Protection from red
Elemental creatures you control get +1/+1.
When this creature enters, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
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.
"You may want to hold your breath."
—Kellyg, merrow aquitect
Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Six feet of earth muffled his cries.
Draw three cards.
"The treasure in my mind is greater than any worldly glory."
Return to their owners' hands all creatures with toughness less than or equal to the number of Islands you control.
"The tides have begun to ignore the moon."
—Tamiyo's journal
Counter target creature spell.
"What you attempt to pull from the aether, I can spread onto the wind."
—Jace Beleren
You may cast this spell 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.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
When this creature enters, look at the top four cards of your library, then put them back in any order.
Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
"Let the land dwellers know the coast is no longer the border between our realms. A new age of empire has begun."
: Draw a card, then discard a card.
Merfolk don't always know what they're looking for, but they're certain once they find it.
Other Merfolk creatures you control get +1/+1.
: Target Merfolk creature can't be blocked this turn.
"Be like the sea: flow around that which is unmovable; for everything else, crash into it unrelentingly."
Flying
When this creature 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.
Other Merfolk creatures you control get +1/+1.
Whenever you cast a Merfolk spell, you may tap or untap target permanent.
Steady and silent as the deep current, the reejerey guides the course of the school.
Draw X cards.
Fragments of thought refract and multiply, surging in a geyser of dizzying insight.
You may exile a blue card from your hand rather than pay this spell's mana cost.
Change the target of target spell with a single target.
: This creature deals 1 damage to any target.
"Bitter water, vicious wave;
Shadow-cold shallows, root-made maze.
Home's angry embrace."
—Rootwater Saga
Whenever this creature deals combat damage to a player, draw a card.
Kapsho merfolk have infiltrated fortresses as remote as the desert citadel in Sunari in their relentless quest for arcane knowledge.
: 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.
When this creature 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.
: This creature gains flying until end of turn.
: Target land becomes an Island until end of turn.
The tide of battle favors those who can swim.
Create a 5/5 blue Wall creature token with defender. Sacrifice it at the beginning of the next end step.
"The floor of the sea is paved with the shattered remnants of vessels that navigated its surface unwelcomed."
—Thassa, god of the sea
When this creature 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 this creature.
Up to two target creatures each get +0/+3 until end of turn. Untap those creatures. At this turn's next end of combat, tap each creature that was blocked by one of those creatures this turn and it doesn't untap during its controller's next untap step.
Whenever a permanent you control becomes untapped, this creature gets +1/+1 until end of turn.
Anyone who thinks merrows have more brains than brawn has never been run over by one.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature deals combat damage to a player, you may draw that many cards.
She follows the old tributaries built when merrows still shaped the tides.
: Add .
, , Sacrifice this land: Draw two cards.
Once, water ran here. Now only dust and ash fall from the clifftops.
This land enters tapped.
: Add .
Cycling (, Discard this card: Draw a card.)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
Double strike
Whenever this creature deals damage to an opponent, you may put a Goblin creature card from your hand onto the battlefield.
There is always a rabble to be roused.
Flying
Battle Squadron's power and toughness are each equal to the number of creatures you control.
The goblins made an unruly pile with military precision.
Menace (This creature can't be blocked except by two or more creatures.)
He has the biggest bashing stick, so it's a safe bet he's the leader.
Target creature gets +3/+1 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
It's not the size of the rock. It's how badly you want to lift it.
Creatures you control gain double strike until end of turn. (They deal both first-strike and regular combat damage.)
Measure once, cut twice.
, Sacrifice this creature: It deals 2 damage to any target.
Flurk's crude goblin language didn't differentiate between "I bring the flame" and "I *am* the flame."
Whenever another red creature you control enters, this creature gets +1/+0 until end of turn.
After the Foundry Street riot, Arrester Hulbein tried to ban bludgeons. Which, inevitably, resulted in another riot.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, you may have it deal X damage to target creature, where X is the number of Goblins on the battlefield.
Ghostfire is colorless.
Ghostfire deals 3 damage to any target.
Only those gifted with the eye of Ugin, the spirit dragon, can see his fiery breath.
Haste (This creature can attack and as soon as it comes under your control.)
Other Goblin creatures you control get +1/+1 and have haste.
"It's time for the 'Smash, Smash' song!"
: Each creature attacks this turn if able.
When you need to convey that special kind of message.
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
As long as this creature is renowned, it has menace. (It can't be blocked except by two or more creatures.)
This creature can't attack unless you control more creatures than defending player.
This creature can't block unless you control more creatures than attacking player.
As an additional cost to cast this spell, sacrifice a Goblin.
Goblin Grenade deals 5 damage to any target.
Don't underestimate the aerodynamic qualities of the common goblin.
Other Goblin creatures you control attack each combat if able.
At the beginning of combat on your turn, create a 1/1 red Goblin creature token with haste.
Whenever this creature attacks, it gets +1/+0 until end of turn for each other attacking Goblin.
, Sacrifice a land: Put a +1/+1 counter on this creature.
At the beginning of your end step, you may have this creature deal damage equal to the number of +1/+1 counters on it to target player or planeswalker.
Finding themselves in a new and unexplored world, they immediately set it on fire.
Haste (This creature can attack and as soon as it comes under your control.)
When this creature enters, reveal the top four cards of your library. Put all Goblin cards revealed this way into your hand and the rest on the bottom of your library in any order.
: Target creature with power 2 or less can't be blocked this turn.
"The best way over the mountain is through."
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
"A true warrior fights with whatever's handy."
—Qerk of the Secret Warren
Create three 1/1 red Goblin creature tokens.
"Leave no scraps, lest you attract pests."
—Mardu threat
: Create X 1/1 red Goblin creature tokens, where X is the number of Goblins you control.
"He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions."
—Agmand Sarv, Azorius hussar
Create two 1/1 red Goblin creature tokens.
Goblins are eager to follow orders, especially when those orders involve stealing, hurting, annoying, eating, destroying, or swearing.
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Tarfire deals 2 damage to any target.
"After Auntie brushed the soot from her eyes, she discovered something wonderful: the fire had turned the goat into something that smelled delicious."
—A tale of Auntie Grub
, , Exile this artifact: Exile target creature.
"In my early experiments in phylactery, I found that fragile forms have their uses."
—Rocati, Duke of Martyne
, : Reveal cards from the top of your library until you reveal a land card. This artifact deals damage equal to the number of nonland cards revealed this way to any target. If the revealed land card was a Mountain, this artifact deals double that damage instead. Put the revealed cards on the bottom of your library in any order.
: Add .
, , Sacrifice this land: It deals 2 damage to any target.
The land is dying, but it will not go peacefully.
This land enters tapped.
: Add .
Cycling (, Discard this card: Draw a card.)
(: Add .)