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Æther Tide (Aether Tide)
( 1)
Sorcery
As an additional cost to cast this spell, discard X creature cards. Return X target creatures to their owners' hands.
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Araumi of the Dead Tide
( 3)
Legendary Creature — Merfolk Wizard
(1/4)
, Exile cards from your graveyard equal to the number of opponents you have: Target creature card in your graveyard gains encore until end of turn. The encore cost is equal to its mana cost. (Exile the creature card and pay its mana 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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Battletide Alchemist
( 5)
Creature — Kithkin Cleric
(3/4)
If a source would deal damage to a player, you may prevent X of that damage, where X is the number of Clerics you control.
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Bria, Riptide Rogue
( 4)
Legendary Creature — Otter Rogue
(3/3)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Other creatures you control have prowess. (If a creature has multiple instances of prowess, each triggers separately.) Whenever you cast a noncreature spell, target creature you control can't be blocked this turn.
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Calamitous Tide
( 6)
Sorcery
Return up to two target creatures to their owners' hands. Draw two cards, then discard a card.
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Chorus of the Tides
( 4)
Creature — Siren
(3/2)
Flying Heroic — Whenever you cast a spell that targets Chorus of the Tides, scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
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Consuming Tide
( 4)
Sorcery
Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.
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Crashing Tide
( 3)
Sorcery
This spell has flash as long as you control a Merfolk. Return target creature to its owner's hand. Draw a card.
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Devastation Tide
( 5)
Sorcery
Return all nonland permanents to their owners' hands. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Dream Tides
( 4)
Enchantment
Creatures don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped nongreen creatures they control and pay for each creature chosen this way. If the player does, untap those creatures.
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Dreamtide Whale
( 3)
Creature — Whale
(7/5)
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Floodtide Serpent
( 5)
Creature — Serpent
(4/4)
Floodtide Serpent can't attack unless you return an enchantment you control to its owner's hand. (This cost is paid as attackers are declared.)
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Griptide
( 4)
Instant
Put target creature on top of its owner's library.
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Grist, the Hunger Tide
( 3)
Legendary Planeswalker — Grist
(3)
As long as Grist, the Hunger Tide isn't on the battlefield, it's a 1/1 Insect creature in addition to its other types. +1: Create a 1/1 black and green Insect creature token, then mill a card. If an Insect card was milled this way, put a loyalty counter on Grist and repeat this process. −2: You may sacrifice a creature. When you do, destroy target creature or planeswalker. −5: Each opponent loses life equal to the number of creature cards in your graveyard.
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Halimar Tidecaller
( 3)
Creature — Human Wizard Ally
(2/3)
When Halimar Tidecaller enters, you may return target card with awaken from your graveyard to your hand. Land creatures you control have flying.
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Harbinger of the Tides
( 2)
Creature — Merfolk Wizard
(2/2)
You may cast this card as though it had flash if you pay more to cast it. (You may cast it any time you could cast an instant.) When this creature enters, you may return target tapped creature an opponent controls to its owner's hand.
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Harvesttide Assailant
( 0)
Creature — Werewolf
(4/4)
Trample Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Harvesttide Infiltrator
( 3)
Creature — Human Werewolf
(3/2)
Trample Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Harvesttide Sentry
( 2)
Creature — Human Warrior
(3/1)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Harvesttide Sentry can't be blocked by creatures with power 2 or less this turn.
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High Tide
( 1)
Instant
Until end of turn, whenever a player taps an Island for mana, that player adds an additional .
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Inexorable Tide
( 5)
Enchantment
Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Keiga, the Tide Star
( 6)
Legendary Creature — Dragon Spirit
(5/5)
Flying When Keiga, the Tide Star dies, gain control of target creature.
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Kiora, the Rising Tide
( 3)
Legendary Creature — Merfolk Noble
(3/2)
When Kiora enters, draw two cards, then discard two cards. Threshold — Whenever Kiora attacks, if there are seven or more cards in your graveyard, you may create Scion of the Deep, a legendary 8/8 blue Octopus creature token.
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Kiora, the Tide's Fury
( 4)
Legendary Planeswalker — — Kiora
+1: Conjure a card named Kraken Hatchling into your hand. +1: Untap target creature or land. Prevent all damage that would be dealt to and dealt by that permanent until your next turn. −3: You may sacrifice a Kraken. If you do, create an 8/8 blue Kraken creature token.
