10 Best Cards in Lorwyn Eclipsed - Magic: The Gathering

10 Best Cards in Lorwyn Eclipsed - Magic: The Gathering

Tom Convery Tom Convery
10 minute read

Table of Contents

    We have said goodbye to 2025 and are welcoming in 2026. For Magic, that means more new sets, and we are starting the year with an absolute banger. Hopefully Lorwyn Eclipsed won’t be overshadowed by future releases, such as Star Trek.

    It has been 19 years since we first visited Lorwyn back in 2007. The plane has two sides: a light side and a dark side. This was shown in the original blocks of Lorwyn, Morningtide, Shadowmoor, and Eveningtide.

    This duality has been brought back in Lorwyn Eclipsed through the use of dual-faced cards. The change happens once every 300 years with [[The Great Aurora]], and this is again shown in the art of [[Morningtide’s Light]].

    I think [[Morningtide’s Light]] is a solid card that just missed out on my top 10 list. It’s often described as [[Teferi's Protection]] at home. The cards aren’t close in power level, but I think that means you need to look at them differently.

    If [[Morningtide’s Light]] were an instant, it could be used as a way to [[Fog]] and protect your creatures. Because it is only a sorcery, you need to use it offensively—either by combining it with a wrath effect or by using it to remove blockers.

    1: Shock Lands

    I could easily fill up five slots with the “Shock” lands, but I’m condensing them into one entry. The Shock lands in this set are:

    https://scryfall.com/card/ecl/347/hallowed-fountain-hallowed-fountain

    https://scryfall.com/card/ecl/348/steam-vents-steam-vents

    https://scryfall.com/card/ecl/349/blood-crypt-blood-crypt

    https://scryfall.com/card/ecl/350/overgrown-tomb-overgrown-tomb

    https://scryfall.com/card/ecl/351/temple-garden-temple-garden

    They get the name from paying two life—or [[Shock]]ing yourself—to have the land enter untapped.

    Newer players might question why paying life for lands is good. The reason is that these lands have basic land types, which allows you to use “fetch” lands like [[Wooded Foothills]] to find them.

    If you were only using basic lands, [[Wooded Foothills]] could only get you a red or green source. However, if you have lands like [[Steam Vents]] or [[Temple Garden]] in your deck, that same fetch land can now also find blue or white mana.

    Combining fetch lands and Shock lands gives your mana base far more flexibility. The last time Fetchlands and Shocklands were both in Standard, four-colour decks were everywhere.

    2: Hexing Squelcher

    https://scryfall.com/card/ecl/145/hexing-squelcher

    [[Hexing Squelcher]] is a callback to the Shadowmoor card [[Vexing Shusher]]. Unless Wizards changes how hybrid mana works, I’ll happily take the modern Hexing version.

    Being only red means it fits into more EDH decks. Not having to pay mana to make your spells uncounterable, while also having some built-in protection, is a huge upgrade in practice.

    [[Hexing Squelcher]] is essentially what [[Spider-Punk]] wants to be. I will concede that Spider-Punk being legendary is relevant, so it isn’t a strict upgrade.

    There are decks—especially cEDH variants of [[Sisay, Weatherlight Captain]] and [[Dihada, Binder of Wills]]—where legendary matters is important. But overall, having only your spells be uncounterable is going to be the more relevant and powerful effect.

    3: Bloom Tender

    https://scryfall.com/card/ecl/166/bloom-tender

    While we have just had Christmas, let’s dip back into Magical Christmas Land for a moment.

    Pregame actions: we start with [[Leyline of the Guildpact]]. Turn 1, we play [[Llanowar Elves]]. Turn 2, we drop [[Badgermole Cub]] and [[Bloom Tender]]. On turn 3, we now have access to 10 mana, with enough green to deploy two [[Ouroboroid]].

    While this is obviously a bit of a fantasy scenario, I can still see [[Bloom Tender]] being used in current Standard lists—or even new ones being built—especially with the re-emergence of hybrid mana. These cards count as both colours for the purposes of Bloom Tender, which adds up very quickly.

    In Commander, [[Bloom Tender]] is a powerhouse mana dork for three-colour-plus decks, being capable of producing up to five mana. Even in two-colour decks, you rarely see creatures that can generate more than one mana for such a low investment.

    I expect to see this card making the rounds in a lot of green decks, especially with the added appeal of both the fable frame and Japanese showcase variants.

    4: Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight

    https://scryfall.com/card/ecl/13/eirdu-carrier-of-dawn-isilu-carrier-of-twilight

    I think [[Eirdu, Carrier of Dawn]] is going to be a very powerful commander, mostly because of the back side, [[Isilu, Carrier of Twilight]]. Giving persist to everything is an incredibly strong effect.

    This forms an infinite combo with any undying creature and a sacrifice outlet. [[Geralf's Messenger]] is a clean win condition here, as it results in infinite life loss. [[Mikaeus, the Unhallowed]] is particularly powerful, as it gives all non-Humans undying, meaning almost anything can combo with it.

    Don’t discount the front side of Eirdu, though. Giving your creatures convoke allows you to dump your hand very quickly. Then, on the following turn, you can flip into Isilu to either protect your board or set up your combo finish.

    5: Celestial Reunion

    https://scryfall.com/card/ecl/170/celestial-reunion

    When I first read [[Celestial Reunion]], I wrote it off as a Kindred-only card, assuming you would only really want it in those types of decks. That initial impression came from the additional cost—beholding two creatures of the same creature type to get a third.

    Using behold is actually quite nice, as you don’t even need the creatures on the battlefield. You can choose them from the battlefield or reveal them from your hand.

