: This creature can't be blocked this turn. ( can be paid with one mana from a snow source.)
Some heroes line their coats with yeti fur. More yetis line their bellies with heroes.
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
: This creature can't be blocked this turn.
Its collection is vast, yet each ship has a special place in its heart.
This creature gets +1/+0 as long as you control an artifact.
Young artificers on Kaladesh let their imaginations run wild.
You may have this creature enter as a copy of any creature on the battlefield, except it has ": This creature has base power and toughness X/X."
"I appreciate things that exceed expectations."
—Mizzix
Flying
Whenever you cast a spell during an opponent's turn, you may return target creature you control to its owner's hand.
Victims spirited through a faerie ring find themselves stranded miles away.
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.
Draw two cards.
Cycling (, Discard this card: Draw a card.)
"The answers are here. This is the way through the trial."
, : Tap target artifact or creature. ( can be paid with one mana from a snow source.)
"Oh, Valki. I'm disappointed in you. How could the god of lies be so gullible?"
—Tibalt
Scry 3, then reveal the top card of your library. Draw cards equal to that card's mana value. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Whenever you draw your second card each turn, put a +1/+1 counter on target creature you control.
[+1]: Draw a card.
[−7]: Creatures you control can't be blocked this turn.
Target creature gets -4/-0 until end of turn.
Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
"Just a collage of images: cryptoliths, the sea, a tangle of shipwrecks."
Enchant permanent
You control enchanted permanent.
Cycling (, Discard this card: Draw a card.)
Initiates need worry only about the trials. Everything else is in the hands of the gods.
Return target nonland permanent to its owner's hand.
Draw a card.
The daredevil racers of the Derby Crows, long at odds with the Consulate, were quick to join the renegades in open revolt.
Whenever this creature attacks, draw a card.
"I specialize in missing manuscripts, pilfered poetry, and lifted letters."
Changeling (This card is every creature type.)
When this creature enters, if you control three or more creatures that share a creature type, put a +1/+1 counter on this creature, then scry 1.
This spell costs less to cast if you control a Pirate.
Counter target spell unless its controller pays .
Her song plucks the strings of the storm, shifting wind and storm into a harmony that will carry her ship to safety.
Flying
Whenever an artifact you control enters, you may tap target permanent.
The vedalken order their Neurok sentinels to watch over the shores of the Quicksilver Sea, as if they know of intruders yet to come.
Equipped creature gets +1/+2.
Whenever you draw your second card each turn, attach this Equipment to target creature you control.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever Marit Lage's Slumber or another snow permanent you control enters, scry 1.
At the beginning of your upkeep, if you control ten or more snow permanents, sacrifice Marit Lage's Slumber. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Enchant artifact you control
At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.
"Give me eight walkers, I'll give you the city."
—Dovin Baan
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."
Whenever you attack with two or more creatures, draw a card.
To know the battlefield is to anticipate the enemy. To know the enemy is to anticipate victory.
Changeling (This card is every creature type.)
Flying
: This creature gets +1/-1 until end of turn.
"To escape Littjara, follow a bird."
—Tuskeri folklore
Flying
Whenever this creature becomes tapped, scry 1.
"Research is hardly the dry, serious pastime outsiders make it out to be."
If X is 1, scry 1, then draw a card.
If X is 2, you may choose a player. They return a creature they control to its owner's hand.
If X is 3, create a 4/4 blue and red Elemental creature token.
If X is 4 or more, do all of the above.
Whenever you draw your second card each turn, this creature gains flying until end of turn.
The problem wasn't that fish had learned how to fly. It was that sharks had adapted to follow them.
Counter target spell.
Cycling (, Discard this card: Draw a card.)
On Ikoria, reactive magic can make the difference between barely grazed and really dead.
Counter target creature or planeswalker spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Scry 1.
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
In every swirl of the tide, it sees the awakening of things yet to come.
Enchant creature
Enchanted creature gets +2/+2 and has flying.
"River and sea, jungle and sky. Water flows freely between the two halves of the world. We are creatures of the water."
—Shaper Tuvasa
Flying
Whenever you draw a card, put a +1/+1 counter on this creature.
It manifests at wizard academies to siphon inspiration from young prodigies.
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
"Sometimes the hardest choice is between two wonders."
—Gadwick, the Wizened
When this creature enters, each opponent mills two cards. Then you scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Return target nonland permanent you don't control to its owner's hand. If its mana value was 2 or less, scry 2.
