[Racial Profile] -- Merfolk
[Racial Profile] -- Merfolk: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
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Showing all 20 cards
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As Atlantean Leviathan enters, you may choose to put a +1/+1 counter on it or draw a card. Repeat this process five more times.
0/1
Flash
When Flushing Fin Flapper enters, counter up to one target spell.
When Flushing Fin Flapper enters, counter up to one target spell.
2/2
Islandwalk
Whenever a basic land enters under your control, all lands become the basic land type of that land until end of turn.
Whenever a basic land enters under your control, all lands become the basic land type of that land until end of turn.
3/1
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
Protection from red
, Exile a Merfolk card from your hand: Counter target spell.

1/1
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
Choose one of the following--
• Return target artifact or enchantment to their owner's hand.
• Scry 2.
• Target land becomes an Island until end of turn.
• Return target artifact or enchantment to their owner's hand.
• Scry 2.
• Target land becomes an Island until end of turn.
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.
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
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.
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
Whenever a spell deals 3 or more damage, you may draw a card. If you do, discard a card at random.
1/2
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
Mindlink — this creature's power (Whenever this deals damage to an opponent, draw cards equal to this creature's power.)
2/4
Flash
When Venser's Acolyte enters, return target creature or creature spell to its owner's hand.
When Venser's Acolyte enters, return target creature or creature spell to its owner's hand.
2/2
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.)
Painlink (Damage dealt to Damned Quagguar is also dealt to the source's controller.)
3/4
Sacrifice a land: Put a +1/+1 counter on Peeping Willow.
Remove a +1/+1 counter from Peeping Willow: Draw a card.
Remove a +1/+1 counter from Peeping Willow: Draw a card.
1/1




Whenever a player is dealt damage by Studious Theurgist this turn, you may pay


2/2
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.
Islandwalk
Whenever M-E-R-R-O deals damage, draw up to two cards.
*/*
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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[Racial Profile] -- Merfolk: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Atlantean Diver can't attack unless there are four or more Islands on the field.
last 2018-07-13 22:31:22 by Froggychum