Magic The Gathering Cards of types 'Creature' and 'Merfolk'

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Puresight Merrow
Topography Tracker
River Herald Scout
Merrow Harbinger
Coral Commando
Saltwater Stalwart
Merfolk Coralsmith
Master of Waves
Cascade Seer
Swift Warden
Jadelight Spelunker
Jadelight Ranger
Merfolk Observer
Maritime Guard
Deepfathom Echo
Coralhelm Commander
Stonybrook Banneret
Vodalian Soldiers
Triton Cavalry
Wellgabber Apothecary
True-Name Nemesis
Coral Trickster
Towering-Wave Mystic
Merfolk Thaumaturgist
Seasinger
Whirlpool Rider
Vodalian Wave-Knight
Merfolk Sovereign
Headwater Sentries
Jet Collector
Drowner Initiate
Merfolk Raiders
Wishful Merfolk
Tributary Instructor
Vodalian Arcanist
Rootwater Matriarch
Thassa's Oracle
Ceta Disciple
Selkie Hedge-Mage
Saprazzan Bailiff
Gravelgill Axeshark
Merfolk of the Pearl Trident
Kiora's Follower
Merfolk Seer
Sahagin
Merfolk Branchwalker
Merfolk of the Depths
Enclave Elite
Trackhand Trainer
Harpoon Sniper
Soothsayer Adept
Tishana's Tidebinder
Wavecrash Triton
Deeproot Warrior
Inkfathom Infiltrator
Sentinel of the Pearl Trident
Giltgrove Stalker
Merfolk Tunnel-Guide
Camato Scout
Merfolk Cave-Diver
Jungle Delver
Darting Merfolk
River Merfolk
Hullbreacher
Rootwater Mystic
Mindspring Merfolk
Herald of Secret Streams
Cosi's Trickster
Merfolk Skyscout
Vodalian Mindsinger
Razorfin Abolisher
Jolting Merfolk
World Shaper
Shoreline Scout
Roil Cartographer
Rishadan Dockhand
Vodalian Merchant
Salvager of Secrets
Deeproot Wayfinder
Tideshaper Mystic
Leech Bonder
Surgespanner
Rootwater Diver
Vodalian Hexcatcher
Floodpits Drowner
Halimar Wavewatch
Wistful Selkie
Merfolk Wayfinder
Razorfin Hunter
Vodalian Tide Mage
Reef Shaman
Deeproot Historian
Wilderness Hypnotist
Hollowsage
Merrow Grimeblotter
Coral Merfolk
Mire Triton
Deeproot Champion
Sigil Tracer
Deepchannel Mentor
Benthic Criminologists
Tazeem Roilmage
Forerunner of the Heralds
Cache Raiders
Vodalian Hypnotist
Vodalian Zombie
Merfolk Mesmerist
Tempest Harvester
Merfolk Skydiver
Jungleborn Pioneer
Inkfathom Witch
Streambed Aquitects
Coralhelm Chronicler
Scroll Thief
Dakra Mystic
Swimmer in Nightmares
Merfolk Looter
River Sneak
Rootwater Thief
Simic Fluxmage
Kumena's Speaker
Merrow Reejerey
Sea Gate Loremaster
Veteran of the Depths
Overtaker
Triton Shorestalker
Jade Bearer
Sejiri Merfolk
Mist-Cloaked Herald
Shapers of Nature
Lullmage Mentor
Forensic Researcher
Deeproot Elite
Merfolk Falconer
Shoreline Raider
Merrow Witsniper
Waterspout Weavers
Prismwake Merrow
Sandbar Merfolk
Singer of Swift Rivers
Wanderbrine Rootcutters
Dockbreacher
Merfolk Assassin
Triton Waverider
Stonybrook Schoolmaster
Mistcaller
Voda Sea Scavenger
Raving Visionary
Moonlit Scavengers
Frostwind Invoker
Harbinger of the Seas
Sage of the Falls
Tishana's Wayfinder
Saprazzan Heir
Merfolk Seastalkers
Caller of Gales
Seascape Aerialist
Mistway Spy
Crackling Triton
Coral Fighters