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Lammastide Weave
( 2)
Instant
Choose a card name, then target player mills a card. If a card with the chosen name was milled this way, you gain life equal to its mana value. Draw a card.
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Mantle of Tides
( 1)
Artifact — Equipment
Equipped creature gets +1/+2. Whenever you draw your second card each turn, attach Mantle of Tides to target creature you control. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Muldrotha, the Gravetide
( 6)
Legendary Creature — Elemental Avatar
(6/6)
During each of your turns, you may play a land and cast a permanent spell of each permanent type from your graveyard. (If a card has multiple permanent types, choose one as you play it.)
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Murktide Regent
( 7)
Creature — Dragon
(3/3)
Delve (Each card you exile from your graveyard while casting this spell pays for .) Flying Murktide Regent enters with a +1/+1 counter on it for each instant and sorcery card exiled with it. Whenever an instant or sorcery card leaves your graveyard, put a +1/+1 counter on Murktide Regent.
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Nezahal, Primal Tide
( 7)
Legendary Creature — Elder Dinosaur
(7/7)
This spell can't be countered. You have no maximum hand size. Whenever an opponent casts a noncreature spell, draw a card. Discard three cards: Exile Nezahal, Primal Tide. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
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Parallax Tide
( 4)
Enchantment
Fading 5 <I>(This enchantment enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)</I> Remove a fade counter from Parallax Tide: Exile target land. When Parallax Tide leaves the battlefield, each player returns to the battlefield all cards they own exiled with Parallax Tide.
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Razortide Bridge
( 0)
Artifact Land
Razortide Bridge enters tapped. Indestructible : Add or .
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Read the Tides
( 6)
Sorcery
Choose one — • Draw three cards. • Return up to two target creatures to their owners' hands.
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Return Upon the Tide
( 5)
Sorcery
Return target creature card from your graveyard to the battlefield. If it's an Elf, create two 1/1 green Elf Warrior creature tokens. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Riptide Biologist
( 2)
Creature — Human Wizard
(1/2)
Protection from Beasts Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Riptide Chimera
( 3)
Enchantment Creature — Chimera
(3/4)
Flying At the beginning of your upkeep, return an enchantment you control to its owner's hand.
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Riptide Chronologist
( 5)
Creature — Human Wizard
(1/3)
, Sacrifice Riptide Chronologist: Untap all creatures of the creature type of your choice.
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Riptide Crab
( 3)
Creature — Crab
(1/3)
Vigilance When Riptide Crab dies, draw a card.
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Riptide Entrancer
( 3)
Creature — Human Wizard
(1/1)
Whenever Riptide Entrancer deals combat damage to a player, you may sacrifice it. If you do, gain control of target creature that player controls. (This effect lasts indefinitely.) Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Riptide Mangler
( 2)
Creature — Beast
(0/3)
: Change Riptide Mangler's base power to target creature's power. <I>(This effect lasts indefinitely.)</I>
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Riptide Pilferer
( 2)
Creature — Merfolk Rogue
(1/1)
Whenever Riptide Pilferer deals combat damage to a player, that player discards a card. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Riptide Replicator
( 0)
Artifact
As Riptide Replicator enters, choose a color and a creature type. Riptide Replicator enters with X charge counters on it. , : Create an X/X creature token of the chosen color and type, where X is the number of charge counters on Riptide Replicator.
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Rise from the Tides
( 6)
Sorcery
Create a tapped 2/2 black Zombie creature token for each instant and sorcery card in your graveyard.
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Risen Riptide
( 3)
Creature — Elemental
(0/5)
Whenever you cast a kicked spell, Risen Riptide has base power and toughness 5/5 until end of turn.
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Rot-Tide Gargantua
( 5)
Creature — Zombie Kraken
(5/4)
Exploit (When this creature enters, you may sacrifice a creature.) When Rot-Tide Gargantua exploits a creature, each opponent sacrifices a creature of their choice.
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Rushing-Tide Zubera
( 4)
Creature — Zubera Spirit
(3/3)
When Rushing-Tide Zubera dies, if 4 or more damage was dealt to it this turn, draw three cards.
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Scuttletide
( 2)
Enchantment
, Discard a card: Create a 0/3 blue Crab creature token. Delirium — Crabs you control get +1/+1 as long as there are four or more card types among cards in your graveyard.
