'Merfolk' cards

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Click for list of card names (319)
A-Tatyova, Steward of Tides
A-Umara Mystic
Adrix and Nev, Twincasters
Alandra, Sky Dreamer
Ambassador Laquatus
Aquitect's Will
Araumi of the Dead Tide
Arctic Merfolk
Augur of Bolas
Benthic Biomancer
Benthic Criminologists
Benthic Explorers
Bioluminary
Blockade Runner
Brineborn Cutthroat
Cache Raiders
Caller of Gales
Camato Scout
Cascade Seer
Cenote Scout
Ceta Disciple
Cleric of Chill Depths
Cold-Eyed Selkie
Combine Guildmage
Coral Commando
Coral Fighters
Coral Merfolk
Coral Trickster
Coralhelm Chronicler
Coralhelm Commander
Coralhelm Guide
Cosi's Trickster
Crackling Triton
Cursecatcher
Dakra Mystic
Dalakos, Crafter of Wonders
Darting Merfolk
Deepchannel Mentor
Deepfathom Echo
Deeproot Champion
Deeproot Elite
Deeproot Historian
Deeproot Warrior
Deeproot Wayfinder
Deeptread Merrow
Deepwater Hypnotist
Dockbreacher
Drowner Initiate
Drowner of Secrets
Emperor Mihail II
Empress Galina
Emry, Lurker of the Loch
Enclave Cryptologist
Enclave Elite
Evidence Examiner
Expedition Diviner
Expedition Lookout
Fallowsage
Floodpits Drowner
Fluros of Myra's Marvels
Forensic Researcher
Forerunner of the Heralds
Frostwind Invoker
Furtive Courier
Gaea's Skyfolk
Galina's Knight
Giltgrove Stalker
Gravelgill Axeshark
Gravelgill Duo
Gray Harbor Merfolk
Grimoire Thief
Hakbal of the Surging Soul
Halimar Wavewatch
Harbinger of the Seas
Harbinger of the Tides
Harpoon Sniper
Headwater Sentries
Herald of Secret Streams
Hollowsage
Hullbreacher
Ink Dissolver
Inkfathom Divers
Inkfathom Infiltrator
Inkfathom Witch
Jace's Sentinel
Jade Bearer
Jade Guardian
Jadecraft Artisan
Jadelight Ranger
Jadelight Spelunker
Jet Collector
Jolting Merfolk
Jori En, Ruin Diver
Judge of Currents
Jungle Delver
Jungleborn Pioneer
Keeper of the Secret Lair
Kenessos, Priest of Thassa
Kiora, Sovereign of the Deep
Kiora, the Rising Tide
Kiora's Follower
Kopala, Warden of Waves
Kumena, Tyrant of Orazca
Kumena's Speaker
Leech Bonder
Library Larcenist
Lord of Atlantis
Lullmage Mentor
Manta Riders
Maritime Guard
Master of the Pearl Trident
Master of Waves
Merfolk
Merfolk
Merfolk
Merfolk Assassin
Merfolk Branchwalker
Merfolk Cave-Diver
Merfolk Coralsmith
Merfolk Falconer
Merfolk Looter
Merfolk Mesmerist
Merfolk Mistbinder
Merfolk Observer
Merfolk of the Depths
Merfolk of the Pearl Trident
Merfolk Pupil
Merfolk Raiders
Merfolk Seastalkers
Merfolk Secretkeeper
Merfolk Seer
Merfolk Skydiver
Merfolk Skyscout
Merfolk Sovereign
Merfolk Spy
Merfolk Surveyor
Merfolk Thaumaturgist
Merfolk Traders
Merfolk Trickster
Merfolk Tunnel-Guide
Merfolk Wayfinder
Merfolk Windrobber
Merfolk Wizard
Merrow Bonegnawer
Merrow Commerce
Merrow Grimeblotter
Merrow Harbinger
Merrow Levitator
Merrow Reejerey
Merrow Wavebreakers
Merrow Witsniper
Mindspring Merfolk
Mire Triton
Mist Dancer
Mist-Cloaked Herald
Mistcaller
Mistway Spy
Moonlit Scavengers
