Eerie Interlude


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Rare
Duel Decks: Blessed vs. Cursed (DDQ) 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.

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Eerie Interlude Discussion

5c0r910n on Aminatou blink!!!

2 days ago

so i don't know why your running Trinket Mage, doesn't hit like anything in your deck.

In my opinion Boreas Charger isn't very good, and same goes for Pilgrim's Eye.

i don't think Lightform and Yennet, Cryptic Sovereign are too good considering your lack of big stuff

Eldrazi Displacer can only be activated with like three of your lands, so i don't think its worth running.

Mulldrifter is good here, might as well run it instead of one of your draw cards, definitly better then Treasure Hunt.

Infinite Reflection is a whole lotta fun, powerful, dumb stuff

Day of dragons is insane in this deck. Basically you get a whole bunch of 5/5 flyers, hit you opponents with em, then flicker it to get a bunch of etbs from your minions, and then get the 5/5s back. Also makes you basically immune to board wipes, including your own. Angel of Despair Luminate Primordial and Ashen Rider are good high end to help you beat down your opponents with high value etbs.

cards like Lavinia of the Tenth, Stonehorn Dignitary, Knight-Captain of Eos and Azorius Justiciar do a good job of protecting your face and aminatou, and stalling for the big stuff

if you like gonti then Jace's Mindseeker is for you.

Cathars' Crusade and Dire Undercurrents are really good with stuff like Eerie Interlude

Rite of Replication, Hour of Eternity and Pull from the Deep are crazy in the late game

if you can find one Blade of Selves is really good

4doublexx on Sharuum's Engines of Artifice

4 days ago

I really like the idea of the deck, its pretty cool!

A couple of card suggestions I think would be advantages to run since flickering is going to be a large part since you don't want to cast your general 4 times, but rather flicker constantly. Mistmeadow Witch is a broken card in this, and your mana base is very good so you can do 1 or two of these per turn. Let alone allowing for your artifact ETB's to trigger something. Another good card is Flicker. Granted its not as useful since its a one time thing, but it can be good in instances. Eerie Interlude flicker your entire board, get value out of ETB's or protect it.

Now for some fun shennagins you can do. So you know that Darksteel Forge? Well you can add in a Nevinyrral's Disk and it will stay on the battlefield, as will all of you stuff. Mycosynth Lattice is another fun card and will allow you to recur stuff that "is" an artifact right back to the battlefield. Crazy right? Salvaging Station is another good card too. It only will grab 1 or 0 cmc from your gy, but it can still be super powerful. There are plenty of meta dependent decisions to make like if you need GY hate, add in Salvaging Station + Scrabbling Claws or a Tormod's Crypt

Hopefully these give you some ideas!

midget_overlord on Mono White Life gain

5 days ago

Revitalize is definitely one to cut. Out of Cereal_Killer's suggestions, I would add path to exile and Auriok champion first. You also should probably run 4 Serra Ascendants. They are easily one of the best cards for life gain decks. In addition, with the amount of etb life gain you have, you may find Ghostway or Eerie Interlude helpful. Those are much more iffy though.

Megalomania on Esper Blink

1 week ago

39 lands seems a bit excessive. You can lower that to around 34 and add more mana rocks if you are looking to speed things up. I use Panharmonicon and spells like Eerie Interlude, Ghostway and Ghostly Flicker in my Aminatou deck. They become really irritating especially if you have Archaeomancer in play.

Metachemist on Ancestors of the Naya

1 week ago

Excellent suggestions all the way around. Though I might go whole hog and drop in Teferi's Protection instead of Eerie Interlude

RingoDingo92 on Ancestors of the Naya

1 week ago

If I may make a suggestion to add, say, Eerie Interlude, for instance, I'd drop Sprouting Vines. Sort of related, I'd also drop Tempt with Discovery for Kodama's Reach. Your avg. CMC is pretty high as is, so going for a slightly cheaper CMC version of a mana ramp card might be a good idea. If the idea behind Tempt with Discovery is to get your fancy expensive dual lands, might I suggest Farseek as an addition as well? If you were interested in adding it, I'd suggest dropping Path of Discovery. Cool card, but expendable.

lagotripha on Mono Green Taking Turns

2 weeks ago

If you want that mono green taking turns feeling, have you considered Eerie Interlude/Ghostway as a way to get a lot of draw triggers (and reccur with witness) and possibly dodge a wrath?

greatdevourer on Ancestors of the Naya

2 weeks ago

Both of these swaps seem really good. I had an idea, but I'm not sure where to fit it in. What about swapping the Fires of Yavimaya for a Ghostway or Eerie Interlude. The Eerie Interlude would give you a couple of new options.

Ghostway or Eerie Interlude in response to a Wrath of God, could be a one-sided advantage. Or later in the game, in response to your own board wipe.

Ghostway or Eerie Interlude with either Warstorm Surge or Where Ancients Tread on the board could end a game really quickly since you could aim each trigger at a different target.

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