If this card is in your opening hand, you may begin the game with it on the battlefield.
You may cast spells as though they had flash.
Counter target spell unless its controller pays .
The fatal flaw in every plan is the assumption that you know more than your enemy.
Once common in the Kapsho Seas, merfolk were hunted almost to extinction. They survived those dark days and emerged calculating and determined to endure.
Exile all creatures you control, then reveal cards from the top of your library until you reveal that many creature cards. Put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.
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."
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature deals combat damage to a player, that player reveals a card at random from their hand.
Enchant creature
You control enchanted creature.
"The mind: a great weapon and an even greater weakness."
—Jace Beleren
Counter target noncreature spell.
Masters of the arcane savor a delicious irony. Their study of deep and complex arcana leads to such a simple end: the ability to say merely yes or no.
When this creature becomes the target of a spell or ability, sacrifice it.
As insubstantial as fear, and as dangerous.
Scry 2, then draw a card. (To 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.)
You may choose new targets for target spell.
"Your strategy is marvelous. I've just made a few minor adjustments."
—Veris, watcher of Indi Keep
Whenever this creature deals combat damage to a player, draw a card.
I've learned how to disable wards, pick locks, and decode the Agaran language—all before even reading the scroll!
Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.
"I give them dreams so wondrous that they hesitate to return to the world of the conscious."
—Garild, merfolk mage
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
All lands are Islands in addition to their other types.
Creatures without flying or islandwalk can't attack.
Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Time Reversal.
"Optimists see the world as they wish it to be. Pessimists see the world as it is. Must these roles be mutually exclusive?"
—Evo Ragus
Target player mills five cards.
Genius is overrated, especially when it's someone else's.
Target player mills half their library, rounded down.
He was left with just enough memory to understand what he had lost.
Return target creature to its owner's hand.
"You're trespassing in my reality. Ask permission next time."
—Simun the Quiet
Defender
Whenever this creature blocks a creature, that creature doesn't untap during its controller's next untap step.
"I welcome it. The pasture is cleared of weeds and the wolves are frozen solid."
—Lumi, goatherd
: This creature gets +1/-1 until end of turn.
: This creature gets -1/+1 until end of turn.
"This creature has innate perceptiveness. It knows when to rise and when to vanish into the tides."
—Jestus Dreya, Of Elements and Eternity
Destroy target tapped creature.
"This is how wars are won—not with armies of soldiers but with a single knife blade, artfully placed."
—Yurin, royal assassin
"Poor little sun-dweller out past curfew. And to think, you might have survived if it wasn't so close to suppertime."
First strike (This creature deals combat damage before creatures without first strike.)
Protection from white (This creature can't be blocked, targeted, dealt damage, or enchanted by anything white.)
Each opponent loses 3 life. You gain life equal to the life lost this way.
The Crimson Throne may be empty, but its coffers are full.
Sacrifice a creature: This creature gets +2/+2 until end of turn.
"The underclass often forget that they are not tenants, or servants, but property."
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Zombies are the perfect marshland fighters—they don't need to breathe and they don't care what they step in.
Other Vampire creatures you control get +1/+1.
Tap five untapped Vampires you control: Gain control of target creature. It becomes a Vampire in addition to its other types.
Lifelink
A vampire enacts vengeance on the entire world, claiming her debt two tiny pinpricks at a time.
Corrupt deals damage to any target equal to the number of Swamps you control. You gain life equal to the damage dealt this way.
The power of the fens sleeps lightly, and always awakens hungry.
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
"It is a rough road that leads to the heights of greatness."
—Seneca, Epistles, trans. Gummere
Destroy target green or white creature.
There are few ways to escape the deathmark: bargaining with a demon, washing in the fabled waters of youth, and of course, death.
You may pay 6 life and sacrifice three black creatures rather than pay this spell's mana cost.
Flying, trample
The locks on the cages of the damned are opened with keys of marrow, sinew, and blood.
Search your library for a card, put that card into your hand, then shuffle.
The wise always keep an ear open to the whispers of power.
Return target creature card from your graveyard to your hand.
The armies of the dead always report well rested.
Destroy target nonblack creature.
The void is without substance but cuts like steel.
Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
"Don't worry. I'm not going to deprive you of all your secrets. Just your most precious one."
—Liliana Vess
Deathtouch
Whenever this creature enters or attacks, create two 2/2 black Zombie creature tokens.
Death in form and function.
When this creature enters, you may return target creature card from your graveyard to your hand.
Only a thin layer of dirt separates civilization from an undead apocalypse.
Exile all cards from target player's graveyard other than basic land cards. For each card exiled this way, search that player's library for all cards with the same name as that card and exile them. Then that player shuffles.
Flying
When this creature enters, each player loses 3 life.
Villagers cloaked the town in magical silence, but their ears still bled.
If this card is in your opening hand, you may begin the game with it on the battlefield.
If a card would be put into an opponent's graveyard from anywhere, exile it instead.
[+1]: Target player discards a card.
[−2]: Search your library for a card, then shuffle and put that card on top.
[−8]: Put all creature cards from all graveyards onto the battlefield under your control.
Whenever an opponent discards a card, that player loses 2 life.
"This might hurt less if you don't fight so hard. But I doubt it."
Flying
When this creature enters, each opponent discards a card.
"The finest minions know what I need without me ever saying a thing."
—Liliana Vess
Target player discards two cards.
Not every thought is a good one.
: This creature gets +1/+1 until end of turn.
In life, the nantuko study nature by revering it. In death, they study nature by disemboweling it.
Enchant creature
Enchanted creature has "At the beginning of your upkeep, sacrifice this creature."
When enchanted creature dies, its controller chooses target creature one of their opponents controls. Return this card from its owner's graveyard to the battlefield attached to that creature.
"My dreams darkened and seeped into my waking hours. Spellcraft and nightmare merged to create this monstrosity."
—Sunniva, witch of Holm Hollow
Flying
: This creature gets +1/+1 until end of turn.
"There is one hour of the night even we do not watch."
—Sedva, captain of the watch
Indestructible
As this creature enters, put a phylactery counter on an artifact you control.
When you control no permanents with phylactery counters on them, sacrifice this creature.
Enchant creature
Enchanted creature gets -1/-1 for each Swamp you control.
The dread gases didn't kill Farbid. But as he lay in the muck, miserable and helpless, watching ghouls and rats advance on him, he wished they had.
: Return this card from your graveyard to the battlefield tapped.
Though you may see the same bones, you'll never see the same skeleton twice.
This creature gets +1/+1 for each other creature on the battlefield named Relentless Rats.
A deck can have any number of cards named Relentless Rats.
Put target creature card from a graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
"Death is no excuse for disobedience."
—Liliana Vess
This creature enters tapped.
Zombies have one speed: shamble.
: Destroy target tapped creature.
An assassin is a king's most trusted courier, ensuring his messages are heard by even the most unwilling recipients.
Target player draws two cards and loses 2 life.
Little agonies pave the way to greater power.
Target creature gets -1/-1 until end of turn. Tap that creature.
"You can take the fight out of nearly any creature if you know where its soft spot is."
—Guttor, flesh-warper
Enchant creature
Enchanted creature gets +2/+1.
"Born under the moon, the second child will stumble on temptation and seek power in the dark places of the heart."
—Codex of the Constellari
Sacrifice a creature: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
In matters of life and death, he trusts his gut.