Neerdiv, Devious Diver
Nicanzil, Current Conductor
Noyan Dar, Roil Shaper
Nyxborn Seaguard
Nyxborn Triton
Overtaker
Paperfin Rascal
Prime Speaker Zegana
Prismwake Merrow
Puresight Merrow
Quandrix Pledgemage
Raving Visionary
Razorfin Abolisher
Razorfin Hunter
Reef Shaman
Riptide Pilferer
Rishadan Dockhand
River Darter
River Herald Guide
River Herald Scout
River Merfolk
River Sneak
Riverwise Augur
Roil Cartographer
Rootwater Commando
Rootwater Diver
Rootwater Hunter
Rootwater Matriarch
Rootwater Mystic
Rootwater Shaman
Rootwater Thief
Sage of Fables
Sage of the Falls
Sahagin
Saltwater Stalwart
Salvager of Secrets
Sandbar Merfolk
Saprazzan Bailiff
Saprazzan Heir
Saprazzan Legate
Saprazzan Outrigger
Saprazzan Raider
Scroll Thief
Sea Gate Loremaster
Sea Scryer
Seafloor Oracle
Seafloor Stalker
Seascape Aerialist
Seasinger
Seeker of Sunlight
Sejiri Merfolk
Selkie Hedge-Mage
Sentinel of the Nameless City
Sentinel of the Pearl Trident
Shaper Apprentice
Shapers of Nature
Sharae of Numbing Depths
Shipwreck Dowser
Shoreline Raider
Shoreline Scout
Sigil Tracer
Silvergill Adept
Silvergill Douser
Simic Fluxmage
Singer of Swift Rivers
Skyclave Aerialist
Skyclave Invader
Skywatcher Adept
Soothsayer Adept
Stonybrook Angler
Stonybrook Banneret
Stonybrook Schoolmaster
Storm Sculptor
Streambed Aquitects
Summon the School
Sure-Footed Infiltrator
Surgespanner
Svyelun of Sea and Sky
Svyelunite Priest
Swift Warden
Swimmer in Nightmares
Sworn Guardian
Sygg, River Cutthroat
Sygg, River Guide
Talrand, Sky Summoner
Tatyova, Benthic Druid
Tatyova, Steward of Tides
Tazeem Roilmage
Teferi's Wavecaster
Tempest Caller
Tempest Harvester
Thada Adel, Acquisitor
Thassa's Oracle
The Countering Runner
The Scholar of Seas
Thieving Skydiver
Thrasios, Triton Hero
Tidal Courier
Tidal Visionary
Tidal Warrior
Tide Shaper
Tidebinder Mage
Tideshaper Mystic
Tishana, Voice of Thunder
Tishana's Tidebinder
Tishana's Wayfinder
Topography Tracker
Torrent Sculptor
Towering-Wave Mystic
Trackhand Trainer
Tributary Instructor
Triton Cavalry
Triton Fortune Hunter
Triton Shorestalker
Triton Shorethief
Triton Wavebreaker
Triton Waverider
True-Name Nemesis
Tuvasa the Sunlit
Umara Entangler
Umara Mystic
Umara Wizard
Veteran of the Depths
Vineshaper Mystic
Voda Sea Scavenger
Vodalian Arcanist
Vodalian Hexcatcher
Vodalian Hypnotist
Vodalian Illusionist
Vodalian Knights
Vodalian Mage
Vodalian Merchant
Vodalian Mindsinger
Vodalian Mystic
Vodalian Soldiers
Vodalian Tide Mage
Vodalian Wave-Knight
Vodalian Zombie
Vohar, Vodalian Desecrator
Volshe Tideturner
Vorel of the Hull Clade
Wake Thrasher
Waker of the Wilds
Wanderbrine Rootcutters
Wanderwine Prophets
Waterfront Bouncer
Waterspout Weavers
Watertrap Weaver
Waterwind Scout
Wavecrash Triton
Wellgabber Apothecary
Whirlpool Rider
Whirlpool Warrior
Wilderness Hypnotist
Wind Strider
Windrider Patrol
Wishful Merfolk
Wistful Selkie
World Shaper
Zareth San, the Trickster
Zegana, Utopian Speaker


