[Racial Profile] -- Merfolk: Virtual Booster
15 random cards from the set.
You could alternatively have a booster in the usual rarity pattern.
You could alternatively have a booster in the usual rarity pattern.
Islandwalk
Whenever a basic land enters under your control, all lands become the basic land type of that land until end of turn. 3/1
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Play with your hand revealed.
Neural Merrow can't attack or block unless you have at least three blue cards in your hand. Neural Merrow is unblockable if defending player controls an Island or a blue permanent. 7/7
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Mindlink — this creature's power (Whenever this deals damage to an opponent, draw cards equal to this creature's power.)
2/4
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Flash
When Flushing Fin Flapper enters, counter up to one target spell. 2/2
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Mindlink 1 (Whenever this deals damage to an opponent, draw one cards.)
: Long John Pilfer loses mindlink until end of turn. Any player may activate this ability. Are you thinking what I'm thinking?
2/1
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When Merrow Channeler enters, create an Scientomancy Aura token with enchant land and attach it to target land. (Enchanted land has ", : Target player draws a card.")
2/3
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Other Merfolk creatures you control get +1/+1.
: Until end of turn, whenever you tap an Island for mana, produce (in addition to the mana the land produces). 2/2
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Flash
When Venser's Acolyte enters, return target creature or creature spell to its owner's hand. 2/2
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Sacrifice a land: Put a +1/+1 counter on Peeping Willow.
Remove a +1/+1 counter from Peeping Willow: Draw a card. 1/1
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Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
Painlink (Damage dealt to Damned Quagguar is also dealt to the source's controller.) 3/4
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At the beginning of your upkeep, roll an eight-sided die. If the result is greater than the number of cards in your hand, draw a card.
2/1
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M-E-R-R-O's power and toughness are each equal to the number of cards in your hand.
Islandwalk Whenever M-E-R-R-O deals damage, draw up to two cards. */*
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Flash
When Scroll Merchant enters, you may search your library for a blue instant card, reveal that card, and put it into your hand. Then shuffle your library. 2/2
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Islandwalk
Atlantean Diver can't attack unless there are four or more Islands on the field. 3/3
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Fractal Tideshaper
(rare)
Neural Merrow
(rare)
Tidal Seer
(rare)
Flushing Fin Flapper
(uncommon)
Long John Pilfer
(uncommon)
Merrow Channeler
(uncommon)
Tidal Is My Middle Name
(rare)
Venser's Acolyte
(uncommon)
Peeping Willow
(rare)
Damned Quagguar
(uncommon)
Flare-Tail Psychic
(rare)
M-E-R-R-O
(mythic)
Surge of the Atlantic Sea Empire
(rare)
Scroll Merchant
(rare)
Atlantean Diver
(uncommon)