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Mechanics | Skeleton | Aquateria | The Darter |
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1/2
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The backbone of the Altarran Navy.
1/1
Target creature can’t attack, block, or use its activated abilities until end of turn.
Spells your opponents cast cost
more to cast.

"Before we continue, I refer you to paragraph 3, subsection D, you will note that..." – Levitus, Consortium Consul.
1/1
Defender
At the start of each opponent's turn, target creature that player controls cannot attack this turn.
At the start of each opponent's turn, target creature that player controls cannot attack this turn.
This is private property, STAY OUT!
2/4
Vehicles you control become artifact creatures and gain Battle Cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn).
Exile target creature unless its controller pays its mana cost.
"How much would it take for you to just..... walk away?" Consortium Trademage
Creatures you control get +1/+2 until end of turn.
"Prepare to repel boarders Mr Filburton!" Captain Krennick of the Royal Vessel Renown.
"An Altarran Marine is worth any two pirates" Fleet Admiral Seaborn.
2/3
Reach
1/1
Sailors you control get +1/+1 and have Vigilance.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
4/6
Islandwalk
Other Merfolk you control get +1/+1 and gain Islandwalk.
Whenever Aquos, the Tempest King attacks, target land becomes an Island.
Other Merfolk you control get +1/+1 and gain Islandwalk.
Whenever Aquos, the Tempest King attacks, target land becomes an Island.
3/3
Whenever a creature blocks or is blocked by Basiran Dancer, tap that creature and it doesn’t untap during its controller’s next untap step.
1/2
Search target opponent's library for a creature card and put that card onto the battlefield under your control. Then that player shuffles his or her library.
Attacking creatures are unblockable until end of turn.



Any deal a Trademage makes is always in his own favour.
1/1
Devil Ray can't attack unless defending player controls an Island.
Devil Ray is unblockable.
Devil Ray is unblockable.
1/4
Enchant creature
Enchanted creature can't be the target of spells or abilities your opponents control.
Enchanted creature can't be the target of spells or abilities your opponents control.
"I am above your laws!" Trade Envoy Terrioc.
Tap target land.
Draw a card.
Draw a card.
I believe we were discussing... oh look! What's that over there?
Target creature gains Islandwalk until end of turn.
Draw a card.
Draw a card.
Whenever a creature dealt damage by Djadobas, Demon Shark would die, instead exile it and all cards attached to it.
7/7
Whenever a creature enters the battlefield under an opponent's control, you may draw a card and then discard a card.
"Dockside there's a mark a minute." Old thieves' proverb.
1/1
When Dreadship Recruiter enters the battlefield, gain control of target creature with power 2 or less.


: Return Dreadship Recruiter to your hand.



2/2
Flying
Whenever Hadhozee Boarders attacks, it doesn't untap during its controller's next untap phase.
Whenever Hadhozee Boarders attacks, it doesn't untap during its controller's next untap phase.
4/5

"They may not really fly, but those 'Deck Apes' can sure glide like nobody's business". Anson deVeere, Bosun of the Darter.
2/3
Counter target noncreature spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and exile them. That player then shuffles his or her library.
As long as you control a card named Mera, Queen of the depths Mera's Handmaiden gets +0/+2.
1/1
Draw a card for each Merfolk you control.
+2: Put a 1/1 blue Merfolk creature token onto the battlefield.
-1: Merfolk creatures you control get +1/+1 until end of turn.
-8: You gain an emblem with “Merfolk creatures you control get +2/+2 and are unblockable.”
-1: Merfolk creatures you control get +1/+1 until end of turn.
-8: You gain an emblem with “Merfolk creatures you control get +2/+2 and are unblockable.”
3
Pirate Ship can't attack unless defending player controls an Island.
: Pirate Ship deals 1 damage to target creature or player.
When you control no Islands, sacrifice Pirate Ship.

