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A Killer Among Us
( 5)
Enchantment
When A Killer Among Us enters, create a 1/1 white Human creature token, a 1/1 blue Merfolk creature token, and a 1/1 red Goblin creature token. Then secretly choose Human, Merfolk, or Goblin. Sacrifice A Killer Among Us, Reveal the creature type you chose: If target attacking creature token is the chosen type, put three +1/+1 counters on it and it gains deathtouch until end of turn.
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Aquatic Incursion
( 4)
Enchantment
When Aquatic Incursion enters, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.) : Target Merfolk can't be blocked this turn.
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Aquitect's Will
( 1)
Kindred Sorcery — Merfolk
Put a flood counter on target land. That land is an Island in addition to its other types for as long as it has a flood counter on it. If you control a Merfolk, draw a card.
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Arctic Merfolk
( 2)
Creature — Merfolk
(1/1)
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 with a +1/+1 counter on it.
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Benthicore
( 7)
Creature — Elemental
(5/5)
When Benthicore enters, create two 1/1 blue Merfolk Wizard creature tokens. Tap two untapped Merfolk you control: Untap Benthicore. It gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Coralhelm Commander
( 2)
Creature — Merfolk Soldier
(2/2)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3 3/3 Flying LEVEL 4+ 4/4 Flying Other Merfolk creatures you control get +1/+1.
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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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Darting Merfolk
( 2)
Creature — Merfolk
(1/1)
: Return Darting Merfolk to its owner's hand.
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Deeproot Elite
( 2)
Creature — Merfolk Warrior
(1/1)
Whenever another Merfolk you control enters, put a +1/+1 counter on target Merfolk you control.
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Deeproot Historian
( 4)
Creature — Merfolk Druid
(3/3)
Merfolk and Druid cards in your graveyard have retrace. (You may cast cards with retrace from your graveyard by discarding a land card in addition to paying their other costs.)
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Deeproot Pilgrimage
( 2)
Enchantment
Whenever one or more nontoken Merfolk you control become tapped, create a 1/1 blue Merfolk creature token with hexproof.
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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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Drowner of Secrets
( 3)
Creature — Merfolk Wizard
(1/3)
Tap an untapped Merfolk you control: Target player mills a card.
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Emperor Mihail II
( 3)
Legendary Creature — Merfolk Noble
(3/3)
You may look at the top card of your library any time. You may cast Merfolk spells from the top of your library. Whenever you cast a Merfolk spell, you may pay . If you do, create a 1/1 blue Merfolk creature token.
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Forerunner of the Heralds
( 4)
Creature — Merfolk Scout
(3/2)
When Forerunner of the Heralds enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top. Whenever another Merfolk you control enters, put a +1/+1 counter on Forerunner of the Heralds.
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Gray Harbor Merfolk
( 2)
Creature — Merfolk Rogue
(0/3)
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.
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Grim Captain's Call
( 3)
Sorcery
Return a Pirate card from your graveyard to your hand, then do the same for Vampire, Dinosaur, and Merfolk.
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Hakbal of the Surging Soul
( 4)
Legendary Creature — Merfolk Scout
(3/3)
At the beginning of combat on your turn, each Merfolk creature you control 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 the exploring creature, then put the card back or put it into your graveyard.) Whenever Hakbal of the Surging Soul attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.
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Harpoon Sniper
( 3)
Creature — Merfolk Archer
(2/2)
, : Harpoon Sniper deals X damage to target attacking or blocking creature, where X is the number of Merfolk you control.
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Jade Bearer
( 1)
Creature — Merfolk Shaman
(1/1)
When Jade Bearer enters, put a +1/+1 counter on another target Merfolk you control.
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Jade Guardian
( 4)
Creature — Merfolk Shaman
(2/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) When Jade Guardian enters, put a +1/+1 counter on target Merfolk you control.
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Jolting Merfolk
( 4)
Creature — Merfolk
(2/2)
Fading 4 <I>(This creature enters 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.
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Judge of Currents
( 2)
Creature — Merfolk Wizard
(1/1)
Whenever a Merfolk you control becomes tapped, you may gain 1 life.
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Jungleborn Pioneer
( 3)
Creature — Merfolk Scout
(2/2)
When Jungleborn Pioneer enters, create a 1/1 blue Merfolk creature token with hexproof. (It can't be the target of spells or abilities your opponents control.)
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Khod, Etlan Shiis Envoy (playtest)
( 3)
Legendary Creature — — Homarid Warrior
(2/3)
All lands are Islands in addition to their other types. Other Homarids, Camarids, Cephalids, Nautilids, and Merfolk you control get +1/+1.
