Eerie Interlude — Magic: The Gathering card

Eerie Interlude

{2}{W}
Instant

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.

*The barrier between existence and oblivion is thinner than you know.*

Set Kaldheim Commander
Rarity Rare
Mana Value 3
Collector # 22

Why Play Eerie Interlude

Flickering multiple creatures at instant speed provides incredible versatility as both protection and value generation. Use it to save your board from sweepers like Wrath of God, reset enter-the-battlefield triggers for massive value, or dodge targeted removal at crucial moments. The ability to target "any number" means you can selectively protect key pieces while leaving utility creatures to die, or go all-in to save your entire board state.

Format Notes

Commander is where Eerie Interlude shines brightest, protecting value engines and creature-based combos in a multiplayer environment full of board wipes. Pioneer and Modern occasionally see it in creature-heavy midrange decks or combo builds that need protection. The card has never faced banning issues due to its fair mana cost and reactive nature, though it remains a powerful tool in the right shell.

Combos & Synergies

Pairs exceptionally well with creatures that have powerful enters-the-battlefield effects like Thragtusk or Flickerwisp, essentially turning into a mass Cloudshift effect. Panharmonicon doubles all the ETB triggers when your creatures return, creating explosive value turns. The card also enables pseudo-haste by flickering creatures that entered tapped or couldn't attack, since they return fresh during the end step ready for your next turn.