Eerie Interlude


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Heirloom Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Standard Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad Rare
Duel Decks: Blessed vs Cursed Rare

Combos Browse all

Eerie Interlude


Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.

Price & Acquistion Set Price Alerts



Eerie Interlude Discussion

Philigan87 on You can't afford my friendship

9 hours ago

Just having a look at this now, Duggan.Got a fair few allies, but sadly not all of them!

Looks like you may be a couple dollars over budget too, so might have to make a replacement somewhere

Initial thoughts are lose the non-ally ramp creatures Avacyn's Pilgrim, Elves of Deep Shadow, Alloy Myr and to a lesser extent Joiner Adept (since her ability is quite special) and replace them with mana rocks, as artifacts can survive a board wipe much better.

You're probably also going to want to put in some more removal. Board wipes are tricky in heavily creature based decks, as you damage yourself as much as anyone else, but In Garruk's Wake or Plague Wind can provide the solutions you need. Another good wipe for you is Aligned Hedron Network, since most of your guys will be under 5 power.

Zendikar Resurgent might be a good shout for card draw and mana efficiency. Since you'll be playing regular creatures it's a reliable source of draw... although I haven't checked the price... even so you may not even want to put it in as there are probably more pressing options ahead of it.

Cheap removal like Angelic Purge or Journey to Nowhere might be good and perhaps even Oblivion Ring. You could really go with anything cheap, but a good guideline is usually 7-10 removal options (not including board wipes), however I see lots of your creatures can serve as forms of removal themselves, so you may not need to cut that much stuff?

The tricky part is knowing what to axe from the list, so I'll just see if I can short-list what I would consider to be the most redundant, or least efficient cards:

Felidar Guardian - More or less a one time effect unless you can reliably flicker him over and over again and for 4 mana you have better stuff to do.

Coralhelm Guide - The activated ability is quite costly, and usually in a smaller creatures deck you tend to be swinging wide rather than tall. Unblockability is attractive, but is it worth not including more removal for?

Tajuru Beastmaster - It's a good ability to be sure, but you need to be playing in lost and lots of allies pre-combat to make it worth it, and there are strictly better versions already in the deck. If you have to make a cut, perhaps this guy?

Eerie Interlude and Illusionist's Stratagem are good for re triggering etb's, no question, but I'd be more tempted to bring in some reliable removal instead.

Prismatic Geoscope - Reads very well, but even in a 3 color deck, it's hard to tease those basics out of the deck. You might end up paying for a 5 mana slow rock that only taps for 2 or 3, in which case Market Festival becomes a slightly better option. Generally speaking by the time you've manged to get one of each basic out, you'll already have more than enough mana.

Allied Reinforcements adds up in terms of mana efficiency, but that's all it does. If it cast at instant speed it would make a nice combat trick or instant rally trigger, but as a sorcery it's a little lackluster. One pop of two extra allies is nice, but I'd priorities some removal ahead of this, especially considering the volume of creatures you already have. I'd argue the same point to a lesser extent for Unified Front, but four simultaneous rally triggers, is nothing to sniff at on the other hand.

Also you can definitely afford to cut a couple of lands. 37 is usually what I would consider a max amount, but with your curve topping out at 6 mana cost (low for EDH) you could probably afford to go down to 35 if you needed to.

Stoneforge Masterwork a good card for this, if you end up having room, maybe not though?

That's about all my thoughts on this for now. The main thing is probably just more removal though. Other than that the prospect of all those stacking rally triggers looks really scary and intense! Nice job! =)

Schar17 on G/W Creature Bounce

20 hours ago

Nice deck!

The help I can give you is: drop the Anointed Processions, they only affect one card in this deck, is 4-cost and not worth it considering all things. Second, your mana curve seems to spike at 3, so be careful running only 20 lands, try to reduce the mana curve (and smooth it out) or drop something for more lands.

