Other Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
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.)
Whenever a nontoken creature is put into your graveyard from the battlefield, if this card is in your graveyard, create a 2/2 black Zombie creature token.
When a creature is put into an opponent's graveyard from the battlefield, if this card is in your graveyard, exile this card.
Flying
Each creature you control is a Vampire in addition to its other creature types and has "Whenever this creature deals damage to a creature, put a +1/+1 counter on this creature."
Whenever another creature you control dies, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
"The trick to getting the biggest share is to be the last one standing."
Menace
Whenever one or more Pirates you control deal damage to your opponents, exile the top card of each of those opponents' libraries. You may play those cards this turn, and you may spend mana as though it were mana of any color to cast those spells.
Partner (You can have two commanders if both have partner.)
As an additional cost to cast this spell, you may sacrifice any number of artifacts and/or creatures. This spell costs less to cast for each permanent sacrificed this way and less to cast for each other artifact or creature you've sacrificed this turn.
Trample
Partner (You can have two commanders if both have partner.)
Menace
Players can't gain life.
Whenever another creature enters, this creature deals 1 damage to that creature's controller.
Unlike their pack-hunting kin, ferocidons stalk in solitude and lash out at everything that approaches.
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
This spell can't be countered.
Trample, hexproof
Outsiders may marvel at the Sun Empire's "domesticated" dinosaurs, but those who live alongside them know they can never truly be tamed.
This spell costs less to cast, where X is the total power of creatures you control.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Enrage — Whenever this creature is dealt damage, create a token that's a copy of this creature.
If you see one, you're already surrounded.
Whenever you cast your first instant spell each turn, if Kalamax is tapped, copy that spell. You may choose new targets for the copy.
Whenever you copy an instant spell, put a +1/+1 counter on Kalamax.
[+2]: Discard a card, then draw a card. If a land card is discarded this way, draw an additional card.
[−3]: Return up to two target land cards from your graveyard to the battlefield.
[−11]: Destroy up to six target nonland permanents, then create six 2/2 green Cat Warrior creature tokens with forestwalk.
Lord Windgrace can be your commander.
First strike
Whenever Mirri attacks, each opponent can't block with more than one creature this combat.
As long as Mirri is tapped, no more than one creature can attack you each combat.
: Scry 1, then reveal the top card of your library. If it's a land card, put it onto the battlefield tapped. Otherwise, draw a card.
Partner (You can have two commanders if both have partner.)
"When you go where the currents take you, you'll never run short of things to discover."
At the beginning of your upkeep, flip a coin. If you lose the flip, this artifact deals 3 damage to you.
: Add .
Many of the ancient civilizations beneath Ixalan were destroyed by outside forces. Others tapped into power they found they could not control.
At the beginning of your upkeep, flip a coin. If you lose the flip, this artifact deals 3 damage to you.
: Add .
Many of the ancient civilizations beneath Ixalan were destroyed by outside forces. Others tapped into power they found they could not control.
At the beginning of your upkeep, flip a coin. If you lose the flip, this artifact deals 3 damage to you.
: Add .
Many of the ancient civilizations beneath Ixalan were destroyed by outside forces. Others tapped into power they found they could not control.
At the beginning of your upkeep, flip a coin. If you lose the flip, this artifact deals 3 damage to you.
: Add .
Many of the ancient civilizations beneath Ixalan were destroyed by outside forces. Others tapped into power they found they could not control.
At the beginning of your upkeep, flip a coin. If you lose the flip, this artifact deals 3 damage to you.
: Add .
Many of the ancient civilizations beneath Ixalan were destroyed by outside forces. Others tapped into power they found they could not control.
At the beginning of your upkeep, flip a coin. If you lose the flip, this artifact deals 3 damage to you.
: Add .
Many of the ancient civilizations beneath Ixalan were destroyed by outside forces. Others tapped into power they found they could not control.
At the beginning of your upkeep, flip a coin. If you lose the flip, this artifact deals 3 damage to you.
: Add .
Many of the ancient civilizations beneath Ixalan were destroyed by outside forces. Others tapped into power they found they could not control.
This artifact enters tapped.
: Add one mana of any color that a basic land you control could produce.
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
Search your library for an artifact card, reveal it, put it into your hand, then shuffle.
Each player may put an artifact, creature, enchantment, or land card from their hand onto the battlefield.
Target creature gets -1/-1 until end of turn.
Morbid — That creature gets -13/-13 until end of turn instead if a creature died this turn.
Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.
