Shadowmoor

Shadowmoor is the forty-fifth Magic expansion and was released in May 2008 as the first set in the Shadowmoor block. Prerelease tournaments were held April 19–20, 2008. Release events were held May 2–4, 2008.
==Set details==
Shadowmoor contains 301 cards (80 rare, 80 uncommon, 121 common, and 20 basic lands). It is the first set of a so-called mini-block, the second being Eventide. It is also a large expansion released in May when usually a small expansion is released. Together with the previous Lorwyn block, they formed a four-set mega-block.
Shadowmoor takes place on the plane of the same name, which is a reflection of Lorwyn, the setting of the previous block. Shadowmoor does not continue any mechanics or themes from Lorwyn and often inverts them. For example, while Lorwyn had a sub-theme involving +1/+1 counters, Shadowmoor uses -1/-1 counters instead. While Lorwyn contained only a few multicolored cards and Morningtide none, Shadowmoor contains many multicolored cards. The races native to Lorwyn also appear in Shadowmoor, but some switch color alignment. Additionally, a race of artifact creatures called Scarecrows is introduced.
The strongest theme of Shadowmoor is the usage of Hybrid mana which can be paid with mana of either of two colors. This mechanic was first introduced in the Ravnica block but is heavily expanded in this and the following set, Eventide. Shadowmoor focuses on Allied pairs.
Every basic land in Shadowmoor is part of a two-card diptych. The expansion symbol of Shadowmoor is alternately interpreted as a bat wing, a dead leaf or the Jack-o'-lantern lid from the <c>Reaper King</c>, the King of the scarecrows. The latter is the official reading. 
===Flavor and storyline===
Shadowmoor was once the world of Lorwyn — in fact, in a sense, it still is. But thanks to the Great Aurora, everything's changed. Where it was once constantly sunny, now it is always night, steeped in gloom and fog, with only cold moonlight to light the skies. Once-clear waters have turned brackish and chill. The howling wind creaks the brittle branches of rotting trees. Life, once abundant, either struggles to survive or is twisted into something vicious and cruel. This is not a world of despair but of oppressive terror and constant death.
====Storyline sources====
Title 	Author 	Publishing date	Setting (plane)	Featuring
Shadowmoor	Cory J. Herndon, Scott McGough and various	April 2008 	Shadowmoor 	Rosheen, Maralen, Donal Alloway, Jack Chierdagh, Sygg, Brigid, Vendilion Clique, Tekla Ironleaf, Meme, Yasgo, Wyb and Gwyn Cennicks, Lishe, Virkole, Ehroe, Reika, Cavan, Eily
===Marketing===
Shadowmoor was sold in 75-card tournament decks, 16-card booster packs, five preconstructed theme decks and a fat pack. All products except the boosters contained a random Pro Tour Player Card. The booster packs featured artwork from <c>Murderous Redcap</c>, <c>Grief Tyrant</c>, <c>Ashenmoor Gouger</c>, <c>Reaper King</c> and <c>Faerie Macabre</c>. Starting with Shadowmoor, the fat pack was redesigned to include one storage box rather than two, and eight boosters rather than six. The panorama art piece that wraps the contents is 2¼" shorter as a result. The promotional prerelease cards for Shadowmoor was <c>Demigod of Revenge</c> with alternate art. The promotional release card for Shadowmoor was <c>Vexing Shusher</c>. The set was accompanied by the anthology of the same name, consisting of stories written by Cory J. Herndon, Scott McGough and others.
Like Morningtide boosters before them, boosters of Shadowmoor come with a bonus sixteenth card that is either a "rules card" or a creature token. One face of the Shadowmoor bonus card has one of six different rules tips or one of twelve different creature tokens. The other face has one of six advertisements for organized play programs, Gleemax, fat packs, and Eventide.
