When Admiral Brass enters, mill four cards.
At the beginning of combat on your turn, you may return target Pirate creature card from your graveyard to the battlefield with a finality counter on it. It has base power and toughness 4/4. It gains haste until end of turn. (If a creature with a finality counter on it would die, exile it instead.)
Whenever you attack, target attacking Vampire that isn't a Demon becomes a Demon in addition to its other types. It gains "When this creature dies, draw a card and create a tapped 4/3 white and black Vampire Demon creature token with flying."
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 attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.
Whenever Pantlaza or another Dinosaur you control enters, you may discover X, where X is that creature's toughness. Do this only once each turn. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
Enrage — Whenever this creature is dealt damage, put a +1/+1 counter on each other creature you control.
Its roaring challenge is punctuated by the slam of its tail on the earth, rousing the herds of the plains.
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
The best presents are impossible to regift.
As this enchantment enters, choose a creature type.
: Put a divinity counter on target creature you control of the chosen type.
Each creature you control with a divinity counter on it has indestructible.
Flying
Creatures your opponents control enter tapped.
"There are moments when I feel I could fly like the sunwing. Far away I would soar, but always a golden gale pushes me back."
—Huatli
Flying
Whenever this creature attacks, another target Dinosaur you control gains flying until end of turn.
"Its rise is like the sun's, a beautiful beginning. Its descent is like the sun's, a frightful ending."
—Huatli
When this creature dies, create a 1/1 white Vampire creature token with lifelink.
"Should I fall, take up our standard and carry on. The Legion must always prevail."
Whenever one or more nontoken Vampires you control attack, create a 1/1 white Vampire creature token with lifelink.
In the rapture of his Blood Fast, he destroyed the navigator's tools and steered the ship to shore by faith alone.
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
Some timelines forever fray, branch, and intermingle. Others end abruptly.
Exile target creature. Its controller gains life equal to its power.
"The arc of my blade has carved a path of light for the peace that will follow."
If a source would deal damage to another Dinosaur you control, prevent all but 1 of that damage.
"Kinjalli sculpted humans from clay, but the dinosaurs were carved from unyielding stone."
—Itzama the Crested
When this creature enters, if you cast it from your hand, destroy all non-Dinosaur creatures.
"Kinjalli's encompassing rays herald new life in the moment of the sun's dawning."
—Chitlati, Lightning Rider
Flying
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
From the moment they arrived, wedding guests were met with a pageant of wealth and excess.
Flying, double strike, vigilance, trample, indestructible
The sky takes flight and the earth trembles.
Return all attacking creatures to their owner's hand.
"You can come back once you've learned some manners—and figured out how to reconstitute your physical forms."
When this creature enters, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token.
Encore (, Exile this card from your graveyard: 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.)
When this creature enters, you become the monarch.
This creature can't be blocked by creatures the monarch controls.
"Your concern for my safety is touching, but as long as your gunners remain reliably erratic, I see no reason to change course."
—Admiral Yelise, to Commodore Axurik
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever one or more +1/+1 counters are put on this creature, draw a card, then discard a card.
"I am my life's work."
Whenever a creature you control deals combat damage to a player, you may draw a card.
, : Creatures your opponents control attack this turn if able.
The wills of mortals shift as the tide ebbs and flows.
Put target spell or nonland permanent into its owner's library second from the top.
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Each player shuffles their hand and graveyard into their library, then draws seven cards.
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.
When this creature enters, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Other Pirates you control get +1/+1.
"Lungs full of sea air and a hold full of loot. Ah, what a life!"
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
Another imminent battle subsided in busy snuffling and carefree rooting.
: This creature can't be blocked this turn.
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card.
"They'll never see me coming."
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.)
A visit to the Deeproot Tree and its ancient spring replenishes a merfolk's connection to nature.
When this creature becomes the target of a spell, sacrifice it.
This creature can't be blocked except by Spirits.
: Another target creature you control can't be blocked this turn except by Spirits.
Choose a creature type. Draw a card for each permanent you control of that type.
Even before Teferi heard Wrenn's call, a few Zhalfirins were roused from sleep by a strange, otherworldly song.
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.
Return all creatures to their owners' hands.
"Abandon ship! No, grab the treasure first!"
—Admiral Beckett Brass
Ghost of Ramirez DePietro can't be blocked by creatures with toughness 3 or greater.
Whenever Ghost of Ramirez DePietro deals combat damage to a player, choose up to one target card in a graveyard that was discarded or put there from a library this turn. Put that card into its owner's hand.
Partner (You can have two commanders if both have partner.)
Creatures you control with +1/+1 counters on them can't be blocked.
"You might as well try to stop the waterfall."
As this enchantment enters, choose a creature type.
Whenever a creature you control of the chosen type enters or attacks, draw a card.
Few things are truly "lost" at sea.
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.
"I know these waters better than you know yourselves."
Flying
Whenever one or more Pirates you control deal damage to your opponents, you create a Treasure token for each opponent dealt damage. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Partner (You can have two commanders if both have partner.)
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."
Whenever this creature or another Pirate you control enters, tap up to one target creature. That creature doesn't untap during its controller's untap step for as long as you control this creature.
"Tell you what, you keep the rope."
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."
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.
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
"We've merged your life essence with that of several creatures at once. You're welcome."
—Speaker Trifon
Exile target artifact or creature. Its controller creates a 1/1 blue Bird creature token with flying.
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.)
As this enchantment enters, choose a creature type.
Whenever you cast a spell of the chosen type, copy that spell. (A copy of a permanent spell becomes a token.)
The masks float downstream toward the Mirrorlake, where faces arise to wear them.
Each other Wizard creature you control enters with an additional +1/+1 counter on it.
, Remove a +1/+1 counter from a creature you control: Draw a card.
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.
Flying
, Sacrifice this creature: Counter target spell or ability that targets you or a creature you control.
He's the calm that hides the coming storm.
Flash (You may cast this spell any time you could cast an instant.)
Flying
: Draw a card.
"Any ship that sails on these mean seas for long is bound to pick up a ghost or two."
—Admiral Beckett Brass
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.
Made from trout scales and crawfish whiskers, merrows' shimmering banners flash in the water like lightning.
Whenever this creature becomes tapped, you may pay . If you do, return target permanent to its owner's hand.
They ride on waves of aether, washing out anything that might pollute the Merrow Lanes.
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 .)
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
: Target creature you control can't be blocked this turn.
Kicker . X can't be 0. (You may pay an additional as you cast this spell.)
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
, , Put this creature on the bottom of its owner's library: Take an extra turn after this one. Activate only if you have the city's blessing.
Flying
Whenever this creature attacks, target creature defending player controls loses all abilities and has base power and toughness 0/1 until end of turn.
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
"To fill your mind with knowledge, we must start by emptying it."
—Barrin, master wizard