When you control no Islands, sacrifice Pirate Ship.
4/3
Enchant Creature
You control enchanted creature, it's a Sailor in addition to its other types.
You control enchanted creature, it's a Sailor in addition to its other types.
"A Blackjack and a roll of King's pennies is all ye need to fill out any crew." Imperial Navy Recruiter
Whenever Reef Pirates deals damage to an opponent, that player puts the top card of his or her library into his or her graveyard.
2/2
Sea Monster can't attack unless defending player controls an Island.
6/6

1/1
Shark Companion can’t attack unless defending player controls an Island.
The Merfolk of Aquateria keep sharks in the same way that land dwellers keep dogs.
3/2
Enchant Creature
Enchanted creature doesn’t untap during its controller’s untap step.
: Untap enchanted creature. Any player may use this ability. Play this ability only during the upkeep phase.
Enchanted creature doesn’t untap during its controller’s untap step.

Islandwalk
, Sacrifice a creature: Regenerate Skeletal Leviathan.

It hungers for the life it once had.
8/8
Whenever Snapping Terrapin deals damage to a creature, return that creature to its owner's hand.
1/4
Enchant Land
When Spreading Seas enters the battlefield, draw a card.
Enchanted land is an Island.
When Spreading Seas enters the battlefield, draw a card.
Enchanted land is an Island.
Lands target player controls are Islands in addition to their other types until the start of the next end phase.
Stormtides are a thankfully rare occurrence, gratly feared by those living in coastal regions.
Islandwalk
1/1
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Galleons of the Trade Consortium are an ubiquitous sight throughout Aquateria.
2/3
Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.
Whenever a creature dies, put a charge counter on Black Market Stall.
At the beginning of your precombat main phase, add
to your mana pool for each charge counter on Black Market Stall.
At the end of your precombat main phase lose 1 life for each point of mana remaining in your pool.
At the beginning of your precombat main phase, add

At the end of your precombat main phase lose 1 life for each point of mana remaining in your pool.
Destroy target creature unless its controller pays 
.


We now commit his mortal remains to the sea.
Corrupt Harbourmaster is unblockable.
Any player may pay
to ignore this ability until end of turn.
Any player may pay

3/1

Those who go down with the ship occasionally come back up.
2/2
When Eagle-Eye Lookout enters the battlefield, target creature gets -1/-1 until end of turn.
2/1
Target player discards a card for each spell you've cast this turn.
At the beginning of your upkeep, sacrifice Hired Brute unless you remove a counter from a permanent you control.
They don't care how they're paid, as long as they are paid.
3/3
When Malentis Slaver enters the battlefield, target player sacrifices a creature.
The slavers of Malentis aren't picky with their victims, they'll take whomever they can get their hands on.
2/1
Mutinous Dogs can't block.
When Mutinous Dogs enters the battlefield, target opponent gains control of it.
At the beginning of your upkeep, Mutinous Dogs deals 2 damage to you.
When Mutinous Dogs enters the battlefield, target opponent gains control of it.
At the beginning of your upkeep, Mutinous Dogs deals 2 damage to you.
3/3
Enchant Creature
Enchanted creature gets -1/-1 and can't block.
Enchanted creature gets -1/-1 and can't block.
Swampwalk
The Sesthir are seldom seen outside of their native marshlands.
2/2
At the start of your upkeep step pay 2 life or target opponent gains control of Unscrupulous Sellswords.
3/3
Destroy all Artifacts and all creatures without Islandwalk.
With all the wood, cloth, tar and pitch, dockside is a powderkeg just waiting for the right spark to set it off.
Put a +1/+1 counter on target creature.



The firemakers are revered for their power but must live in caves outside gnark settlements because they tend to burn everything around them.
2/1

Oh Cabin-Boy.....
1/1


1/1

To a goblin, the shinier a thing is, the better it is.
1/1
Haste
Goblin Mob can't attack alone.
Goblin Mob can't attack alone.
A mob mentality can have its drawbacks.
2/2
They do all the dirtiest jobs AND keep the rat population down.
1/1
Target creature gets +2/-1 until end of turn.
Malentis Legionnaire can't attack unless you control more creatures than an opponent.
The Legions of the Malentian Empire are fearless in the face of a weaker foe.
4/2
Whenever Malentis Plunderer deals combat damage to a player you may draw a card and then discard a card.
2/3
2/2

