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Baron Bertram Graywater
( 4)
Legendary Creature — Vampire Noble
(3/4)
Whenever one or more tokens enter the battlefield under your control, create a 1/1 black Vampire Rogue creature token with lifelink. This ability triggers only once each turn. , Sacrifice another creature or artifact: Draw a card.
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Bloodwater Entity
( 3)
Creature — Elemental
(2/2)
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Bloodwater Entity enters the battlefield, you may put target instant or sorcery card from your graveyard on top of your library.
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Clearwater Goblet
( 5)
Artifact
Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.) At the beginning of your upkeep, you may gain life equal to the number of charge counters on Clearwater Goblet.
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Cold-Water Snapper
( 6)
Creature — Turtle
(4/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Deep Water
( 2)
Enchantment
: Until end of turn, if you tap a land you control for mana, it produces instead of any other type.
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Deeproot Waters
( 3)
Enchantment
Whenever you cast a Merfolk spell, create a 1/1 blue Merfolk creature token with hexproof. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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Deepwater Hypnotist
( 2)
Creature — Merfolk Wizard
(2/1)
Inspired — Whenever Deepwater Hypnotist becomes untapped, target creature an opponent controls gets -3/-0 until end of turn.
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Dirtwater Wraith
( 4)
Creature — Wraith
(1/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) : Dirtwater Wraith gets +1/+0 until end of turn.
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Dismal Backwater
( 0)
Land
Dismal Backwater enters the battlefield tapped. When Dismal Backwater enters the battlefield, you gain 1 life. : Add or .
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Domesticated Watercourse (playtest)
( 0)
Land
CARDNAME enters the battlefield tapped. : Add or . : Until end of turn, CARDNAME becomes an Equipment artifact with equip . Whenever equipped creature deals combat damage to a player, draw a card.
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Dreadwaters
( 4)
Sorcery
Target player mills X cards, where X is the number of lands you control.
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Floodwaters
( 6)
Sorcery
Return up to two target creatures to their owners' hands. Cycling (, Discard this card: Draw a card.)
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Gale, Waterdeep Prodigy
( 3)
Legendary Creature — Human Wizard
(1/3)
Whenever you cast an instant or sorcery spell from your hand, you may cast up to one target card of the other type from your graveyard. If a spell cast from your graveyard this way would be put into your graveyard, exile it instead. Choose a Background (You can have a Background as a second commander.)
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Graywater's Fixer
( 4)
Creature — Lizard Mercenary
(4/4)
Each outlaw creature card in your graveyard has encore , where X is its mana value. (Exile it and pay its encore cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
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Magosi, the Waterveil
( 0)
Land
Magosi, the Waterveil enters the battlefield tapped. : Add . , : Put an eon counter on Magosi, the Waterveil. Skip your next turn. , Remove an eon counter from Magosi, the Waterveil and return it to its owner's hand: Take an extra turn after this one.
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Part Water
( 1)
Sorcery
X target creatures gain islandwalk until end of turn. (They can't be blocked as long as defending player controls an Island.)
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Rhythmic Water Vortex
( 5)
Sorcery
Return up to two target creatures to their owner's hand. Search your library and/or graveyard for a card named Mu Yanling, reveal it, and put it into your hand. If you searched your library this way, shuffle.
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Rising Waters
( 4)
Enchantment
Lands don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player untaps a land they control.
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Roiling Waters
( 7)
Sorcery
Return up to two target creatures your opponents control to their owners' hands. Target player draws two cards.
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Rootwater Alligator
( 4)
Creature — Crocodile
(3/2)
Sacrifice a Forest: Regenerate Rootwater Alligator.
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Rootwater Commando
( 3)
Creature — Merfolk
(2/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Rootwater Diver
( 1)
Creature — Merfolk
(1/1)
, Sacrifice Rootwater Diver: Return target artifact card from your graveyard to your hand.
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Rootwater Hunter
( 3)
Creature — Merfolk
(1/1)
: Rootwater Hunter deals 1 damage to any target.
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Rootwater Matriarch
( 4)
Creature — Merfolk
(2/3)
: Gain control of target creature for as long as that creature is enchanted.
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Rootwater Mystic
( 1)
Creature — Merfolk Wizard
(1/1)
: Look at the top card of target player's library.
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Rootwater Shaman
( 3)
Creature — Merfolk Shaman
(2/2)
You may cast Aura spells with enchant creature as though they had flash.
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Rootwater Thief
( 2)
Creature — Merfolk Rogue
(1/2)
: Rootwater Thief gains flying until end of turn. Whenever Rootwater Thief deals combat damage to a player, you may pay . If you do, search that player's library for a card and exile it, then the player shuffles.