====Tips & Tricks====
The tips & tricks cards are
*Rules Tip: is the Untap Symbol
*Rules Tip: +1/+1 and -1/-1 counters
*Rules Tip: and Are Hybrid Mana Symbols
*Rules Tip: Conspire
*Rules Tip: Persist
*Rules Tip: Wither
====Tokens====
The Shadowmoor tokens are:
*1/1 Kithkin Soldier produced by <c>Repel Intruders</c>
*1/1 Spirit with flying produced by <c>Spectral Procession</c>
*1/1 Rat produced by <c>Plague of Vermin</c>
*1/1 Elemental produced by <c>Elemental Mastery</c>
*1/1 Elf Warrior produced by <c>Flourishing Defenses</c> and <c>Presence of Gond</c>
*1/2 Spider with reach produced by <c>Gloomwidow's Feast</c>
*2/2 Wolf produced by <c>Howl of the Night Pack</c>
*1/1 Faerie Rogue with flying produced by <c>Oona, Queen of the Fae</c>
*5/5 Elemental produced by <c>Din of the Fireherd</c>
*4/4 Giant Warrior with haste produced by <c>Giantbaiting</c>
*1/1 Goblin Warrior produced by <c>Wort, the Raidmother</c>
*1/1 Elf Warrior produced by <c>Mercy Killing</c> and <c>Rhys the Redeemed</c>
===Misprints===
*<c>Reflecting Pool</c> the white mana symbol was mistakenly inserted into the foil treatment of the text box of the premium version of the card, as it was carried over from the premium <c>Mistveil Plains</c>.
==Mechanics==
Shadowmoor expands on its hybrid theme with the introduction of mono-colored hybrid mana. This mana cost can be paid by either one mana of a specified color, or by two mana of any color. The converted mana cost of these cards is the highest possible.
Another new feature was the untap symbol which is used as a cost allowing a permanent to be untapped to produce some effect as listed on the card. The card must be tapped to use that ability, just as cards with must be untapped. This ability appeared primarily in white and blue.
Further, the set includes a cycle of lands that have basic land types, despite not being basic lands. To prevent them from being strictly better than basic lands, these enter the battlefield tapped. However, they can also be used for a specific, somewhat weak effect, if its controller also controls at least two permanents of the appropriate color.
Shadowmoor introduced the following keyword mechanics:
*Conspire As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.
*Persist When this creature is put into the graveyard from play if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.
*Wither This deals damage to creatures in the form of -1/-1 counters. Primarily in red, black, and green.
==Color Shifts==
Except for Faeries, each of the major races has its main colors changed:
*Flamekins: Mono- → / (Cinders)
*Elves: / → /	
*Giants: / → /	
*Goblins: / → /
*Kithkin: / → /	
*Merfolk: / → /	
*Treefolk: // → /
==Cycles==
Shadowmoor has 26 cycles. Seven of them are part of the Shadowmoor block mega cycles. The remaining 19 cycles are:
Cycle name 	 	 	 	 	
Allied-color self-boosting creatures	 	 	 	 	
Allied-color self-boosting creatures	Each of these common monocolored creatures has an activated ability with a hybrid mana cost that boosts one or both of its stats. 	Each of these common monocolored creatures has an activated ability with a hybrid mana cost that boosts one or both of its stats. 	Each of these common monocolored creatures has an activated ability with a hybrid mana cost that boosts one or both of its stats. 	Each of these common monocolored creatures has an activated ability with a hybrid mana cost that boosts one or both of its stats. 	Each of these common monocolored creatures has an activated ability with a hybrid mana cost that boosts one or both of its stats.
Basic land count spells 	 	 	 	 	
Basic land count spells 	Each of these uncommon spells gains more power for the more basic lands of the appropriate type you control. 	Each of these uncommon spells gains more power for the more basic lands of the appropriate type you control. 	Each of these uncommon spells gains more power for the more basic lands of the appropriate type you control. 	Each of these uncommon spells gains more power for the more basic lands of the appropriate type you control. 	Each of these uncommon spells gains more power for the more basic lands of the appropriate type you control.
Cohorts 	 	 	 	 	
Cohorts 	Each of these common creatures gets +1/+1 as long as you control another creature of its color. 	Each of these common creatures gets +1/+1 as long as you control another creature of its color. 	Each of these common creatures gets +1/+1 as long as you control another creature of its color. 	Each of these common creatures gets +1/+1 as long as you control another creature of its color. 	Each of these common creatures gets +1/+1 as long as you control another creature of its color.
