+Merfolk (36)
Kicker—Return a creature you control to its owner's hand. <I>(You may return a creature you control to its owner's hand in addition to any other costs as you cast this spell.)</I>
If Arctic Merfolk was kicked, it enters the battlefield with a +1/+1 counter on it.
: Return Darting Merfolk to its owner's hand.
Gray Harbor Merfolk can't be blocked.
Gray Harbor Merfolk gets +2/+0 as long as you control a commander that's a creature or planeswalker.
Fading 4 <I>(This creature enters the battlefield with four 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 Jolting Merfolk: Tap target creature.
: Destroy target creature with islandwalk.
When Merfolk Branchwalker enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Whenever a creature you control explores, Merfolk Cave-Diver gets +1/+0 until end of turn and can't be blocked this turn.
: Merfolk Coralsmith gets +1/-1 until end of turn.
When Merfolk Coralsmith dies, scry 2.
Flying
Whenever you cast a kicked spell, scry 2.
: Draw a card, then discard a card.
, : Target player mills two cards.
Other Merfolk you control get +1/+1.
When Merfolk Observer enters the battlefield, look at the top card of target player's library.
Flash (You may cast this spell any time you could cast an instant.)
When Merfolk Pupil enters the battlefield, draw a card, then discard a card.
, Exile Merfolk Pupil from your graveyard: Draw a card, then discard a card.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)
: Tap target creature without flying.
When Merfolk Seer dies, you may pay . If you do, draw a card.
When Merfolk Skydiver enters the battlefield, put a +1/+1 counter on target creature you control.
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever Merfolk Skyscout attacks or blocks, untap target permanent.
Other Merfolk creatures you control get +1/+1.
: Target Merfolk creature can't be blocked this turn.
Whenever Merfolk Spy deals combat damage to a player, that player reveals a card at random from their hand.
: Switch target creature's power and toughness until end of turn.
When Merfolk Traders enters the battlefield, draw a card, then discard a card.
Flash
When Merfolk Trickster enters the battlefield, tap target creature an opponent controls. It loses all abilities until end of turn.
When Merfolk Wayfinder enters the battlefield, reveal the top three cards of your library. Put all Island cards revealed this way into your hand and the rest on the bottom of your library in any order.
Whenever Merfolk Windrobber deals combat damage to a player, that player mills a card. (They put the top card of their library into their graveyard.)
Sacrifice Merfolk Windrobber: Draw a card. Activate only if an opponent has eight or more cards in their graveyard.
: River Merfolk gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)
Cycling (, Discard this card: Draw a card.)
As long as you control a Plains, Sejiri Merfolk has first strike and lifelink. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
Target player mills four cards. (Then exile this card. You may cast the creature later from exile.)
Defender
: Wishful Merfolk loses defender and becomes a Human until end of turn.
2 — When this permanent leaves the battlefield, target player discards a card.
5 — When this permanent leaves the battlefield, create five 1/1 white Clown Robot artifact creature tokens.
2 — 3/3
4 — 6/5
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