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Saltwater Stalwart
( 4)
Creature — Merfolk Warrior
(2/4)
Whenever Saltwater Stalwart deals damage to an opponent, target player draws a card.
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Sanctum of Calm Waters
( 4)
Legendary Enchantment — Shrine
At the beginning of your precombat main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.
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Swiftwater Cliffs
( 0)
Land
Swiftwater Cliffs enters the battlefield tapped. When Swiftwater Cliffs enters the battlefield, you gain 1 life. : Add or .
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The Blackstaff of Waterdeep
( 1)
Legendary Artifact
You may choose not to untap The Blackstaff of Waterdeep during your untap step. Animate Walking Statue — , : Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.
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The Watcher in the Water
( 5)
Legendary Creature — Kraken
(9/9)
The Watcher in the Water enters the battlefield tapped with nine stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token. Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
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Tidewater Minion
( 5)
Creature — Elemental Minion
(4/4)
Defender (This creature can't attack.) : Tidewater Minion loses defender until end of turn. : Untap target permanent.
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Wall of Water
( 3)
Creature — Wall
(0/5)
Defender (This creature can't attack.) : Wall of Water gets +1/+0 until end of turn.
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Water Gun Balloon Game
( 2)
Artifact
As Water Gun Balloon Game enters the battlefield, each player puts a pop counter on "0." Whenever a player casts a spell, move that player's pop counter up one. Whenever a player's pop counter hits "5," that player creates a 5/5 pink Giant Teddy Bear creature token and resets all pop counters to "0."
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Water Servant
( 4)
Creature — Elemental
(3/4)
: Water Servant gets +1/-1 until end of turn. : Water Servant gets -1/+1 until end of turn.
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Water Weird
( 4)
Creature — — Elemental Weird
(3/4)
Whenever Water Weird deals combat damage to a player, put a +1/+1 counter on Water Weird if the top card of your library is a nonland card. Otherwise, you may mill a card.
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Water Wings
( 2)
Instant
Until end of turn, target creature you control has base power and toughness 4/4 and gains flying and hexproof. (It can't be the target of spells or abilities your opponents control.)
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Water Wurm
( 1)
Creature — Wurm
(1/1)
Water Wurm gets +0/+1 as long as an opponent controls an Island.
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Watercourser
( 3)
Creature — Elemental
(2/3)
: Watercourser gets +1/-1 until end of turn.
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Waterfall Aerialist
( 4)
Creature — Djinn Wizard
(3/1)
Flying Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Waterfront Bouncer
( 2)
Creature — Merfolk Spellshaper
(1/1)
, , Discard a card: Return target creature to its owner's hand.
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Waterkin Shaman
( 2)
Creature — Elemental Shaman
(2/1)
Whenever a creature with flying enters the battlefield under your control, Waterkin Shaman gets +1/+1 until end of turn.
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Waterknot
( 3)
Enchantment — Aura
Enchant creature When Waterknot enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Waterspout Djinn
( 4)
Creature — Djinn
(4/4)
Flying At the beginning of your upkeep, sacrifice Waterspout Djinn unless you return an untapped Island you control to its owner's hand.
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Waterspout Elemental
( 5)
Creature — Elemental
(3/4)
Kicker (You may pay an additional as you cast this spell.) Flying When Waterspout Elemental enters the battlefield, if it was kicked, return all other creatures to their owners' hands and you skip your next turn.
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Waterspout Weavers
( 5)
Creature — Merfolk Wizard
(3/3)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Waterspout Weavers, you may reveal it. If you do, each creature you control gains flying until end of turn.
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Watertight Gondola
( 0)
Artifact — Vehicle
(4/4)
Vigilance Descend 8 — Watertight Gondola can't be blocked as long as there are eight or more permanent cards in your graveyard. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Watertrap Weaver
( 3)
Creature — Merfolk Wizard
(2/2)
When Watertrap Weaver enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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Waterwhirl
( 6)
Instant
Return up to two target creatures to their owners' hands.
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Waterwind Scout
( 3)
Creature — Merfolk Scout
(2/2)
Flying When Waterwind Scout enters the battlefield, create a Map token. (It's an artifact with ", , Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery.")
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Watery Grave
( 0)
Land — Island Swamp
(: Add or .) As Watery Grave enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
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Whitewater Naiads
( 5)
Enchantment Creature — Nymph
(4/4)
Constellation — Whenever Whitewater Naiads or another enchantment enters the battlefield under your control, target creature can't be blocked this turn.
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