Colored permanent count creatures 	 	 	 	 	
Colored permanent count creatures 	Each of these uncommon creatures costs M and has P/T each equal to the number of permanents of their color you control. 	Each of these uncommon creatures costs M and has P/T each equal to the number of permanents of their color you control. 	Each of these uncommon creatures costs M and has P/T each equal to the number of permanents of their color you control. 	Each of these uncommon creatures costs M and has P/T each equal to the number of permanents of their color you control. 	Each of these uncommon creatures costs M and has P/T each equal to the number of permanents of their color you control.
Hate-enhanced spells 	 	 	 	 	
Hate-enhanced spells 	Each of these common spells has a greater effect against enemy colors. 	Each of these common spells has a greater effect against enemy colors. 	Each of these common spells has a greater effect against enemy colors. 	Each of these common spells has a greater effect against enemy colors. 	Each of these common spells has a greater effect against enemy colors.
Hideaway creatures 	 	 	 	 	
Hideaway creatures 	Each of these 7-mana rare creatures is the awakened form of one of the hideaway lands from Lorwyn, and has an ability that mirrors its land-form. 	Each of these 7-mana rare creatures is the awakened form of one of the hideaway lands from Lorwyn, and has an ability that mirrors its land-form. 	Each of these 7-mana rare creatures is the awakened form of one of the hideaway lands from Lorwyn, and has an ability that mirrors its land-form. 	Each of these 7-mana rare creatures is the awakened form of one of the hideaway lands from Lorwyn, and has an ability that mirrors its land-form. 	Each of these 7-mana rare creatures is the awakened form of one of the hideaway lands from Lorwyn, and has an ability that mirrors its land-form.
Initiates 	 	 	 	 	
Initiates 	Each of these common 1/1 creatures allows you to pay whenever a spell of its color is cast to gain an effect. 	Each of these common 1/1 creatures allows you to pay whenever a spell of its color is cast to gain an effect. 	Each of these common 1/1 creatures allows you to pay whenever a spell of its color is cast to gain an effect. 	Each of these common 1/1 creatures allows you to pay whenever a spell of its color is cast to gain an effect. 	Each of these common 1/1 creatures allows you to pay whenever a spell of its color is cast to gain an effect.
Mentors 	 	 	 	 	
Mentors 	Each of these uncommon creatures grants an ability to all creatures you control of their color. 	Each of these uncommon creatures grants an ability to all creatures you control of their color. 	Each of these uncommon creatures grants an ability to all creatures you control of their color. 	Each of these uncommon creatures grants an ability to all creatures you control of their color. 	Each of these uncommon creatures grants an ability to all creatures you control of their color.
Monocolor conspire sorceries 	 	 	 	 	
Monocolor conspire sorceries 	Each of these common sorceries has conspire and has art depicting members of races new to Shadowmoor or Eventide. 	Each of these common sorceries has conspire and has art depicting members of races new to Shadowmoor or Eventide. 	Each of these common sorceries has conspire and has art depicting members of races new to Shadowmoor or Eventide. 	Each of these common sorceries has conspire and has art depicting members of races new to Shadowmoor or Eventide. 	Each of these common sorceries has conspire and has art depicting members of races new to Shadowmoor or Eventide.
Monocolor hybrids 	 	 	 	 	
Monocolor hybrids 	Each of these uncommon spells has a mana cost of {/M}{/M}{/M}. The reminder text on these cards reads "{2/M} can be paid with any two mana or with M. This card's converted mana cost is 6." 	Each of these uncommon spells has a mana cost of {/M}{/M}{/M}. The reminder text on these cards reads "{2/M} can be paid with any two mana or with M. This card's converted mana cost is 6." 	Each of these uncommon spells has a mana cost of {/M}{/M}{/M}. The reminder text on these cards reads "{2/M} can be paid with any two mana or with M. This card's converted mana cost is 6." 	Each of these uncommon spells has a mana cost of {/M}{/M}{/M}. The reminder text on these cards reads "{2/M} can be paid with any two mana or with M. This card's converted mana cost is 6." 	Each of these uncommon spells has a mana cost of {/M}{/M}{/M}. The reminder text on these cards reads "{2/M} can be paid with any two mana or with M. This card's converted mana cost is 6."