Quandrix Pledgemage
Rootwater Shaman
Merfolk Traders
Vodalian Mage
Rootwater Hunter
A-Umara Mystic
Tidal Visionary
Combine Guildmage
Jade Guardian
Brineborn Cutthroat
Jadecraft Artisan
Furtive Courier
River Darter
Coralhelm Guide
Cleric of Chill Depths
Tidal Warrior
Galina's Knight
Wanderwine Prophets
Wind Strider
Harbinger of the Tides
Sworn Guardian
Master of the Pearl Trident
Grimoire Thief
Ink Dissolver
Evidence Examiner
Merrow Levitator
Cursecatcher
Sentinel of the Nameless City
Drowner of Secrets
Gravelgill Duo
Vodalian Illusionist
Tidal Courier
Silvergill Douser
Deeptread Merrow
Teferi's Wavecaster
Judge of Currents
Waterfront Bouncer
Tempest Caller
Whirlpool Warrior
Benthic Biomancer
River Herald Guide
Fallowsage
Merfolk Pupil
Benthic Explorers
Enclave Cryptologist
Expedition Diviner
Paperfin Rascal
Merfolk Mistbinder
Augur of Bolas
Merfolk Windrobber
Mist Dancer
Jace's Sentinel
Arctic Merfolk
Vodalian Mystic
Saprazzan Raider
Vineshaper Mystic
Silvergill Adept
Seeker of Sunlight
Lord of Atlantis
Saprazzan Outrigger
Tide Shaper
Merfolk Spy
Manta Riders
Saprazzan Legate
Stonybrook Angler
Umara Entangler
Riptide Pilferer
Seafloor Stalker
Rootwater Commando
Skywatcher Adept
Triton Shorethief
Merrow Bonegnawer
Waterwind Scout
Inkfathom Divers
Shipwreck Dowser
Gaea's Skyfolk
Windrider Patrol
Umara Mystic
Deepwater Hypnotist
Storm Sculptor
Sure-Footed Infiltrator
Volshe Tideturner
Riverwise Augur
Library Larcenist
Waker of the Wilds
Cenote Scout
Shaper Apprentice
Watertrap Weaver
Gray Harbor Merfolk
Sea Scryer
Wake Thrasher
Cold-Eyed Selkie
Thieving Skydiver
Sage of Fables
Merrow Wavebreakers
Vodalian Knights
Merfolk Trickster
Triton Fortune Hunter
Tidebinder Mage
Expedition Lookout
Blockade Runner
Seafloor Oracle
Svyelunite Priest
Bioluminary
Merfolk Surveyor
Skyclave Aerialist
Merfolk Secretkeeper
Umara Wizard
Torrent Sculptor
Skyclave Invader
Kopala, Warden of Waves
Zegana, Utopian Speaker
Tatyova, Benthic Druid
Adrix and Nev, Twincasters
Fluros of Myra's Marvels
Araumi of the Dead Tide
Dalakos, Crafter of Wonders
Merfolk Wizard
Ambassador Laquatus
Vorel of the Hull Clade
Prime Speaker Zegana
Thrasios, Triton Hero
Vohar, Vodalian Desecrator
Kenessos, Priest of Thassa
Tishana, Voice of Thunder
Nyxborn Seaguard
Merfolk
Nicanzil, Current Conductor
Jori En, Ruin Diver
Kiora, the Rising Tide
Hakbal of the Surging Soul
Tuvasa the Sunlit
Emperor Mihail II
Sygg, River Guide
Tatyova, Steward of Tides
Svyelun of Sea and Sky
Kiora, Sovereign of the Deep
The Countering Runner
Alandra, Sky Dreamer
Zareth San, the Trickster
Thada Adel, Acquisitor
Neerdiv, Devious Diver
Sharae of Numbing Depths
Sygg, River Cutthroat
Nyxborn Triton
Triton Wavebreaker
Emry, Lurker of the Loch
The Scholar of Seas
Noyan Dar, Roil Shaper
Kumena, Tyrant of Orazca
Talrand, Sky Summoner
Empress Galina
A-Tatyova, Steward of Tides
Merfolk
Keeper of the Secret Lair
Merfolk