Search your library for a card, put that card into your hand, discard a card at random, then shuffle.
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Create two 4/4 green Rhino creature tokens with trample.
Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.
Choose one —
• Counter target spell with mana value less than or equal to the number of cards in its controller's graveyard.
• Destroy target creature with mana value less than or equal to the number of cards in its controller's graveyard.
This land enters tapped.
: Add .
Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
When this creature enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
, : You may put an Equipment card from your hand onto the battlefield.
Flash
Flying
This creature can block only creatures with flying.
Return target nonland permanent an opponent controls to its owner's hand.
Counter target spell. If an artifact or creature spell is countered this way, put that card onto the battlefield under your control instead of into its owner's graveyard.
"It is one thing to run away. It is quite another to escape your fate."
—Oko
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
"It's downright selfish to die with full pockets."
Whenever this creature deals combat damage to a player, untap each creature you control. After this phase, there is an additional combat phase.
This creature can't attack a player it has already attacked this turn.
"We're taking back what's ours. And a little bit of what's yours."
Sacrifice any number of lands. Search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
"These people come from their cities and think to tame the wilderness. They forget that here, the wilderness has a head start."
—Selvala
Flash
When this creature enters, counter target spell.
Travelers who have reached the headwaters of Fool's Fall say that strange serpents dwell in the waters there, though none can recall any more than that.
Flash
If an opponent would draw a card except the first one they draw in each of their draw steps, instead that player skips that draw and you draw a card.
"All these childhood memories are getting in the way of the vault codes."
: Add .
: This land deals 1 damage to target attacking creature. Activate only during the end of combat step.
"Only a fool goes out there unprepared. If the heat doesn't get you, the time alone with your thoughts likely will."
—Ertha Jo, frontier mentor
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
When Kellan let his eyes wander to the horizon, he saw a land whose destiny was as uncertain as his own.
( represents colorless mana.)
When this creature enters, target opponent reveals their hand. You choose a nonland card from it and exile that card.
When this creature leaves the battlefield, target opponent draws a card.
Its gaze gifts you with knowledge no mortal mind should possess.
Converge — Exile target nonland permanent if its mana value is less than or equal to the number of colors of mana spent to cast this spell.
Sagas sing of realms long forgotten, shattered by doomskars and cleaved violently from the World Tree.
( can be paid with either or 2 life.)
Target creature gets -5/-5 until end of turn.
"No one has heard Drivnod speak. But we have seen him do unspeakable things. As he drifts over Ish Sah, a deathly whisper rides the wind. I can never watch for long—I turn away and hide."
—Kara Vrist, resistance spymaster
Return target nonlegendary creature card from your graveyard to the battlefield with a -1/-1 counter on it.
"I paid a price to one I will not name to escape the abyss. A bit of my soul for a second chance. And I'd do it again, and again—until I had no soul left to trade."
—Tinua, Skirsdag cultist
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
"Art exposes truth. Each step of my dance brings me closer to the secrets of the universe."
Flash
Lifelink
When this creature enters, exile up to one other target creature. That creature's controller gains life equal to its power.
Evoke—Exile a white card from your hand.
Flash
Flying
When this creature enters, choose up to one target creature spell or planeswalker spell. Its owner puts it on their choice of the top or bottom of their library.
Evoke—Exile a blue card from your hand.
Menace
When this creature enters, target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Evoke—Exile a black card from your hand.
Double strike
When this creature enters, it deals 4 damage divided as you choose among any number of target creatures and/or planeswalkers.
Evoke—Exile a red card from your hand.
Flash
Reach
When this creature enters, up to one target player puts all the cards from their graveyard on the bottom of their library in a random order.
Evoke—Exile a green card from your hand.
Flash
Lifelink
When this creature enters, exile up to one other target creature. That creature's controller gains life equal to its power.
Evoke—Exile a white card from your hand.
Flash
Flying
When this creature enters, choose up to one target creature spell or planeswalker spell. Its owner puts it on their choice of the top or bottom of their library.
Evoke—Exile a blue card from your hand.
Menace
When this creature enters, target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Evoke—Exile a black card from your hand.
Double strike
When this creature enters, it deals 4 damage divided as you choose among any number of target creatures and/or planeswalkers.
Evoke—Exile a red card from your hand.
Flash
Reach
When this creature enters, up to one target player puts all the cards from their graveyard on the bottom of their library in a random order.
Evoke—Exile a green card from your hand.
Exile target creature. Its controller gains life equal to its power.
"I'm not as quick as I used to be, but the wheat doesn't mind."