Rare persist creatures 	 	 	 	 	
Rare persist creatures 	Each of these rare creatures with persist has a powerful comes-into-play ability. 	Each of these rare creatures with persist has a powerful comes-into-play ability. 	Each of these rare creatures with persist has a powerful comes-into-play ability. 	Each of these rare creatures with persist has a powerful comes-into-play ability. 	Each of these rare creatures with persist has a powerful comes-into-play ability.
Reflections 	(life gained) 	(cards drawn) 	(damage dealt) 	(attacks) 	(mana)
Reflections 	Each of these rare enchantments doubles a common event, and each is illustrated by the sister/brother team of Terese Nielsen and Ron Spencer. 	Each of these rare enchantments doubles a common event, and each is illustrated by the sister/brother team of Terese Nielsen and Ron Spencer. 	Each of these rare enchantments doubles a common event, and each is illustrated by the sister/brother team of Terese Nielsen and Ron Spencer. 	Each of these rare enchantments doubles a common event, and each is illustrated by the sister/brother team of Terese Nielsen and Ron Spencer. 	Each of these rare enchantments doubles a common event, and each is illustrated by the sister/brother team of Terese Nielsen and Ron Spencer.
Utility lands 	 	 	 	 	
Utility lands 	Each of these uncommon lands has a basic land type, comes into play tapped, and can be tapped for one mana of its respective color in addition to another ability that can only be played if you control two or more permanents of the proper color.	Each of these uncommon lands has a basic land type, comes into play tapped, and can be tapped for one mana of its respective color in addition to another ability that can only be played if you control two or more permanents of the proper color.	Each of these uncommon lands has a basic land type, comes into play tapped, and can be tapped for one mana of its respective color in addition to another ability that can only be played if you control two or more permanents of the proper color.	Each of these uncommon lands has a basic land type, comes into play tapped, and can be tapped for one mana of its respective color in addition to another ability that can only be played if you control two or more permanents of the proper color.	Each of these uncommon lands has a basic land type, comes into play tapped, and can be tapped for one mana of its respective color in addition to another ability that can only be played if you control two or more permanents of the proper color.
Wisps 	 	 	 	 	
Wisps 	Each of these common cantrips changes a creature's color until the end of turn. 	Each of these common cantrips changes a creature's color until the end of turn. 	Each of these common cantrips changes a creature's color until the end of turn. 	Each of these common cantrips changes a creature's color until the end of turn. 	Each of these common cantrips changes a creature's color until the end of turn.
Cycle name 	 	 	 	 	
Color-aligned scarecrows 	 	 	 	 	
Color-aligned scarecrows 	Each of these common Scarecrow artifact creatures is matched with an allied pair of colors, gaining an ability if you control a creature of a specific color. 	Each of these common Scarecrow artifact creatures is matched with an allied pair of colors, gaining an ability if you control a creature of a specific color. 	Each of these common Scarecrow artifact creatures is matched with an allied pair of colors, gaining an ability if you control a creature of a specific color. 	Each of these common Scarecrow artifact creatures is matched with an allied pair of colors, gaining an ability if you control a creature of a specific color. 	Each of these common Scarecrow artifact creatures is matched with an allied pair of colors, gaining an ability if you control a creature of a specific color.
Witches 	 	 	 	 	
Witches 	Each of these uncommon hybrid creatures has an ability that requires MN to play, where M and N are its colors. 	Each of these uncommon hybrid creatures has an ability that requires MN to play, where M and N are its colors. 	Each of these uncommon hybrid creatures has an ability that requires MN to play, where M and N are its colors. 	Each of these uncommon hybrid creatures has an ability that requires MN to play, where M and N are its colors. 	Each of these uncommon hybrid creatures has an ability that requires MN to play, where M and N are its colors.