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Kopala, Warden of Waves
( 3)
Legendary Creature — Merfolk Wizard
(2/2)
Spells your opponents cast that target a Merfolk you control cost more to cast. Abilities your opponents activate that target a Merfolk you control cost more to activate.
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Kumena, Tyrant of Orazca
( 3)
Legendary Creature — Merfolk Shaman
(2/4)
Tap another untapped Merfolk you control: Kumena, Tyrant of Orazca can't be blocked this turn. Tap three untapped Merfolk you control: Draw a card. Tap five untapped Merfolk you control: Put a +1/+1 counter on each Merfolk you control.
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Kumena's Speaker
( 1)
Creature — Merfolk Shaman
(1/1)
Kumena's Speaker gets +1/+1 as long as you control another Merfolk or an Island.
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Lord of Atlantis
( 2)
Creature — Merfolk
(2/2)
Other Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
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Lullmage Mentor
( 3)
Creature — Merfolk Wizard
(2/2)
Whenever a spell or ability you control counters a spell, you may create a 1/1 blue Merfolk creature token. Tap seven untapped Merfolk you control: Counter target spell.
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Master of the Pearl Trident
( 2)
Creature — Merfolk
(2/2)
Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
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Merfolk Branchwalker
( 2)
Creature — Merfolk Scout
(2/1)
When Merfolk Branchwalker enters, 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.)
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Merfolk Cave-Diver
( 3)
Creature — Merfolk Scout
(2/4)
Whenever a creature you control explores, Merfolk Cave-Diver gets +1/+0 until end of turn and can't be blocked this turn.
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Merfolk Coralsmith
( 3)
Creature — Merfolk
(2/3)
: Merfolk Coralsmith gets +1/-1 until end of turn. When Merfolk Coralsmith dies, scry 2.
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Merfolk Mistbinder
( 2)
Creature — Merfolk Shaman
(2/2)
Other Merfolk you control get +1/+1.
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Merfolk Observer
( 2)
Creature — Merfolk Rogue
(2/1)
When Merfolk Observer enters, look at the top card of target player's library.
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Merfolk Pupil
( 2)
Creature — Merfolk Wizard
(1/1)
When Merfolk Pupil enters, draw a card, then discard a card. , Exile Merfolk Pupil from your graveyard: Draw a card, then discard a card.
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Merfolk Seer
( 3)
Creature — Merfolk Wizard
(2/2)
When Merfolk Seer dies, you may pay . If you do, draw a card.
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Merfolk Skydiver
( 2)
Creature — Merfolk Mutant
(1/1)
Flying When Merfolk Skydiver enters, 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.)
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Merfolk Skyscout
( 4)
Creature — Merfolk Scout
(2/3)
Flying Whenever Merfolk Skyscout attacks or blocks, untap target permanent.
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Merfolk Sovereign
( 3)
Creature — Merfolk Noble
(2/2)
Other Merfolk creatures you control get +1/+1. : Target Merfolk creature can't be blocked this turn.
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Merfolk Spy
( 1)
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.
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Merfolk Traders
( 2)
Creature — Merfolk
(1/2)
When Merfolk Traders enters, draw a card, then discard a card.
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Merfolk Trickster
( 2)
Creature — Merfolk Wizard
(2/2)
Flash When Merfolk Trickster enters, tap target creature an opponent controls. It loses all abilities until end of turn.
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Merfolk Wayfinder
( 3)
Creature — Merfolk Scout
(1/2)
Flying When Merfolk Wayfinder enters, 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.
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Merfolk Windrobber
( 1)
Creature — Merfolk Rogue
(1/1)
Flying 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.
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Merrow Commerce
( 2)
Kindred Enchantment — Merfolk
At the beginning of your end step, untap all Merfolk you control.
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Merrow Harbinger
( 4)
Creature — Merfolk Wizard
(2/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) When Merrow Harbinger enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top.
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Merrow Reejerey
( 3)
Creature — Merfolk Soldier
(2/2)
Other Merfolk creatures you control get +1/+1. Whenever you cast a Merfolk spell, you may tap or untap target permanent.
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River Heralds' Boon
( 2)
Instant
Put a +1/+1 counter on target creature and a +1/+1 counter on up to one target Merfolk.
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River Merfolk
( 2)
Creature — Merfolk
(2/1)
: River Merfolk gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)
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River Sneak
( 2)
Creature — Merfolk Warrior
(1/1)
River Sneak can't be blocked. Whenever another Merfolk you control enters, River Sneak gets +1/+1 until end of turn.