And a personal opinion: get better spells to bounce your creatures. Vizier of Deferment and Acrobatic Maneuver are great (and I don't really like Aviary Mechanic), but consider Long Road Home, Eerie Interlude and Wispweaver Angel.

Best of luck with your deck, I really love these ignored gimmicks from each set and I really hope you can make the best out of it.

Oloro_Magic on Boros Aggro - Competitive Humans & Tokens

6 days ago

I never sided in Angel of Jubilation so you know but sure I'll run through the other decks to give you an idea of what you faced.

  • U/B Turns

I really have to chalk this one up to experience, I just play turns a lot and know how to play it. Grand Abolisher would slow me down but wouldn't hurt me, I could Fatal Push it or just Gigadrowse and Exhaustion main phase. The Eerie Interlude plan would work but resolving Thing in the Ice  Flip isn't a huge deal as you blink and then can't attack and I combo off next turn. Your deck is definitely fast enough to beat turns but I just have a good understanding of how I want that deck to run against agro.

  • G/W Death & Taxes

List --> G/W Ramunap Death & Taxes

Death & Taxes, also known as Hatebears, is at its heart a white control deck that aims to "tax" it's opponent by making it difficult for them to play magic with cards like Thalia, Guardian of Thraben, Flickerwisp, Ramunap Excavator, Qasali Pridemage, and Leonin Arbiter. I play Collected Company for extra value in the deck. It is a versatile deck that mixes land destruction with all out agro and control.

  • Titan Shift

List -->

Titan shift is a peculiar deck that aims to win through Valakut, the Molten Pinnacle triggers, basically they ramp to play Primeval Titan and fetch the lands they need and then Scapeshift to sac those lands and play mountains or additional Valakut's for a whole bunch of triggers killing their opponent in one turn. Seeing how Lightning Bolt can't kill Primeval Titan no it wouldn't be better, in fact removal is generally pretty bad against this deck until it tries to combo off and when it does that you are probably dead anyway.

  • Grixis Shadow

Shadow isn't going to care about Grand Abolisher, it will just play less risky and not go down to a life total where Boros Charm is lethal. Honestly this was just a case of Shadow being faster.

  • Oath of Nissa Bant Superfriends

As someone who plays Superfriends I can say that your list is one of the lists I dread seing on the other end of the table, it generally means I have to move quickly which can be difficult, this was a good matchup for you, side out most removal and play more agro.

  • 4-color Aikido

So my list is not on here but this list on the site has a similar idea --> Salt Sisters

That list goes very light on protection but uses the lifegain/drain engine that I find effective (though I feel it plays too many of those effects), I have more pillow fort stuff like Luminarch Ascension and Sphere of Safety as well as Selfless Spirit's in my list but if you want the engine that list does a better job explaining it than I ever could.

  • Mono White Flicker

Torpor Orb would kill this deck as Lone Missionary, Wall of Omens, Thought-Knot Seer, and Genesis Chamber are needed for the many combos.

  • Eldrazi Tron

Though very different from my test list this is a sample list -->

"Tron" refers to the Urza lands, Urza's Tower, Urza's Mine, and Urza's Power Plant, which tap for a ton of mana together. Basically tron decks get these lands and then play big things that kill you quickly. Blood Moon is great against this deck, and to answer your question, Eldrazi Tron is a variant of the tron decks that have been around for a while, and it is the best of the bunch.

  • U/B Faeries

Here it kinda came down to a lack of interaction on Faeries part game 2 or else you likely would have lost. Once you have a big creature though like Champion of the Parish with a ton of buffs, Hanweir Garrison, or Student of Warfare this matchup is a bit easier as Faeries can't really afford to lose life all that much.

  • Merfolk

I agree with everything but the Authority of the Consuls, Merfolk moved quicker and I didn't have much removal in hand before it was too late.

Other Questions and Comments

I wouldn't add more land just redesign the mana base, really I never had mana trouble as one mana with a Student of Warfare is a keepable hand which is kinda scary.

Cards that performed very well: Student of Warfare, Champion of the Parish, Metallic Mimic, Hanweir Garrison, and Always Watching .