Duos 	 	 	 	 	
Duos 	Each of these common hybrid creatures has one race and two classes each, and gains a bonus until the end of turn whenever you play a spell of one of its colors. 	Each of these common hybrid creatures has one race and two classes each, and gains a bonus until the end of turn whenever you play a spell of one of its colors. 	Each of these common hybrid creatures has one race and two classes each, and gains a bonus until the end of turn whenever you play a spell of one of its colors. 	Each of these common hybrid creatures has one race and two classes each, and gains a bonus until the end of turn whenever you play a spell of one of its colors. 	Each of these common hybrid creatures has one race and two classes each, and gains a bonus until the end of turn whenever you play a spell of one of its colors.
Hybrid conspire spells 	 	 	 	 	
Hybrid conspire spells 	Each of these common spells has conspire and has art depicting members of races introduced in Lorwyn. 	Each of these common spells has conspire and has art depicting members of races introduced in Lorwyn. 	Each of these common spells has conspire and has art depicting members of races introduced in Lorwyn. 	Each of these common spells has conspire and has art depicting members of races introduced in Lorwyn. 	Each of these common spells has conspire and has art depicting members of races introduced in Lorwyn.
Unblockable hybrid creatures 	 	 	 	 	
Unblockable hybrid creatures 	Each of these common 3/3 creatures has a casting cost of HH, where H is an allied-color hybrid mana. They can't be blocked by creatures of their colors' shared enemy color. 	Each of these common 3/3 creatures has a casting cost of HH, where H is an allied-color hybrid mana. They can't be blocked by creatures of their colors' shared enemy color. 	Each of these common 3/3 creatures has a casting cost of HH, where H is an allied-color hybrid mana. They can't be blocked by creatures of their colors' shared enemy color. 	Each of these common 3/3 creatures has a casting cost of HH, where H is an allied-color hybrid mana. They can't be blocked by creatures of their colors' shared enemy color. 	Each of these common 3/3 creatures has a casting cost of HH, where H is an allied-color hybrid mana. They can't be blocked by creatures of their colors' shared enemy color.
===Mega Cycles===
Shadowmoor has seven mega cycles as part of the Shadowmoor block mega cycles. The allied colored set in Shadowmoor are:
Cycle name 	 	 	 	 	
Lieges 	 	 	 	 	
Lieges 	Each of these creatures has a mana cost of nHHH, where H is a hybrid mana symbol and n is an integer of generic mana. Each liege holds two separate abilities that provide a +1/+1 bonus to a creature that matches either color, which stacks for those that match both, and each has an ability or effect appropriate for its colors. The lieges from Shadowmoor have allied-color costs and the Knight creature type.	Each of these creatures has a mana cost of nHHH, where H is a hybrid mana symbol and n is an integer of generic mana. Each liege holds two separate abilities that provide a +1/+1 bonus to a creature that matches either color, which stacks for those that match both, and each has an ability or effect appropriate for its colors. The lieges from Shadowmoor have allied-color costs and the Knight creature type.	Each of these creatures has a mana cost of nHHH, where H is a hybrid mana symbol and n is an integer of generic mana. Each liege holds two separate abilities that provide a +1/+1 bonus to a creature that matches either color, which stacks for those that match both, and each has an ability or effect appropriate for its colors. The lieges from Shadowmoor have allied-color costs and the Knight creature type.	Each of these creatures has a mana cost of nHHH, where H is a hybrid mana symbol and n is an integer of generic mana. Each liege holds two separate abilities that provide a +1/+1 bonus to a creature that matches either color, which stacks for those that match both, and each has an ability or effect appropriate for its colors. The lieges from Shadowmoor have allied-color costs and the Knight creature type.	Each of these creatures has a mana cost of nHHH, where H is a hybrid mana symbol and n is an integer of generic mana. Each liege holds two separate abilities that provide a +1/+1 bonus to a creature that matches either color, which stacks for those that match both, and each has an ability or effect appropriate for its colors. The lieges from Shadowmoor have allied-color costs and the Knight creature type.