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Seafloor Oracle
( 4)
Creature — Merfolk Wizard
(2/3)
Whenever a Merfolk you control deals combat damage to a player, draw a card.
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Sejiri Merfolk
( 2)
Creature — Merfolk Soldier
(2/1)
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.)
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Shaper Apprentice
( 2)
Creature — Merfolk Wizard
(2/1)
Shaper Apprentice has flying as long as you control another Merfolk.
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Shoreline Scout
( 1)
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.
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Silvergill Adept
( 2)
Creature — Merfolk Wizard
(2/1)
As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay . When Silvergill Adept enters, draw a card.
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Silvergill Douser
( 2)
Creature — Merfolk Wizard
(1/1)
: Target creature gets -X/-0 until end of turn, where X is the number of Merfolk and/or Faeries you control.
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Singer of Swift Rivers
( 3)
Creature — Merfolk Shaman
(3/2)
Flash When Singer of Swift Rivers enters, put a shield counter on another target creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) You may cast Merfolk spells as though they had flash.
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Stonybrook Banneret
( 2)
Creature — Merfolk Wizard
(1/1)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Merfolk spells and Wizard spells you cast cost less to cast.
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Stonybrook Schoolmaster
( 3)
Creature — Merfolk Wizard
(1/2)
Whenever Stonybrook Schoolmaster becomes tapped, you may create a 1/1 blue Merfolk Wizard creature token.
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Streambed Aquitects
( 3)
Creature — Merfolk Scout
(2/3)
: Target Merfolk creature gets +1/+1 and gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.) : Target land becomes an Island until end of turn.
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Summon the School
( 4)
Kindred Sorcery — Merfolk
Create two 1/1 blue Merfolk Wizard creature tokens. Tap four untapped Merfolk you control: Return Summon the School from your graveyard to your hand.
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Svyelun of Sea and Sky
( 3)
Legendary Creature — Merfolk God
(3/4)
Svyelun of Sea and Sky has indestructible as long as you control at least two other Merfolk. Whenever Svyelun attacks, draw a card. Other Merfolk you control have ward . (Whenever another Merfolk you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Swift Warden
( 3)
Creature — Merfolk Warrior
(3/3)
Flash When Swift Warden enters, target Merfolk you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Sygg, River Guide
( 2)
Legendary Creature — Merfolk Wizard
(2/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) : Target Merfolk you control gains protection from the color of your choice until end of turn.
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Throne of the Grim Captain
( 2)
Legendary Artifact
: Mill two cards. Craft with a Dinosaur, a Merfolk, a Pirate, and a Vampire (, Exile this artifact, Exile the four from among permanents you control and/or cards in your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
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Tidal Courier
( 4)
Creature — Merfolk
(1/2)
When Tidal Courier enters, reveal the top four cards of your library. Put all Merfolk cards revealed this way into your hand and the rest on the bottom of your library in any order. : Tidal Courier gains flying until end of turn.
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Vineshaper Mystic
( 3)
Creature — Merfolk Shaman
(1/3)
When Vineshaper Mystic enters, put a +1/+1 counter on each of up to two target Merfolk you control.
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Vodalian Hexcatcher
( 2)
Creature — Merfolk Wizard
(1/1)
Flash Other Merfolk you control get +1/+1. Sacrifice a Merfolk: Counter target noncreature spell unless its controller pays .
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Vodalian War Machine
( 3)
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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Vodalian Wave-Knight
( 4)
Creature — Merfolk Knight
(3/3)
Whenever you draw a card, put a +1/+1 counter on each other Merfolk and/or Knight you control.
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Wanderwine Hub
( 0)
Land
As Wanderwine Hub enters, you may reveal a Merfolk card from your hand. If you don't, Wanderwine Hub enters tapped. : Add or .
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Wanderwine Prophets
( 6)
Creature — Merfolk Wizard
(4/4)
Champion a Merfolk (When this enters, sacrifice it unless you exile another Merfolk you control. When this leaves the battlefield, that card returns to the battlefield.) Whenever Wanderwine Prophets deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.
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Wellgabber Apothecary
( 5)
Creature — Merfolk Cleric
(2/3)
: Prevent all damage that would be dealt to target tapped Merfolk or Kithkin creature this turn.
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Wishful Merfolk
( 2)
Creature — Merfolk
(3/2)
Defender : Wishful Merfolk loses defender and becomes a Human until end of turn.
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