Whenever I had Always Watching , Metallic Mimic, and Hanweir Garrison I rested easy as the got big and so did the tokens without one having to be sacrificed in the attack, sometimes I wanted the tokens to be buffed by Always Watching but you can't have everything, the Mimic did it's job.

Cards that under performed: Eerie Interlude, good against removal but when I play agro unless its a board wipe I don't really care (when I test against control this may change). Battlefield Forge it was just painful, not bad, but painful.

Cavern of Souls

Honestly it is a great card, I had no cause in these matchups for it but against control it is great so if you have room for it play it.

Cards that didn't over performed but I was grateful to have: Boros Charm, not having to level up Student of Warfare to level 7 was nice as was the burn and protection. Path to Exile, solid removal. Lightning Bolt, same thing. Aurelia, the Warleader, flexible option in the side. Disenchant, never played it but was glad it was there.

Further Testing

I still want to do more testing against some other matchups, I'm working on testing my turns against a G/R Vengevine deck as that seems to be getting some hype, I'll test yours out to if that happens!

FadingLight on Boros Aggro - Competitive Humans & Tokens

6 days ago


  • Questions

Would it have helped out to have Cavern of Souls, Archetype of Aggression, Anointed Procession or Archetype of Courage?

What cards gave the most value, and what cards pulled through right when you needed them. Besides Mikokoro, Center of the Sea were there any other dead cards?

  • UB Turns

Sounds like the deck was stalled due to counters and cards designed to tap down. I don't have an answer to Thing in the Ice  Flip, so I would hold Eerie Interlude to avoid the bounce or try and remove it with Path to Exile I would get Grand Abolisher here as well.

  • Death and Taxes

I'm not sure what this deck does, but it sounds like its a controlling deck. Not only that, but a deck I didn't have answers to. Maybe Torpor Orb if its "taxing" when entering? Could you explain this deck a little for me?

  • Titan Shift

I'm not sure what this deck is supposed to do either, could you explain this because I've never heard of this archetype. However, sounded like it is combo oriented? The deck had a faster clock and just won. However assuming you brought in Path to Exile, would Lightning Bolt have worked better for you?

Sounds like it helped to have Aurelia, the Warleader in the side, I will keep her now.

  • Grixis Shadow

I don't believe that this has splash white, so I would play Grand Abolisher and Authority of the Consuls Yes, Grand Abolisher would be a target instantly when it hits but if Cavern of Souls is on the field, it will land, and they have to use mana of their own to deal with it. If they don't they cant counter my spells, I won't need that much land and I can spare it should I choose to wait on my turn.

  • Oath of Nissa Superfriends

It doesn't seem like the deck was fast enough to close out when the deck was being mana-screwed, however there really isn't much for me to analyze here :(

  • 4-color Akido

(I'm interested in the fact your opponents are punished for having creatures, may I see the deck list for this? My WB might benenfit from stealing the engine.)

Leyline of Punishment I think is the answer to this.

  • Mono White Flicker

Seems like combo decks kinda have a hard time with this, again i'm thinking of Torpor Orb Just to make it easier.

  • Infect


  • Eldrazi Tron

I don't know what "Tron" is, but I do know Eldrazi is hard to deal with. Blood Moon is a card that will stop the mana base, I know Eldrazi and so does Tron needs that.

  • UB Faeries

Kinda surprised by this one, I really have to rely on the deck just being good on this one, as I don't have a lot of ways to deal with enchantments in the sideboard.

  • Merfolk Aggro

Tap down with Authority of the Consuls and use spot removal on key cards, or stop Aether Vial with Stony Silence. Keep creatures tapped down with Thalia.

I'm going to add more land, but I with the cards I suggested, do any of those seem good enough to be in the side board, I don't think Angel of Jubilation is a good card here, but then again, the deck hasn't gone up against mono black or something like that. It also stops fetches, which I think is huge.

PeeBee on Now you see me...