Demigods 	 	 	 	 	
Demigods 	Each of these Spirit Avatar creatures has a converted mana cost of 5, made up entirely of hybrid mana symbols. 	Each of these Spirit Avatar creatures has a converted mana cost of 5, made up entirely of hybrid mana symbols. 	Each of these Spirit Avatar creatures has a converted mana cost of 5, made up entirely of hybrid mana symbols. 	Each of these Spirit Avatar creatures has a converted mana cost of 5, made up entirely of hybrid mana symbols. 	Each of these Spirit Avatar creatures has a converted mana cost of 5, made up entirely of hybrid mana symbols.
Demigod auras 	 	 	 	 	
Demigod auras 	These auras grant +1/+1 and one of two bonuses to a creature if it matches one of its colors, or +2/+2 and both bonuses if it matches both. 	These auras grant +1/+1 and one of two bonuses to a creature if it matches one of its colors, or +2/+2 and both bonuses if it matches both. 	These auras grant +1/+1 and one of two bonuses to a creature if it matches one of its colors, or +2/+2 and both bonuses if it matches both. 	These auras grant +1/+1 and one of two bonuses to a creature if it matches one of its colors, or +2/+2 and both bonuses if it matches both. 	These auras grant +1/+1 and one of two bonuses to a creature if it matches one of its colors, or +2/+2 and both bonuses if it matches both.
Common hybrid one-drops	 	 	 	 	
Common hybrid one-drops	Each of these common creatures has a mana cost of one hybrid mana. 	Each of these common creatures has a mana cost of one hybrid mana. 	Each of these common creatures has a mana cost of one hybrid mana. 	Each of these common creatures has a mana cost of one hybrid mana. 	Each of these common creatures has a mana cost of one hybrid mana.
Hybrid filter lands 	 	 	 	 	
Hybrid filter lands 	Each of these rare lands can be tapped for mana. They also have the ability "M/N, : Add MM, MN, or NN." where M and N are two different colors. 	Each of these rare lands can be tapped for mana. They also have the ability "M/N, : Add MM, MN, or NN." where M and N are two different colors. 	Each of these rare lands can be tapped for mana. They also have the ability "M/N, : Add MM, MN, or NN." where M and N are two different colors. 	Each of these rare lands can be tapped for mana. They also have the ability "M/N, : Add MM, MN, or NN." where M and N are two different colors. 	Each of these rare lands can be tapped for mana. They also have the ability "M/N, : Add MM, MN, or NN." where M and N are two different colors.
Hybrid three-drops 	 	 	 	 	
Hybrid three-drops 	Each of these uncommon creatures has a converted mana cost of , made up entirely of hybrid mana. 	Each of these uncommon creatures has a converted mana cost of , made up entirely of hybrid mana. 	Each of these uncommon creatures has a converted mana cost of , made up entirely of hybrid mana. 	Each of these uncommon creatures has a converted mana cost of , made up entirely of hybrid mana. 	Each of these uncommon creatures has a converted mana cost of , made up entirely of hybrid mana.
Hybrid modal spells 	 	 	 	 	
Hybrid modal spells 	Each of these uncommon hybrid spells has different effects depending on which of two colors were used to play it. 	Each of these uncommon hybrid spells has different effects depending on which of two colors were used to play it. 	Each of these uncommon hybrid spells has different effects depending on which of two colors were used to play it. 	Each of these uncommon hybrid spells has different effects depending on which of two colors were used to play it. 	Each of these uncommon hybrid spells has different effects depending on which of two colors were used to play it.
==Reprinted cards==
*<c>Corrupt</c>, first printed in Urza's Saga, last seen in Seventh Edition
*<c>Flow of Ideas</c>, first printed in Ravnica: City of Guilds
*<c>Graven Cairns</c>, first printed in Future Sight
*<c>Last Breath</c>, first printed in Mercadian Masques
*<c>Mistmeadow Skulk</c>, first printed in Future Sight
*<c>Reflecting Pool</c>, first printed in Tempest
*<c>Torture</c>, first printed in Homelands, last seen in 5th Edition
===Colorshifted===
*<c>Power of Fire</c>, red colorshifted version of <c>Hermetic Study</c> (Urza's Saga)
===Reflections===
Several cards from Shadowmoor were designed to reflect cards printed in Lorwyn and Morningtide, playing up the set's theme as a dark reflection of the world of Lorwyn:
Mechanical Reflections:
*<c>Boggart Arsonists</c> is a reflection of <c>Boggart Loggers</c>.