For the first time in her life, Vraska tried to prevent death.
Flash
Flying
When this creature enters, you may tap or untap target permanent.
The fae know when they're not wanted. That's precisely why they show up.
Flying
, : Draw a card, then discard a card. ( can be paid with one mana from a snow source.)
"Well, at least it left us a mouse in exchange. Er . . . ugh . . . make that half a mouse."
—Binhald, Beskir veteran
Tap target creature. It doesn't untap during its controller's next untap step.
Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
: Add . Spend this mana only to cast artifact spells or activate abilities of artifacts.
, : Search your library for a card named Heart-Piercer Bow or Vial of Dragonfire, reveal it, put it into your hand, then shuffle.
This creature can't be blocked.
Whenever another Merfolk you control enters, this creature gets +1/+1 until end of turn.
No ripples, no splashes, no warning.
Whenever this creature or another non-Human creature you control enters, you may draw a card. If you do, discard a card.
Ask a merfolk even a simple question and the answer is a journey far beyond the known.
When this creature enters, scry 2.
The streets of Ravnica are full of former guild members now using their institutional skills for personal gain.
Whenever this creature deals damage to an opponent, target player draws a card.
Every attack is a test of your defenses. Every hit marks the map of your defeat.
Whenever a Merfolk you control deals combat damage to a player, draw a card.
Where the light falls dim and blue on broken ships, secrets lie unclaimed.
Flash
Flying
Some say the valley of Glen Elendra is mythical, and that rumors of its existence are nothing but a faerie prank. Others say it is the fae's most fiercely guarded secret.
Draw a card. Scry 2.
Serum was once derived from Mirrodin's blinkmoths, offering visions of inspiration. Now it is pulled from Phyrexian inkmoths, yielding visions of perfection.
This creature has flying as long as you control another Merfolk.
The River Heralds would wreck a thousand ships to keep intruders from finding the golden city.
Flying
As long as you control four or more artifacts, this creature has hexproof. (It can't be the target of spells or abilities your opponents control.)
Tap two untapped artifacts you control: Draw a card.
The indigo dragon gladly traded a bit of its hoard for everlasting moonlight.
When this creature enters, target artifact you control becomes an artifact creature with base power and toughness 5/5 for as long as this creature remains on the battlefield.
Flash
Enchant creature
Enchanted creature gets -2/-0. It gets -6/-0 instead as long as its controller has seven or more cards in their graveyard.
His sword sounded like a silver chime on the glass jar, and the sprite laughed with delight.
Until end of turn, target creature becomes a blue Serpent with base power and toughness 4/4.
Cycling (, Discard this card: Draw a card.)
Remarkably, dinner continued with no further interruptions.
Flying
Whenever you draw your second card each turn, this creature gets +2/+0 until end of turn.
"If we didn't guard our secrets, they wouldn't remain secrets for long."
—Gadwick, the Wizened
Whenever you cast your first spell during each opponent's turn, you may tap or untap target nonland permanent.
Starfish are its favorite prey.
Return target creature with mana value X to its owner's hand. You create X 1/1 blue Faerie creature tokens with flying.
Denizens of the wilds don't always seek to harm intruders. Sometimes they simply misplace them.
, : You may tap or untap target creature.
"Water is in the air, the trees, and the earth. Understand its motion, speak its language, and the subtle currents that flow through all living things will fall under your command."
This creature can't be blocked.
When this creature enters, return a creature you control to its owner's hand.
In his hands, the wind can become a weapon or a means of escape.
Svyelun 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 .)
Syr Elenora's power is equal to the number of cards in your hand.
When Syr Elenora enters, draw a card.
Spells your opponents cast that target Syr Elenora cost more to cast.
[+1]: Tap target permanent. It doesn't untap during its controller's next untap step.
[−2]: Draw a card for each tapped creature target player controls.
[−8]: You get an emblem with "You have no maximum hand size" and "Whenever a card is put into your graveyard from anywhere, you may return it to your hand."
, : Draw a card, then discard a card.
Teferi's legacy lives on in Tolaria through the study of time magic and a tradition of irrepressible mischief.
[+1]: Create a 1/1 colorless Thopter artifact creature token with flying.
[0]: Draw a card. If you control three or more artifacts, draw two cards instead.
[−9]: You get an emblem with "At the beginning of your end step, search your library for a permanent card, put it onto the battlefield, then shuffle."