1 week ago

I've just checked back and I really like the changes you made, it looks a lot more competitive already.

Personally I would run x4 Journey to Nowhere and x2 Oblivion Ring as you want as cheap removal as possible. Path to Exile would be perfect unless its over budget.

Also I would go down 1 Acrobatic Maneuver and up one Eerie Interlude as it will give you a wider range of options.

Finally, with the land situation, you could add in some helpful lands that have abilities such as Windbrisk Heights, Nykthos, Shrine to Nyx, Emeria, The Sky Ruin, Blighted Steppe. (although be careful with colourless lands as you want to hit double white on turn 2 and turn 3.

chagerdager on UW Panharmonicon

1 week ago

Thanks Nox.LD - to answer your question I cut out the eldrazi combo because I wanted something that was not so reliant on cards that are leaving at rotation. I know I have a few that will be leaving Thraben Inspector and Eerie Interlude and some lands, but I figure lands are pretty replaceable. And I figured we'll all be sad when the Inspector leaves, so I'll join the masses hunting for a good 1 drop with ETB effects then.

Thanks PenguinVenom228 - I was wondering the same (and actually cut the three you mentioned for the Commit / Memory, Dusk / Dawn and a second Aetherflux Reservoir). I am nervous that this is a pretty slow build being my first standard deck ever - just in sample hands the machine hardly gets going before turn 5. If I ditched the Authority of the Consuls would there be enough life gain to keep the Aetherflux? Sunscourge can only do so much with Pan once eternalized, while a Consul with one Pan is 2 life for each creature the opponent casts.

WynkenBlynken on Miracle Gro - Moist Naya Allies

1 week ago

Hey! I really like this list. A few random suggestions -

Eerie Interlude - the anti-sweeper that also makes your allies bigger. Insane value for 3 mana whether you're ducking a sweeper or just making your allies huge before going all-in. Can be put either in main deck or sideboard depending on what you feel like.

I'd also suggest running more Hardened Scales if counters are going to be a focus or if you're not running Aether Vial. If you don't want to run 4 of them, at least run 3. It's not bad if you get more than 1 - each additional scales gives you more counters. With 2 scales out your 1/1 blademaster enters as a 4/4, etc. It's also ridiculous when paired with Metallic Mimic.

Blessed Alliance seems like it might be more of a sideboard option - it could be switched around with Dromoka's Command depending on what you like. Now that I think about it, they're quite interchangeable depending on the matchup or meta but I would still give the edge to Dromoka's Command because you can force 2-for-1s very easily, it protects you from damage sweepers like Anger of the Gods, and it completely messes up burn (killing Eidolon of the Great Revel and simultaneously eating a burn spell - yes please) which would otherwise be an extremely difficult matchup. Allies have very few answers to burn outside of Ondu Cleric which will almost always die immediately. Leyline of Sanctity is the only other one I can think of.

I'm also going to second Captain's Claws. I didn't believe in this card until I tried it, but it's essentially a 3-mana Gideon, Ally of Zendikar that doesn't die if they kill your creature. It (usually) sticks around longer than Gideon and gives you free triggers every turn so long as you attack with just one creature. I'm not saying don't run Gideon - I run both in my decks - but claws is also quite powerful.

This is an awesome deck! Sorry for the long rambly comment, but I love allies and it makes me excited whenever I see other people playing them. Good luck and have fun!

Spudkip on Unleash the Beasts! (Turn 3 Kill!)

2 weeks ago

Thanks, Tsuru I hadn't thought about Eerie Interlude. I'll be switching it out right away. I'll probably throw Apostle's Blessing in the sideboard in place of Sunlance :P And as for Always Watching JKRice, it's in the deck as a sudo-lord for our beasts, I don't produce any tokens, so it's actually pretty strong here. Haha, and I agree Stoneforge Masterwork is a weird one, but I like it for its jankiness. But maybe I should get over my love for jank and throw more value creatures in its place! Thanks for the feedback you guys :D

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