nice lead in those crucial early rounds.
Moving away from the green color for a bit, we have a couple of blue cards. The first one is Sage of the Falls, which is a blue Merfolk wizard creature card. It costs five mana to summon Sage of the Falls, one of which must be blue mana in order to summon this creature.
Sage of the Falls arrives on the field with the two/five stats, which are just meh when compared to the rather high mana cost. This is balanced some by the main ability that Sage of the Falls has. Whenever Sage of the Falls or another non-human creature enters the field under your control, you can draw a card.
If you decide to draw an extra card, you must discard a card in the process. While the ability is balanced nicely to make you choose between the cards you have, it doesn’t help make up the fact that Sage of the Falls has rather lame stats for the middle to late game sections. This is one creature that you may want to ignore in the upcoming set.
On the other hand, So Tiny is a great blue card that players will want as a nice counter. So Tiny is a blue aura enchantment card that costs only one blue mana to summon to the field. It has the flash mechanic, which means that it can be used anytime that an instant spell card could be used.
This means that you can even use this on your opponent’s turn if you’d like. It is an enchant creature card so it is basically like an equipment card in a way. The creature that you enchant with this card will get minus two to its power, meaning it won’t be able to attack as well.
However, if the controller of the creature that you enchant has seven or more cards in their graveyard, this card will instead give minus six to the power of the creature. That’s really impressive, especially for the extremely low cost of only mana in total.
This is an excellent card for countering those powerful green and red decks that might have a strong creature up their sleeve in the later parts of a match. With this card using its full potential, you are able to render many creatures totally unable to deal damage with the minus six stat deficit.
Last but certainly not least, we have Thrill of Possibility. Thrill of Possibility is a red instant spell card that can be cast both on your turn or your opponent’s turn if you’d like. It costs only two mana to use this card, one of which must be red mana.
However, it does have an additional cost associated with it in that you must discard a card of your choosing in order to use this instant spell card. The benefit that you get from using this card is rather simple; you are able to draw two cards from your deck right then.
This could be great for starting out a turn and looking for some new cards or as a way to plan ahead while your opponent is still busy during their turn. It’s an okay card that adds some draw capability to the red decks out there, which is nice considering there aren’t too many options these days.
Players won’t have to wait too much longer to enjoy and collect cards like Reaper of Night and the others on this list. The Throne of Eldraine fall expansion is set to release in less than a week on Thursday, September 26 on the digital platforms of MTG Arena and Magic Online.
This will be followed by the tabletop physical release in stores on October 4. However, these MTG Eldraine spoilers don’t include all of the cards that will be in the upcoming set. Be sure to stay tuned for the full reveal of the entire set very soon and our thoughts, guides, and everything else you need to know as we head into a crazy shakeup of the current card rotation.