*<c>Torture</c> is a reflection of <c>Daily Regimen</c>.
*<c>Hollowsage</c> is a reflection of <c>Fallowsage</c>.
*<c>Incremental Blight</c> is a reflection of <c>Incremental Growth</c>.
*<c>Kithkin Shielddare</c> is a reflection of <c>Kithkin Daggerdare</c>.
*<c>Kinscaer Harpoonist</c> is a reflection of <c>Kinsbaile Balloonist</c>. Magicthegathering.com's Wallpaper of the Week featured a wallpaper of the two artworks together on May 30, 2008.
Flavor Reflections:
*<c>Mistmeadow Skulk</c> is a reflection of <c>Goldmeadow Dodger</c>.
*<c>Rhys the Redeemed</c> is a reflection of <c>Rhys the Exiled</c>.
*<c>Sygg, River Cutthroat</c> is a reflection of <c>Sygg, River Guide</c>.
*<c>Wort, the Raidmother</c> is a reflection of <c>Wort, Boggart Auntie</c>.
*<c>Graven Cairns</c> is a reflection of <c>Ancient Amphitheater</c>.
*<c>Fire-Lit Thicket</c> is a reflection of <c>Auntie's Hovel</c>.
*<c>Sunken Ruins</c> is a reflection of both <c>Wanderwine Hub</c> and <c>Rustic Clachan</c>.
*<c>Wooded Bastion</c> is a reflection of <c>Gilt-Leaf Palace</c>.
==Notable cards==
*<c>Fossil Find</c> is the last card to refer to graveyard order; it only does so as other forms of randomly taken from the graveyard are less practical than shuffling face-down.
*<c>Kitchen Finks</c> was a key midrange card, with Persist and lifegain, it stifled burn-based aggressive decks.
*<c>Painter's Servant</c> is infamous for being part of a two-card combo with <c>Grindstone</c>.
*<c>Reflecting Pool</c>, a famous reprint, enabled five-color mana bases in combination with the Vivid Lands from Lorwyn.
*<c>Runed Halo</c> is the first card to grant Protection to a player rather than a creature.
*<c>Safewright Quest</c> is the first land tutor with a casting cost of and searches for either a Forest or Plains specifically.
*<c>Savor the Moment</c> has the cheapest casting cost "take an extra turn" spell since Alpha's <c>Time Walk</c>, at but has the drawback of skipping the untap step of that turn.
*<c>Swans of Bryn Argoll</c> was used in a few combo decks which would deal a large amount of damage to the Swans to draw a lot of cards and turn those cards into damage to the opponent, such as with <c>Seismic Assault</c> or <c>Chain of Plasma</c>.
*<c>Wheel of Sun and Moon</c> can be used to combat an opponent who is reliant on their graveyard by enchanting them or combatting an opponent with a mill strategy by enchanting oneself.
*<c>Vexing Shusher</c> and <c>Guttural Response</c> have seen play as an annoyance to blue control decks.
*<c>Devoted Druid</c> has proven to be a consistent combo enabler when combined with any way to prevent -1/-1 counters from being placed on it
*<c>Fulminator Mage</c> was a common answer in the early age of Modern sideboards for problematic nonbasic lands
*<c>Smash to Smithereens</c> is a sideboard favorite in burn decks in multiple formats
*<c>Manamorphose</c> is an important part of spell-based combo decks like Storm and Arclight Phoenix in Modern, Legacy, and Pauper, as an essentially "free spell" that refunds both mana and cards, especially when combined with cost reduction to turn it into a ritual
*<c>Savor the Moment</c> is a notably cheap extra turn spell for the Modern era, balanced by turning off the extra turn's untap step
===Misprint===
*All printed versions of the foil have a white mana symbol behind the text.
== Preconstructed decks ==
Shadowmoor features five two-colored, allied-colored theme decks.
==External links==
*
==References==
Category:Lorwyn–Shadowmoor sets