Creature — Bird (1/2)
Flying
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Raven Familiar enters the battlefield, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Creature — Human Wizard Mutant (1/1)
Whenever Raven Guild Master deals combat damage to a player, that player exiles the top ten cards of their library.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Creature — Merfolk Wizard (2/2)
When Riverwise Augur enters the battlefield, draw three cards, then put two cards from your hand on top of your library in any order.
Creature — Human Spy (2/1)
, : Look at the top card of target player's library. If it has an Agents of S.N.E.A.K. watermark, you may reveal it and put it into your hand. Otherwise, put it on the top or bottom of its owner's library.
Creature — Bird Wizard (1/3)
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Sage Aven enters the battlefield, look at the top four cards of your library, then put them back in any order.
Creature — Human Wizard (1/1)
Heroic — Whenever you cast a spell that targets Sage of Hours, put a +1/+1 counter on it.
Remove all +1/+1 counters from Sage of Hours: For each five counters removed this way, take an extra turn after this one.
Creature — Human Wizard (1/3)
When Sea Gate Oracle enters the battlefield, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
Creature — Octopus (2/2)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flash
Whenever this creature deals combat damage to a player, draw a card.
Creature — Human Mercenary (2/2)
, : Search your library for a Merfolk permanent card, put it onto the battlefield, then shuffle.
Creature — Faerie Scout (2/1)
Flying
, Sacrifice Silkwing Scout: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Sorcery // Creature — Nightmare (0/0)
Target opponent mills thirteen cards.
: Put Startled Awake from your graveyard onto the battlefield transformed. Activate only as a sorcery.
Persistent Nightmare
Skulk (This creature can't be blocked by creatures with greater power.)
When Persistent Nightmare deals combat damage to a player, return it to its owner's hand.
Creature — Human Pirate (2/1)
When Staunch Crewmate enters the battlefield, look at the top four cards of your library. You may reveal an artifact or Pirate card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Elemental Incarnation (3/3)
Flash
Flying
When Subtlety enters the battlefield, choose up to one target creature spell or planeswalker spell. Its owner puts it on the top or bottom of their library.
Evoke—Exile a blue card from your hand.
Creature — Human Rogue Werewolf // Creature — Werewolf (1/1)
Suspicious Stowaway can't be blocked.
Whenever Suspicious Stowaway deals combat damage to a player, draw a card, then discard a card.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Seafaring Werewolf
Seafaring Werewolf can't be blocked.
Whenever Seafaring Werewolf deals combat damage to a player, draw a card.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Creature — Human Wizard (1/1)
Double team
When Thayan Evokers enters the battlefield, conjure a card named Lightning Bolt into your hand, then discard a card.
Whenever you conjure one or more cards, put a +1/+1 counter on Thayan Evokers.
Creature — Merfolk Wizard // Sorcery (2/2)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When Torrent Sculptor enters the battlefield, exile an instant or sorcery card from your graveyard. Put a number of +1/+1 counters on Torrent Sculptor equal to half that card's mana value, rounded up.
Flamethrower Sonata
Discard a card, then draw a card. When you discard an instant or sorcery card this way, Flamethrower Sonata deals damage equal to that card's mana value to target creature or planeswalker you don't control.
Creature — Spirit (2/2)
Flying
When Tower Geist enters the battlefield, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
Creature — Illusion (1/3)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Whenever Unblinking Bleb or another permanent is turned face up, you may scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Legendary Creature — Human Artificer (1/4)
When Urza, Lord High Artificer enters the battlefield, create a 0/0 colorless Construct artifact creature token with "This creature gets +1/+1 for each artifact you control."
Tap an untapped artifact you control: Add .
: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.
Creature — Wall (0/4)
Defender (This creature can't attack.)
Tap an untapped Merfolk you control: Vodalian War Machine can attack this turn as though it didn't have defender.
Tap an untapped Merfolk you control: Vodalian War Machine gets +2/+1 until end of turn.
When Vodalian War Machine dies, destroy all Merfolk tapped this turn to pay for its abilities.
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