Puresight Merrow

{W/U}{W/U}

-- no image --
Creature - Merfolk Wizard
{W/U}, {Q}: Look at the top card of your library. You may exile that card. ({Q} is the untap symbol.)
2/2

Topography Tracker

{2}{G}

-- no image --
Creature - Merfolk Scout
2/2

River Herald Scout

{1}{U}

-- no image --
Creature - Merfolk Scout
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.)
1/2

Merrow Harbinger

{3}{U}

-- no image --
Creature - Merfolk Wizard
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) When this creature enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top.
2/3

Coral Commando

{2}{U}

-- no image --
Creature - Merfolk Warrior
3/2

Saltwater Stalwart

{3}{U}

-- no image --
Creature - Merfolk Warrior
Whenever this creature deals damage to an opponent, target player draws a card.
2/4

Merfolk Coralsmith

{2}{U}

-- no image --
Creature - Merfolk
{1}: This creature gets +1/-1 until end of turn. When this creature dies, scry 2.
2/3

Master of Waves

{3}{U}

-- no image --
Creature - Merfolk Wizard
Protection from red Elemental creatures you control get +1/+1. When this creature enters, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)
2/1

Cascade Seer

{3}{U}

-- no image --
Creature - Merfolk Wizard
When this creature enters, scry X, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
3/3

Swift Warden

{1}{G}{G}

-- no image --
Creature - Merfolk Warrior
Flash When this creature enters, target Merfolk you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
3/3

Jadelight Spelunker

{X}{G}

-- no image --
Creature - Merfolk Scout
When this creature enters, it explores X times. (To have it explore, 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 that creature, then put the card back or put it into your graveyard.)
1/1

Jadelight Ranger

{1}{G}{G}

-- no image --
Creature - Merfolk Scout Ranger
When this creature enters, it explores, then it explores again. (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. Then repeat this process.)
2/1

Merfolk Observer

{1}{U}

-- no image --
Creature - Merfolk Rogue
When this creature enters, look at the top card of target player's library.
2/1

Maritime Guard

{1}{U}

-- no image --
Creature - Merfolk Soldier
1/3

Deepfathom Echo

{2}{G}{U}

-- no image --
Creature - Merfolk Spirit
At the beginning of combat on your turn, this creature explores. Then you may have it become a copy of another creature you control until end of turn. (To have this creature explore, 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.)
4/4

Coralhelm Commander

{U}{U}

-- no image --
Creature - Merfolk Soldier
Level up {1} ({1}: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3 3/3 Flying LEVEL 4+ 4/4 Flying Other Merfolk creatures you control get +1/+1.
2/2

Stonybrook Banneret

{1}{U}

-- no image --
Creature - Merfolk Wizard
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Merfolk spells and Wizard spells you cast cost {1} less to cast.
1/1

Vodalian Soldiers

{1}{U}

-- no image --
Creature - Merfolk Soldier
1/2

Triton Cavalry

{3}{U}

-- no image --
Creature - Merfolk Soldier
Heroic - Whenever you cast a spell that targets this creature, you may return target enchantment to its owner's hand.
2/4

Wellgabber Apothecary

{4}{W}

-- no image --
Creature - Merfolk Cleric
{1}{W}: Prevent all damage that would be dealt to target tapped Merfolk or Kithkin creature this turn.
2/3

True-Name Nemesis

{1}{U}{U}

-- no image --
Creature - Merfolk Rogue
As this creature enters, choose a player. This creature has protection from the chosen player.
3/1

Coral Trickster

{1}{U}

-- no image --
Creature - Merfolk Rogue
Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When this creature is turned face up, you may tap or untap target permanent.
2/1

Towering-Wave Mystic

{1}{U}

-- no image --
Creature - Merfolk Wizard
Whenever this creature deals damage, target player mills that many cards.
2/1

Merfolk Thaumaturgist

{2}{U}

-- no image --
Creature - Merfolk Wizard
{T}: Switch target creature's power and toughness until end of turn.
1/2

Seasinger

{1}{U}{U}

-- no image --
Creature - Merfolk
When you control no Islands, sacrifice this creature. You may choose not to untap this creature during your untap step. {T}: Gain control of target creature whose controller controls an Island for as long as you control this creature and this creature remains tapped.
0/1

Whirlpool Rider

{1}{U}

-- no image --
Creature - Merfolk
When this creature enters, shuffle the cards from your hand into your library, then draw that many cards.
1/1

Vodalian Wave-Knight

{2}{W}{U}

-- no image --
Creature - Merfolk Knight
Whenever you draw a card, put a +1/+1 counter on each other Merfolk and/or Knight you control.
3/3

Merfolk Sovereign

{1}{U}{U}

-- no image --
Creature - Merfolk Noble
Other Merfolk creatures you control get +1/+1. {T}: Target Merfolk creature can't be blocked this turn.
2/2

Headwater Sentries

{3}{U}

-- no image --
Creature - Merfolk Warrior
2/5

Jet Collector

{1}{G}

-- no image --
Creature - Merfolk Scout
At the beginning of your second main phase, if four or more cards are in your graveyard, conjure a card named Mox Jet into your hand. This ability triggers only once. {X}{B}: Put target creature card with mana value X from your graveyard onto the battlefield with a finality counter on it. Activate only as a sorcery.
2/2