3/2
Red Sky at Morning deals 1 damage to each creature and an extra 1 damage to each blue creature.
When Rum Runners enters the battlefield, you may search your library for a card named Grog, reveal it and put it in your hand. Then shuffle your library.
2/2
Whenever Vendol Raider deals combat damage to a player you may discard a card and then draw a card.
Not every fog bank hides Vendol, but any fog bank can hide Vendol.
2/1





The Altarran Navy has a constant demand for lumber and, as a result, Altarran loggers plant two trees for each one felled.
1/1
When Arisha the Explorer enters the battlefield, you may search your library for a land card, reveal it, and put it into your hand. Then Shuffle your library.
2/3
Search your library for up to two basic land cards and reveal them, then shuffle your library. Put one in your hand and the other on top of your library.
Other Ape creatures you control get +1/+1.
: Target creature gets +X/+X until end of turn, where X is equal to the number of Apes you control.

3/2
Trample

: Regenerate Gnark Silverback.


Few Gnarks ever live long enough to become a silverback. Those that do are fearsome opponents indeed.
4/3
When Gnark Unbinder enters the battlefield, destroy target artifact or enchantment.
2/3
The gnarks may be primitive, but they are dangerous foes, possessing a savage cunning that should not be underestimated.
3/2
Gnark Youth gets +2/+1 as long as you control another Ape creature.
1/1
Search your library for a Plains, Island or Forest card, reveal it and put it in your hand. Then shuffle your library.
Equipped creature gets +1/+0.
Equip
(
Attach to target creature you control. Equip only as a sorcery.)
Equip


Primitive does not mean harmless!
When Hook-Hand enters the battlefield, attach it to target creature you control.
Whenever Hook-Hand becomes unattached, return it to your hand.
Equipped creature gets +2/+1 and has Intimidate.
Whenever Hook-Hand becomes unattached, return it to your hand.
Equipped creature gets +2/+1 and has Intimidate.
Equipped creature gets +0/+1 and has Islandwalk.
Equip
(
Attach to target creature you control. Equip only as a sorcery.)
Equip


The outrigger is the workhorse of the Ellyric Islands.
Pirate creatures you control get +1/+1 and gain Islandwalk.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
3/4
At the beginning of your upkeep, you may put a fuse counter on Powder Keg.
, Sacrifice Powder Keg: Destroy each artifact and creature with converted mana cost equal to the number of fuse counters on Powder Keg.

Equipped Creature gets +3/+0 and must attack each turn if able.
Equip
(
Attach to target creature you control. Equip only as a sorcery.)
Equip


The axes of the Vendol raiders increase the aggression of their wielder tenfold.


Whenever a Pirate creature you control deals combat damage to an opponent, create a colourless Treasure artifact token with "

Equipped creature gets +1/+1
Equip
Equip

The weapon of choice for all discerning Cutthroats, Buccaneers, Freebooters, Pirates, and other such ne'er do-wells. Sailors and Marines use them too.


"What does it do?"
"As far as I can tell, Nothing"
"Well get rid of it then!"
"OK....Oh, THAT's what it does."
"As far as I can tell, Nothing"
"Well get rid of it then!"
"OK....Oh, THAT's what it does."
Brimstone Marsh enters the battlefield tapped.
: Add
or
to your mana pool.
,
: Add 
to your mana pool.







Dreadship Cove enters the battlefield tapped.
: Add
or
to your mana pool.
,
: Add 
to your mana pool.



















Illus. k3a at deviantART
Jungle Tor enters the battlefield tapped.
: Add
or
to your mana pool.
,
: Add 
to your mana pool.







Royal Preserve enters the battlefield tapped.
: Add
or
to your mana pool.
,
: Add 
to your mana pool.















Trade Enclave enters the battlefield tapped.
: Add
or
to your mana pool.
,
: Add 
to your mana pool.







Merfolk creatures you control get +2/+2 and are unblockable.
1/1

Show frames: W U B R G A L
Show rarities: C U R M T
Or view by sections
Storm: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Aquateria | The Darter |