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Solar Tide
( 6)
Sorcery
Choose one — • Destroy all creatures with power 2 or less. • Destroy all creatures with power 3 or greater. Entwine—Sacrifice two lands. (Choose both if you pay the entwine cost.)
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Stormtide Leviathan
( 8)
Creature — Leviathan
(8/8)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) All lands are Islands in addition to their other types. Creatures without flying or islandwalk can't attack.
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Tatyova, Steward of Tides
( 3)
Legendary Creature — Merfolk Druid
(3/3)
Land creatures you control have flying. Whenever a land you control enters, if you control seven or more lands, up to one target land you control becomes a 3/3 Elemental creature with haste. It's still a land.
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Terror Tide
( 4)
Sorcery
Fathomless descent — All creatures get -X/-X until end of turn, where X is the number of permanent cards in your graveyard.
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The Hunger Tide Rises
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Create a 1/1 black and green Insect creature token. IV — Sacrifice any number of creatures. Search your library and/or graveyard for a creature card with mana value less than or equal to the number of creatures sacrificed this way and put it onto the battlefield. If you search your library this way, shuffle.
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Tide Drifter
( 2)
Creature — Eldrazi Drone
(0/5)
Devoid (This card has no color.) Other colorless creatures you control get +0/+1.
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Tide of War
( 6)
Enchantment
Whenever one or more creatures block, flip a coin. If you win the flip, each blocking creature is sacrificed by its controller. If you lose the flip, each blocked creature is sacrificed by its controller.
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Tide Shaper
( 1)
Creature — Merfolk Wizard
(1/1)
Kicker (You may pay an additional as you cast this spell.) When Tide Shaper enters, if it was kicked, target land becomes an Island for as long as Tide Shaper remains on the battlefield. Tide Shaper gets +1/+1 as long as an opponent controls an Island.
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Tide Skimmer
( 4)
Creature — Drake
(2/3)
Flying Whenever you attack with two or more creatures with flying, draw a card.
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Tidebinder Mage
( 2)
Creature — Merfolk Wizard
(2/2)
When Tidebinder Mage enters, tap target red or green creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control Tidebinder Mage.
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Tidecaller Mentor
( 3)
Creature — Rat Wizard
(3/3)
Menace Threshold — When Tidecaller Mentor enters, if seven or more cards are in your graveyard, return up to one target nonland permanent to its owner's hand.
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Tideforce Elemental
( 3)
Creature — Elemental
(2/1)
, : You may tap or untap another target creature. Landfall — Whenever a land you control enters, you may untap Tideforce Elemental.
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Tidehollow Sculler
( 2)
Artifact Creature — Zombie
(2/2)
When Tidehollow Sculler enters, target opponent reveals their hand and you choose a nonland card from it. Exile that card. When Tidehollow Sculler leaves the battlefield, return the exiled card to its owner's hand.
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Tidehollow Strix
( 2)
Artifact Creature — Bird
(2/1)
Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Tidepool Turtle
( 4)
Creature — Turtle
(2/5)
: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Tideshaper Mystic
( 1)
Creature — Merfolk Wizard
(1/1)
: Target land becomes the basic land type of your choice until end of turn. Activate only during your turn.
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Tidespout Tyrant
( 8)
Creature — Djinn
(5/5)
Flying Whenever you cast a spell, return target permanent to its owner's hand.
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Tidewalker
( 3)
Creature — Elemental
(*/*)
Tidewalker enters with a time counter on it for each Island you control. Vanishing (At the beginning of your upkeep, remove a time counter from this creature. When the last is removed, sacrifice it.) Tidewalker's power and toughness are each equal to the number of time counters on it.
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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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Time and Tide
( 2)
Instant
Simultaneously, all phased-out creatures phase in and all creatures with phasing phase out.
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Tishana's Tidebinder
( 3)
Creature — Merfolk Wizard
(3/2)
Flash When Tishana's Tidebinder enters, counter up to one target activated or triggered ability. If an ability of an artifact, creature, or planeswalker is countered this way, that permanent loses all abilities for as long as Tishana's Tidebinder remains on the battlefield. (Mana abilities can't be targeted.)
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Turn the Tide
( 2)
Instant
Creatures your opponents control get -2/-0 until end of turn.
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Volshe Tideturner
( 2)
Creature — Merfolk Wizard
(1/3)
: Add . Spend this mana only to cast an instant or sorcery spell or a kicked spell.
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