Drowner Initiate

{U}

-- no image --
Creature - Merfolk Wizard
Whenever a player casts a blue spell, you may pay {1}. If you do, target player mills two cards.
1/1

Merfolk Raiders

{1}{U}

-- no image --
Creature - Merfolk Soldier
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)
2/3

Wishful Merfolk

{1}{U}

-- no image --
Creature - Merfolk
Defender {1}{U}: This creature loses defender and becomes a Human until end of turn.
3/2

Tributary Instructor

{3}{G}

-- no image --
Creature - Merfolk Shaman
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever a creature you control with a +1/+1 counter on it dies, draw a card.
4/4

Vodalian Arcanist

{1}{U}

-- no image --
Creature - Merfolk Wizard
{T}: Add {C}. Spend this mana only to cast an instant or sorcery spell.
1/3

Rootwater Matriarch

{2}{U}{U}

-- no image --
Creature - Merfolk
{T}: Gain control of target creature for as long as that creature is enchanted.
2/3

Thassa's Oracle

{U}{U}

-- no image --
Creature - Merfolk Wizard
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)
1/3

Ceta Disciple

{U}

-- no image --
Creature - Merfolk Wizard
{R}, {T}: Target creature gets +2/+0 until end of turn. {G}, {T}: Add one mana of any color.
1/1

Selkie Hedge-Mage

{2}{G/U}

-- no image --
Creature - Merfolk Wizard
When this creature enters, if you control two or more Forests, you may gain 3 life. When this creature enters, if you control two or more Islands, you may return target tapped creature to its owner's hand.
2/2

Saprazzan Bailiff

{3}{U}{U}

-- no image --
Creature - Merfolk
When this creature enters, exile all artifact and enchantment cards from all graveyards. When this creature leaves the battlefield, return all artifact and enchantment cards from all graveyards to their owners' hands.
2/2

Gravelgill Axeshark

{4}{U/B}

-- no image --
Creature - Merfolk Soldier
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
3/3

Merfolk of the Pearl Trident

{U}

-- no image --
Creature - Merfolk
1/1

Kiora's Follower

{G}{U}

-- no image --
Creature - Merfolk
{T}: Untap another target permanent.
2/2

Merfolk Seer

{2}{U}

-- no image --
Creature - Merfolk Wizard
When this creature dies, you may pay {1}{U}. If you do, draw a card.
2/2

Sahagin

{1}{U}

-- no image --
Creature - Merfolk Warrior
Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on this creature and it can't be blocked this turn.
1/3

Merfolk Branchwalker

{1}{G}

-- no image --
Creature - Merfolk Scout
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.)
2/1

Merfolk of the Depths

{4}{G/U}{G/U}

-- no image --
Creature - Merfolk Soldier
Flash (You may cast this spell any time you could cast an instant.)
4/2

Enclave Elite

{2}{U}

-- no image --
Creature - Merfolk Soldier
Multikicker {1}{U} (You may pay an additional {1}{U} any number of times as you cast this spell.) Islandwalk (This creature can't be blocked as long as defending player controls an Island.) This creature enters with a +1/+1 counter on it for each time it was kicked.
2/2

Trackhand Trainer

{U}

-- no image --
Creature - Merfolk
{4}{U}: Draw a card. Exhaust - {U}: Conjure a card named Training Grounds onto the battlefield.
1/1

Harpoon Sniper

{2}{W}

-- no image --
Creature - Merfolk Archer
{W}, {T}: This creature deals X damage to target attacking or blocking creature, where X is the number of Merfolk you control.
2/2

Soothsayer Adept

{1}{U}

-- no image --
Creature - Merfolk Wizard
{1}{U}, {T}: Draw a card, then discard a card.
1/3

Tishana's Tidebinder

{2}{U}

-- no image --
Creature - Merfolk Wizard
Flash When this creature enters, counter up to one target activated or triggered ability. If an ability of an artifact, creature, or planeswalker is countered this way, that permanent loses all abilities for as long as this creature remains on the battlefield. (Mana abilities can't be targeted.)
3/2

Wavecrash Triton

{2}{U}

-- no image --
Creature - Merfolk Wizard
Heroic - Whenever you cast a spell that targets this creature, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
1/4

