Flash
Flying
When this creature enters, you may search your library for a Faerie card, reveal it, then shuffle and put that card on top.
Counter target non-Faerie spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
The fae are so quick and their life spans so short that it's difficult to get retribution for their pranks.
Whenever this creature becomes tapped, you may draw a card.
Memories of ages past are said to swim the minds of lounging fallowsages.
As an additional cost to cast this spell, return a creature you control to its owner's hand.
Counter target spell.
Because of their capricious nature, faeries can serve as living lenses for disruptive magic.
Reveal cards from the top of your library until you reveal three nonland cards. Put the nonland cards revealed this way into your hand, then put the rest of the revealed cards on the bottom of your library in any order.
Whenever an opponent casts a spell, that player draws seven cards.
"Petals within petals within petals, tadpole. The truth lurks below an opulence of illusion."
—Neerdiv, fallowsage
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.
Enchant tapped creature
Enchanted creature doesn't untap during its controller's untap step.
The dreams of giants are as long as time and as deep as the earth. Thus they are prized by the dream-harvesting fae.
This creature can't be blocked except by three or more creatures.
If a spell or ability you control would counter a spell, instead exile that spell and you may play that card without paying its mana cost.
When Guile is put into a graveyard from anywhere, shuffle it into its owner's library.
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.
"None appreciate sun and shallows like those who have seen the depths."
—Lianda of the Stonybrook school
[+2]: Each player draws a card.
[−1]: Target player draws a card.
[−10]: Target player mills twenty cards.
At the beginning of your end step, untap all Merfolk you control.
Schools meet and mingle on Lorwyn's riverways. In the bustling interplay, the merrow renew their sense of community as they sharpen their wits and hone their trading skills.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
When this creature enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top.
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.
Flash
Flying
Champion a Faerie (When this enters, sacrifice it unless you exile another Faerie you control. When this leaves the battlefield, that card returns to the battlefield.)
When a Faerie is championed with this creature, tap all lands target player controls.
Flying
When this creature enters, draw two cards.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
When this creature enters, clash with an opponent. If you win, put a +1/+1 counter on this creature. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
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.
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
"We see the same sky as you, just through a different lens."
Enchant creature
Enchanted creature can't be blocked and has shroud. (It can't be the target of spells or abilities.)
Skilled merrow rudders ensure their charges arrive on time and without incident.
Flying
When this creature dies, clash with an opponent. If you win, return this card to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Counter target spell. Clash with an opponent. If you win, at the beginning of your next main phase, you may add an amount of equal to that spell's mana value. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Flash
Flying
Other Faerie creatures you control get +1/+1.
Other Faeries you control have shroud. (They can't be the targets of spells or abilities.)
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.
Changeling (This card is every creature type.)
: Target Shapeshifter becomes a copy of target creature until your next turn.
One good mimic deserves another.
As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay .
When this creature enters, draw a card.
"I bring baubles of lore, lost secrets seined from the listening waves."
: Target creature gets -X/-0 until end of turn, where X is the number of Merfolk and/or Faeries you control.
The Silvergill school monitors traffic on the Lanes, ensuring that the riffraff don't interfere with travelers.
Flying
When this creature enters, gain control of target creature for as long as this creature remains on the battlefield.
One glamer leads him far from home. The next washes away his memory that home was ever anywhere but at her side.
Flash
Flying
When this creature enters, counter target spell with mana value X or less, where X is the number of Faeries you control.
, : 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."
: 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.
"We look in the river and see scattered stones. A merrow looks and sees a map of Lorwyn."
—Illulia, flamekin soulstoke
Whenever this creature becomes tapped, you may pay . If you do, return target permanent to its owner's hand.
They ride on waves of Æther, washing out anything that might pollute the Merrow Lanes.
: Target land becomes the basic land type of your choice until end of turn. Activate only during your turn.
He paints with drop and shimmer a world that exists only in the wistful heart.
Changeling (This card is every creature type.)
: Switch this creature's power and toughness until end of turn.
A changeling involuntarily mimics the nearest being at hand, sometimes trading a borrowed shell for borrowed claws.
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 this creature deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.
