Creature — Merfolk Scout (1/1)
When Shoreline Scout enters the battlefield, you may exile a Merfolk card or a land card from your hand. If you do, conjure a card named Tropical Island into your hand.
As long as another Merfolk or an Island entered the battlefield under your control this turn, Shoreline Scout gets +1/+0.
Enchantment Creature — Merfolk Wizard (1/1)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
As long as Triton Wavebreaker is a creature, it has prowess. (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Enchanted creature gets +1/+1 and has prowess.
Creature — Fish (1/1)
When Electric Eel enters the battlefield, it deals 1 damage to you.
: Electric Eel gets +2/+0 until end of turn and deals 1 damage to you.
Creature — Crocodile (1/1)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Creature — Human (0/2)
Merchant Ship can't attack unless defending player controls an Island.
Whenever Merchant Ship attacks and isn't blocked, you gain 2 life.
When you control no Islands, sacrifice Merchant Ship.
Creature — Merfolk Rogue (1/1)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever Merfolk Spy deals combat damage to a player, that player reveals a card at random from their hand.
Creature — Merfolk Wizard (1/1)
Sacrifice Mistcaller: Until end of turn, if a nontoken creature would enter the battlefield and it wasn't cast, exile it instead.
Creature — Merfolk Detective (1/1)
Flying
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
When Mistway Spy is turned face up, until end of turn, whenever a creature you control deals combat damage to a player, investigate.
Creature — Shapeshifter (1/1)
Changeling (This card is every creature type.)
Tap an untapped creature you control: Mothdust Changeling gains flying until end of turn.
Creature — Wurm (1/1)
Water Wurm gets +0/+1 as long as an opponent controls an Island.
Creature — Beeble (1/1)
Protection from Robots
, : The next time target player would roll one or more dice this turn, instead they roll that many dice plus one and you choose one of those rolls to ignore.
Creature — Crab (0/2)
Landfall — Whenever a land enters the battlefield under your control, target player mills three cards.
Legendary Artifact Creature — Robot Dog (1/1)
Negative — As long as K-9, Mark I is untapped, other legendary creatures you control have ward .
Affirmative — , : Target legendary creature can't be blocked this turn.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Creature — Human Rogue (1/1)
, : Exile another target creature you control, then return that card to the battlefield under your control.
Creature — Bear Illusion (2/2)
When Phantasmal Bear becomes the target of a spell or ability, sacrifice it.
Creature — Merfolk (1/1)
, Sacrifice Rootwater Diver: Return target artifact card from your graveyard to your hand.
Creature — Snake Wizard (0/4)
Exploit (When this creature enters the battlefield, you may sacrifice a creature.)
When Sidisi's Faithful exploits a creature, return target creature to its owner's hand.
Creature — Human Ninja (1/1)
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Flying
When Thousand-Faced Shadow enters the battlefield from your hand, if it's attacking, create a token that's a copy of another target attacking creature. The token enters the battlefield tapped and attacking.
Creature — Human Wizard (1/1)
Morph
When Timebender is turned face up, choose one —
• Remove two time counters from target permanent or suspended card.
• Put two time counters on target permanent with a time counter on it or suspended card.
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