    After thinking about it more, though, I realised this is still a tutor card. If we look at [[Nature's Rhythm]], that costs {X}{G}{G} to get a creature onto the battlefield.

    For a one-drop, [[Celestial Reunion]] is effectively the same cost: two mana to tutor and one mana to put the creature into play. For a two-drop, it does get slightly more expensive, but it’s only one extra mana.

    Once you’re going above three mana, it’s generally not worth it unless you’re also getting the behold effect.

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    6: Bitterbloom Bearer

    https://scryfall.com/card/ecl/88/bitterbloom-bearer

    This is my first callback card to classic Lorwyn. [[Bitterbloom Bearer]] is essentially [[Bitterblossom]] in creature form.

    Both cards cause you to lose 1 life on your upkeep but give you a 1/1 flying Faerie in return. Normally, I would say the enchantment is better, as it’s harder to remove and interact with.

    However, [[Bitterbloom Bearer]] has one very important keyword: flash. This gives the card far more utility. It can even act as an emergency blocker if needed.

    In Standard, flashing it in on your opponent’s end step is effectively like giving the first Faerie token haste. This can be relevant in Commander too, where cards like [[Tymna the Weaver]] or [[Gaea’s Cradle]] simply want bodies on the battlefield.

    7: Formidable Speaker

    https://scryfall.com/card/ecl/176/formidable-speaker

    This was the first card spoiled for the set, as it was the player reward card for Jean-Emmanuel Depraz winning Worlds.

    Player reward cards have a long history in Magic and have led to some truly iconic cards, such as [[Dark Confidant]], [[Snapcaster Mage]], [[Solemn Simulacrum]], and [[Faerie Mastermind]]. I feel like [[Formidable Speaker]] is going to be joining their ranks.

    It reads like a combination of [[Fauna Shaman]] and [[Kiora’s Follower]]. While the tutor effect only happens once, getting it immediately is a huge upgrade. Unless [[Formidable Speaker]] is countered, you are always going to get that effect.

    Being able to untap another permanent afterwards is just gravy. At the floor, you can colour-fix by untapping a different land. At the ceiling, you’re untapping cards like [[Gaea’s Cradle]] and generating insane amounts of mana.

    Even simply untapping your commander can be a big deal, as many commanders have powerful tap abilities.

    8: Scuzzback Scrounger

    https://scryfall.com/card/ecl/153/scuzzback-scrounger

    [[Scuzzback Scrounger]] is a 3/2 for two mana. Those are reasonable stats, but on their own they wouldn’t be enough to earn a spot on this list without the ability.

    At the beginning of your first main phase, you may Blight 1. If you do, you create a Treasure token.

    The Treasure isn’t even tapped, so you can use it straight away to ramp. It’s also important that the ability is a may, giving you the choice of shrinking a creature in exchange for a Treasure.

    At a minimum, you’re getting two Treasures. Thanks to how Blight works, you can also place the counters on another sacrificial creature to keep generating more.

    If Standard slows down even a little, I can see this card helping to power out bigger midrange threats alongside [[Badgermole Cub]] and [[Llanowar Elves]].

    9: Adept Watershaper

    https://scryfall.com/card/ecl/3/adept-watershaper

    This slot almost went to [[Kinscaer Sentry]], but I ultimately felt [[Adept Watershaper]] was the better choice due to its increased utility in Commander.

    If you manage to copy it, every tapped creature becomes indestructible, which can get out of hand very quickly.

    [[Adept Watershaper]] is particularly strong when paired with board wipes. You can attack with all of your other creatures to tap them, and you don’t care if they get blocked because they’re already indestructible.

    Then, in your second main phase, you cast a wrath and suddenly it’s completely one-sided.

    As a bonus, you also get the opportunity to make a “get to the chopper” joke as you crew a vehicle—or have everyone pile into the safety of a [[Clown Car]].

    10: Glen Elendra Guardian

    https://scryfall.com/card/ecl/51/glen-elendra-guardian

    [[Glen Elendra Guardian]] is another callback card, essentially a smaller and not-as-good version of [[Glen Elendra Archmage]]—at least in Commander.

    The Archmage costs more, but it can counter two noncreature spells for a cheaper activation, only requiring {U}. For Standard, though, I think I prefer [[Glen Elendra Guardian]].

    It has a bigger body, starting as a 2/3 and growing into a 3/4 once you remove the counter. Flash is also very relevant, letting you play it at the end of your opponent’s turn and still hold up other counter magic if needed.

    The main downside is that it gives the controller of the countered spell a card. However, [[Glen Elendra Guardian]]’s ability only states counter, not -1/-1 counter.

    This means you can remove any type of counter—shield counters and +1/+1 counters included—which isn’t unrealistic to set up in practice.

    Final Thoughts

    After seeing the full set, I’m very excited about Lorwyn Eclipsed. Wizards has absolutely nailed it.

    The art and card names are spot on and fit the plane perfectly. Mechanically, Blight and Vivid do a great job of showing off Lorwyn’s light-and-dark duality.

    I also think they’ve somehow managed to make a three-mana Oko that isn’t broken—although the sexy abs and tight pants are definitely back.

    I’m a big fan of the Commander decks as well. If you want to check out my upgrade guides, you can find them here.

    Thanks for reading, and hopefully I’ll see you in the next one. Good luck, and remember to have fun.

    If you're picking up any Lorwyn Eclipsed products, booster boxes, commander decks or anything Magic: The Gathering we’ve got you covered here at Gathering Games.

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