Clash with an opponent, then return target creature to its owner's hand. If you win, you may put that creature on top of its owner's library instead. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Changeling (This card is every creature type.)
Until end of turn, target creature has base power and toughness 4/4, gains all creature types, and gains flying.
Changeling magic grants unusual wishes.
Enchant creature
Enchanted creature has defender and flying.
Faeries hang beings that interest them as ornaments in the sky, each clique competing to outshine the prize of the last.
: Regenerate target Treefolk.
It absorbs the pain of other treefolk, which leaves it bitter, yet addicted to the sensation of agony.
This creature can't block.
When this creature enters, clash with an opponent. If you win, put a +1/+1 counter on this creature. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Return target Goblin card from your graveyard to your hand.
Auntie excitedly held up the squalling newborn. "This one looks like Byoog! Maybe he'll tell us what he saw and felt in the beyond."
When this creature enters, you may search your library for a Goblin card, reveal it, then shuffle and put that card on top.
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
, Sacrifice this creature: Destroy target Treefolk or Forest.
Auntie Flint lent axes to Nibb and Gyik, thinking they'd share their experiences with her. She's still waiting for them to come back.
Champion a Goblin (When this enters, sacrifice it unless you exile another Goblin you control. When this leaves the battlefield, that card returns to the battlefield.)
Whenever a Goblin you control deals combat damage to a player, you may create a 1/1 black Goblin Rogue creature token.
Changeling (This card is every creature type.)
As long as a creature card with flying is in a graveyard, this creature has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.
When this enchantment enters, exile the top seven cards of your library face down.
You may look at the cards exiled with this enchantment, and you may play lands and cast spells from among those cards.
Skip your draw step.
You can't cast more than one spell each turn.
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
Whenever a creature deals damage to you, destroy it.
When Dread is put into a graveyard from anywhere, shuffle it into its owner's library.
Flying
Whenever you cast a spell during an opponent's turn, you may have target creature get -1/-1 until end of turn.
At night, the faeries steal dreamstuff for their queen. At daybreak, countless creatures wake weak and hollow.
When this creature dies, discard a card.
Among the boggarts, there is only one real rule: all new treasures and experiences must be shared. Those who hoard their gifts commit the one truly unforgivable sin.
Destroy target non-Elf creature.
"Those without beauty are Lorwyn's greatest tumor. The winnowers have an unpleasant duty, but a necessary one."
—Eidren, perfect of Lys Alana
, Sacrifice a Goblin: This creature gets +2/+2 until end of turn.
Boggarts get so excited when they find something new to smash that they really don't notice who gets underfoot.
Whenever you cast a spell during an opponent's turn, you may have each opponent lose 1 life.
Beneath the fae's constant pranks runs a subtler undercurrent of mockery: the influence of Oona, their hidden queen.
Choose one —
• All creatures get +2/+0 until end of turn.
• All creatures get -0/-2 until end of turn.
One whiff of the sweet, pungent scent leads to euphoria—or to an early grave.
As an additional cost to cast this spell, sacrifice a Goblin.
Target creature gets -5/-5 until end of turn. Fodder Launch deals 5 damage to that creature's controller.
Leave it to a boggart to come up with a projectile as disgusting as it is deadly.
Put any number of target creature cards from your graveyard on top of your library.
Draw a card.
The scent of rot and vinegar fills the marsh, inviting boggarts from every warren to reunite and feast.
Changeling (This card is every creature type.)
: This creature gets +1/+1 until end of turn.
In desolate places, changelings may take the shape of fancies, or memories, or fears.
You lose 2 life and draw two cards, then clash with an opponent. If you win, repeat this process. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
When this creature dies, target creature gets -2/-2 until end of turn.
"And though she didn't get her honey, Auntie found something far more interesting."
—A tale of Auntie Grub
When this creature enters, put a +1/+1 counter on target creature you don't control.
, : Destroy target creature with a counter on it.
Snokk ran as fast as he could, but the sound of hooves grew ever louder in his ears.
Whenever a Goblin you control is put into a graveyard from the battlefield, you may put a +1/+1 counter on this creature.
Each bone honors its owner's best pranks.