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."
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.
Raid — At the beginning of your end step, if you attacked this turn, target opponent mills four cards.
"You won't be needing this. Or this. Or these . . ."
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
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
"It's easy to anticipate Captain Storm's orders: take the more dangerous route."
Target player draws seven cards.
The truth came to Kumena like the Great River's torrent: the only way to keep his enemies away from the hidden city was to claim its power for himself.
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.
Draw two cards. Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Nothing warms the heart like plunder.
When this creature enters, create two Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
The floating city of High and Dry hasn't yet sunk under the weight of gold, but it's not for want of trying.
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.
Return all nonland permanents target player controls to their owner's hand.
Carefully following the thaumatic compass Bolas had given her, Vraska blundered straight into the River Heralds' trap.
Put target artifact or creature on top of its owner's library.
"That's the first time I've seen the ground do the running."
—Captain Brinely Rage
When this creature enters, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
In the Brazen Coalition, the wheels of business are greased with plunder.
At the beginning of your upkeep, surveil 1. Then if you have seven or more cards in your graveyard, you may transform Search for Azcanta. (Look at the top card of your library. You may put that card into your graveyard.)
The Sunken Ruin houses all the learning of a long-forgotten age.
(Transforms from Search for Azcanta.)
: Add .
, : Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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.
Raid — When this creature enters, if you attacked this turn, you may draw a card. If you do, discard a card.
One pirate's wreck is another's reward.
, , Sacrifice this creature: Draw three cards.
Over their long life spans, the larger trilobites accumulate vast treasure troves in their guts.
Flying
When this creature enters, it 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 this creature, then put the card back or put it into your graveyard.)
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.
Exile target creature you control, then return that card to the battlefield under its owner's control. If a Pirate was exiled this way, draw a card.
Deception and misdirection are the heart of the pirate's arsenal.
Counter target noncreature spell unless its controller pays .
"A fool's fire is quickly quenched."
—Shaper Kumena
Counter target spell. Create X Treasure tokens, where X is that spell's mana value. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
Flying
Raid — This creature enters with a +1/+1 counter on it if you attacked this turn.
"Only one thing beats the freedom of the sea: the freedom of the sky."
Raid — When this creature enters, if you attacked this turn, draw a card.
"They're searching in the same direction we are. And for the same thing, I'll wager."
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.
When this creature enters, tap all creatures target opponent controls.
"I am the storm."
When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
The river is a powerful friend.
Flash (You may cast this spell any time you could cast an instant.)
Flying
"Currents are currents, whether in sea or sky."
At the beginning of combat on your turn, you may have target Vampire get +2/+0 until end of turn.
Inspiration is red as rubies, flowing like honeyed wine.
, Pay 2 life: Draw a card.
At the beginning of your upkeep, if you have 5 or less life, you may transform Arguel's Blood Fast.
Arguel's vision led him into the jungles of Ixalan . . .
(Transforms from Arguel's Blood Fast.)
: Add .
, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness.
. . . to the lost temple of a bat-god of night, eternal enemy to the Threefold Sun.
When this creature enters, target opponent loses 1 life for each Vampire you control.
"They shall give us all they have as penance for their resistance. Their ships. Their goods. Their rebellious blood."
Flying
, , Sacrifice this creature: Target opponent loses 4 life and you gain 4 life.
It withers fruit and flesh alike.
Flash
This creature enters with a +1/+1 counter on it for each creature that died this turn.
When a paladin undertaking the Blood Fast finally gives in to hunger, the violence is sudden, explosive, and complete.
Exile up to five target creature cards from graveyards. An opponent separates those cards into two piles. Put all cards from the pile of your choice onto the battlefield under your control and the rest into their owners' graveyards.
Destroy target creature. Create two Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
For a price, the floating city of High and Dry offers all the amenities a pirate could want: rest, recreation, and revenge.
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards.
No lock of iron is a match for Vraska's will of stone.
Dark Nourishment deals 3 damage to any target. You gain 3 life.
Demons lurk in the shadows of ancient ruins, spreading plague and corruption across the land.
Raid — When this creature enters, if you attacked this turn, target opponent discards a card.
Despite their noble heritage, the pirates of the Deadeye Fleet are known for underhanded tactics and despicable trickery.
, : Exile two target cards from an opponent's graveyard. This creature 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 this creature, then put the card back or put it into your graveyard.)
Flying
Tap three untapped Vampires you control: Return this card from your graveyard to your hand.
"Ancient one, we have reached the promised shore. The Immortal Sun is near. Drink and awake."
This creature can't attack unless you control an artifact.
A pirate crew without a ship is a crew that will do anything to get one.
When this creature dies, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Among the pirates of the Brazen Coalition, the only thing more dangerous than failure is success.
Menace
When this creature enters, it 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 this creature, then put the card back or put it into your graveyard.)
Menace, deathtouch
When this creature enters, each player loses a third of their life, rounded up.
His fists fume with the decay of death, each strike a plague on the hearts of his enemies.
Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
Solitude and starvation are brutal punishments, but even worse is all that time to think.
Menace
Whenever this creature attacks, if you control another nontoken Pirate, you may pay . If you do, create a 2/2 black Pirate creature token with menace.
"Join me, and take the world for yourself!"
When this creature enters, destroy target creature an opponent controls that was dealt damage this turn.
"It was a bad evening for you, mate. Now it's chow time for the sharks."
Return a Pirate card from your graveyard to your hand, then do the same for Vampire, Dinosaur, and Merfolk.
When the battle is over, the bitterest foes at last find common ground.
Target opponent discards two cards.
Raid — If you attacked this turn, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Flying
When this creature enters, target opponent reveals their hand. You choose a noncreature, nonland card from it. Exile that card until this creature leaves the battlefield.
Whenever a creature you control explores, target creature an opponent controls gets -2/-2 until end of turn.
"Shadow birthed it. The moon gave it eyes, and the jungle gave it teeth. But it was Death that taught it cruelty."
—Huatli
Choose one —
• Return target creature card from your graveyard to your hand.
• Return two target Pirate cards from your graveyard to your hand.
Enchant creature
Enchanted creature gets +2/+2 and has lifelink.
"Through your sacrifice of self, you become holy. Through your strength, all will be saved."
—From the Rite of Redemption
Lifelink
When this creature enters, it 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 this creature, then put the card back or put it into your graveyard.)
The soldiers of the Legion of Dusk have come to the colonies at Queen's Bay in search of glory and riches. They are veterans of centuries of warfare, and they thirst for conquest.
Whenever an opponent discards a card, that player loses 2 life.
Raid — At the beginning of your end step, if you attacked this turn, target opponent discards a card.
One was spared to tell the gruesome tale.
Whenever a creature an opponent controls dies, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
At the beginning of your upkeep, if you control ten or more Treasures, you win the game.
Raid — At the beginning of your end step, if you attacked this turn, reveal the top card of your library and put that card into your hand. You lose life equal to the card's mana value.
, Sacrifice a creature: Create two Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
Sacrifice three Treasures: Draw a card.
"This scum is barely worth the trouble."
Whenever a Vampire you control attacks, each opponent loses 1 life and you gain 1 life.
The Sanctum Seekers were the first of the knightly orders to cross the sea and are still the most zealous.