Deeproot Warrior

{1}{G}

-- no image --
Creature - Merfolk Warrior
Whenever this creature becomes blocked, it gets +1/+1 until end of turn.
2/2

Inkfathom Infiltrator

{U/B}{U/B}

-- no image --
Creature - Merfolk Rogue
This creature can't block and can't be blocked.
2/1

Sentinel of the Pearl Trident

{4}{U}

-- no image --
Creature - Merfolk Soldier
Flash When this creature enters, you may exile target historic permanent you control. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step. (Artifacts, legendaries, and Sagas are historic.)
3/3

Giltgrove Stalker

{1}{G}

-- no image --
Creature - Merfolk Warrior
This creature can't be blocked by creatures with power 2 or less.
2/1

Merfolk Tunnel-Guide

{G}{U}

-- no image --
Creature - Merfolk Wizard
2/2

Camato Scout

{1}{U}{U}

-- no image --
Creature - Merfolk
As Camato Scout enters, choose a basic land type at random. Camato Scout has landwalk of the chosen type.
2/3

Merfolk Cave-Diver

{2}{U}

-- no image --
Creature - Merfolk Scout
Whenever a creature you control explores, this creature gets +1/+0 until end of turn and can't be blocked this turn.
2/4

Jungle Delver

{G}

-- no image --
Creature - Merfolk Warrior
{3}{G}: Put a +1/+1 counter on this creature.
1/1

Darting Merfolk

{1}{U}

-- no image --
Creature - Merfolk
{U}: Return this creature to its owner's hand.
1/1

River Merfolk

{U}{U}

-- no image --
Creature - Merfolk
{U}: This creature gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)
2/1

Hullbreacher

{2}{U}

-- no image --
Creature - Merfolk Pirate
3/2

Rootwater Mystic

{U}

-- no image --
Creature - Merfolk Wizard
{1}{U}: Look at the top card of target player's library.
1/1

Mindspring Merfolk

{U}

-- no image --
Creature - Merfolk Wizard
Exhaust - {X}{U}{U}, {T}: Draw X cards. Put a +1/+1 counter on each Merfolk creature you control. (Activate each exhaust ability only once.)
1/1

Herald of Secret Streams

{3}{U}

-- no image --
Creature - Merfolk Warrior
Creatures you control with +1/+1 counters on them can't be blocked.
2/3

Cosi's Trickster

{U}

-- no image --
Creature - Merfolk Wizard
Whenever an opponent shuffles their library, you may put a +1/+1 counter on this creature.
1/1

Merfolk Skyscout

{2}{U}{U}

-- no image --
Creature - Merfolk Scout
Flying Whenever this creature attacks or blocks, untap target permanent.
2/3

Vodalian Mindsinger

{1}{U}{U}

-- no image --
Creature - Merfolk Wizard
Kicker {1}{R} and/or {1}{G} This creature enters with two +1/+1 counters on it for each time it was kicked. When this creature enters, gain control of target creature with power less than this creature's power for as long as you control this creature.
2/2

Razorfin Abolisher

{2}{U}

-- no image --
Creature - Merfolk Wizard
{1}{U}, {T}: Return target creature with a counter on it to its owner's hand.
2/2

Jolting Merfolk

{2}{U}{U}

-- no image --
Creature - Merfolk
Fading 4 (This creature enters with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from this creature: Tap target creature.
2/2

World Shaper

{3}{G}

-- no image --
Creature - Merfolk Shaman
Whenever this creature attacks, you may mill three cards. When this creature dies, return all land cards from your graveyard to the battlefield tapped.
3/3

Shoreline Scout

{U}

-- no image --
Creature - Merfolk Scout
When Shoreline Scout enters the battlefield, you may exile a Merfolk card or a land card from your hand. If you do, conjure a card named Tropical Island into your hand. As long as another Merfolk or an Island entered the battlefield under your control this turn, Shoreline Scout gets +1/+0.
1/1

Roil Cartographer

{1}{U}

-- no image --
Creature - Merfolk Rogue
Landfall - Whenever a land you control enters, you get {E} (an energy counter). {T}, Pay six {E}: Draw three cards.
1/3

Rishadan Dockhand

{U}

-- no image --
Creature - Merfolk
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) {1}, {T}: Tap target land.
1/2

Vodalian Merchant

{1}{U}

-- no image --
Creature - Merfolk
When this creature enters, draw a card, then discard a card.
1/2

Salvager of Secrets

{3}{U}{U}

-- no image --
Creature - Merfolk Wizard
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
2/2

Deeproot Wayfinder

{1}{G}

-- no image --
Creature - Merfolk Scout
Whenever this creature deals combat damage to a player or battle, surveil 1, then you may return a land card from your graveyard to the battlefield tapped. (To surveil 1, look at the top card of your library. You may put that card into your graveyard.)
2/3

Tideshaper Mystic

{U}

-- no image --
Creature - Merfolk Wizard
{T}: Target land becomes the basic land type of your choice until end of turn. Activate only during your turn.
1/1

Leech Bonder

{2}{U}

-- no image --
Creature - Merfolk Soldier
This creature enters with two -1/-1 counters on it. {U}, {Q}: Move a counter from target creature onto a second target creature. ({Q} is the untap symbol.)
3/3

Surgespanner

{2}{U}{U}

-- no image --
Creature - Merfolk Wizard
Whenever this creature becomes tapped, you may pay {1}{U}. If you do, return target permanent to its owner's hand.
2/2

Rootwater Diver

{U}

-- no image --
Creature - Merfolk
{T}, Sacrifice this creature: Return target artifact card from your graveyard to your hand.
1/1

Vodalian Hexcatcher

{1}{U}

-- no image --
Creature - Merfolk Wizard
Flash Other Merfolk you control get +1/+1. Sacrifice a Merfolk: Counter target noncreature spell unless its controller pays {1}.
1/1

Floodpits Drowner

{1}{U}

-- no image --
Creature - Merfolk
Flash Vigilance When this creature enters, tap target creature an opponent controls and put a stun counter on it. {1}{U}, {T}: Shuffle this creature and target creature with a stun counter on it into their owners' libraries.
2/1

Halimar Wavewatch

{1}{U}

-- no image --
Creature - Merfolk Soldier
Level up {2} ({2}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 0/6 LEVEL 5+ 6/6 Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
0/3

Wistful Selkie

{G/U}{G/U}{G/U}

-- no image --
Creature - Merfolk Wizard
When this creature enters, draw a card.
2/2

Merfolk Wayfinder

{2}{U}

-- no image --
Creature - Merfolk Scout
Flying When this creature enters, reveal the top three cards of your library. Put all Island cards revealed this way into your hand and the rest on the bottom of your library in any order.
1/2

Razorfin Hunter

{U}{R}

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Creature - Merfolk Goblin
{T}: This creature deals 1 damage to any target.
1/1

Vodalian Tide Mage

{1}{G}{U}

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Creature - Merfolk Wizard
Whenever one or more other nontoken creatures you control deal combat damage to a player, choose one of those creatures. Conjure a duplicate of the chosen creature into your hand.
3/3

Reef Shaman

{U}

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Creature - Merfolk Shaman
{T}: Target land becomes the basic land type of your choice until end of turn.
0/2

Deeproot Historian

{3}{G}

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Creature - Merfolk Druid
Merfolk and Druid cards in your graveyard have retrace. (You may cast cards with retrace from your graveyard by discarding a land card in addition to paying their other costs.)
3/3

Wilderness Hypnotist

{2}{U}{U}

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Creature - Merfolk Wizard
{T}: Target red or green creature gets -2/-0 until end of turn.
1/3

Hollowsage

{3}{B}

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Creature - Merfolk Wizard
Whenever this creature becomes untapped, you may have target player discard a card.
2/2

Merrow Grimeblotter

{3}{U/B}

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Creature - Merfolk Wizard
{1}{U/B}, {Q}: Target creature gets -2/-0 until end of turn. ({Q} is the untap symbol.)
2/2

Coral Merfolk

{1}{U}

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Creature - Merfolk
2/1

Mire Triton

{1}{B}

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Creature - Zombie Merfolk
Deathtouch When this creature enters, mill two cards and you gain 2 life. (To mill a card, put the top card of your library into your graveyard.)
2/1

Deeproot Champion

{1}{G}

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Creature - Merfolk Shaman
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
1/1

Sigil Tracer

{1}{U}{U}

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Creature - Merfolk Wizard
{1}{U}, Tap two untapped Wizards you control: Copy target instant or sorcery spell. You may choose new targets for the copy.
2/2

Deepchannel Mentor

{5}{U}

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Creature - Merfolk Rogue
Blue creatures you control can't be blocked.
2/2

Benthic Criminologists

{4}{U}

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Creature - Merfolk Wizard
Whenever this creature enters or attacks, you may sacrifice an artifact. If you do, draw a card.
4/5