A-Tatyova, Steward of Tides

{G}{G}{U}

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Legendary Creature - Merfolk Druid
Land creatures you control have flying. Whenever a land enters under your control, if you control seven or more lands, up to one target land you control becomes a 4/4 Elemental creature with haste. It's still a land.
4/4

A-Umara Mystic

{1}{U}{R}

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Creature - Merfolk Wizard
Flying, haste Whenever you cast an instant, sorcery, or Wizard spell, Umara Mystic gets +2/+0 until end of turn.
1/3

Adrix and Nev, Twincasters

{2}{G}{U}

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Legendary Creature - Merfolk Wizard
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) If one or more tokens would be created under your control, twice that many of those tokens are created instead.
2/2

Alandra, Sky Dreamer

{2}{U}{U}

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Legendary Creature - Merfolk Wizard
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying. Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
2/4

Ambassador Laquatus

{1}{U}{U}

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Legendary Creature - Merfolk Wizard
{3}: Target player mills three cards.
1/3

Aquitect's Will

{U}

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Kindred Sorcery - Merfolk
Put a flood counter on target land. That land is an Island in addition to its other types for as long as it has a flood counter on it. If you control a Merfolk, draw a card.

Araumi of the Dead Tide

{1}{U}{B}

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Legendary Creature - Merfolk Wizard
{T}, Exile cards from your graveyard equal to the number of opponents you have: Target creature card in your graveyard gains encore until end of turn. The encore cost is equal to its mana cost. (Exile the creature card and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
1/4

Arctic Merfolk

{1}{U}

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Creature - Merfolk
Kicker-Return a creature you control to its owner's hand. (You may return a creature you control to its owner's hand in addition to any other costs as you cast this spell.) If this creature was kicked, it enters with a +1/+1 counter on it.
1/1

Augur of Bolas

{1}{U}

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Creature - Merfolk Wizard
When this creature enters, look at the top three cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
1/3

Benthic Biomancer

{U}

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Creature - Merfolk Wizard Mutant
{1}{U}: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on this creature, draw a card, then discard a card.
1/1

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

Benthic Explorers

{3}{U}

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Creature - Merfolk Scout
{T}, Untap a tapped land an opponent controls: Add one mana of any type that land could produce.
2/4

Bioluminary

{2}{U}

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Creature - Merfolk Performer
Whenever Bioluminary deals combat damage to a player, you get {TK}{TK}, then you may put a sticker on a nonland permanent you own.
1/3

Blockade Runner

{3}{U}

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Creature - Merfolk
{U}: This creature can't be blocked this turn.
2/2

Brineborn Cutthroat

{1}{U}

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Creature - Merfolk Pirate
Flash (You may cast this spell any time you could cast an instant.) Whenever you cast a spell during an opponent's turn, put a +1/+1 counter on this creature.
2/1

Cache Raiders

{3}{U}{U}

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Creature - Merfolk Rogue
At the beginning of your upkeep, return a permanent you control to its owner's hand.
4/4

Caller of Gales

{U}

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Creature - Merfolk Wizard
{1}{U}, {T}: Target creature gains flying until end of turn.
1/1

Camato Scout

{1}{U}{U}

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Creature - Merfolk
As Camato Scout enters, choose a basic land type at random. Camato Scout has landwalk of the chosen type.
2/3

Cascade Seer

{3}{U}

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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

Cenote Scout

{G}

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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.)
1/1

Ceta Disciple

{U}

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Creature - Merfolk Wizard
{R}, {T}: Target creature gets +2/+0 until end of turn. {G}, {T}: Add one mana of any color.
1/1

Cleric of Chill Depths

{1}{U}

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Creature - Merfolk Cleric
Whenever this creature blocks a creature, that creature doesn't untap during its controller's next untap step.
1/3

Cold-Eyed Selkie

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

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Creature - Merfolk Rogue
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever this creature deals combat damage to a player, you may draw that many cards.
1/1

Combine Guildmage

{G}{U}

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Creature - Merfolk Wizard
{1}{G}, {T}: This turn, each creature you control enters with an additional +1/+1 counter on it. {1}{U}, {T}: Move a +1/+1 counter from target creature you control onto another target creature you control.
2/2

Coral Commando

{2}{U}

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Creature - Merfolk Warrior
3/2

Coral Fighters

{1}{U}

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Creature - Merfolk Soldier
Whenever this creature attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library.
1/1

Coral Merfolk

{1}{U}

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

Coral Trickster

{1}{U}

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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

Coralhelm Chronicler

{2}{U}

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Creature - Merfolk Wizard
Whenever you cast a kicked spell, draw a card, then discard a card. When this creature enters, look at the top five cards of your library. You may reveal a card with a kicker ability from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2/2

Coralhelm Commander

{U}{U}

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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

Coralhelm Guide

{1}{U}

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Creature - Merfolk Scout Ally
{4}{U}: Target creature can't be blocked this turn.
2/1

Cosi's Trickster

{U}

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Creature - Merfolk Wizard
Whenever an opponent shuffles their library, you may put a +1/+1 counter on this creature.
1/1

Crackling Triton

{2}{U}

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Creature - Merfolk Wizard
{2}{R}, Sacrifice this creature: It deals 2 damage to any target.
2/3

Cursecatcher

{U}

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Creature - Merfolk Wizard
Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays {1}.
1/1

Dakra Mystic

{U}

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Creature - Merfolk Wizard
{U}, {T}: Each player reveals the top card of their library. You may put the revealed cards into their owners' graveyards. If you don't, each player draws a card.
1/1

Dalakos, Crafter of Wonders

{1}{U}{R}

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Legendary Creature - Merfolk Artificer
{T}: Add {C}{C}. Spend this mana only to cast artifact spells or activate abilities of artifacts. Equipped creatures you control have flying and haste.
2/4

Darting Merfolk

{1}{U}

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Creature - Merfolk
{U}: Return this creature to its owner's hand.
1/1

Deepchannel Mentor

{5}{U}

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

Deepfathom Echo

{2}{G}{U}

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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

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

Deeproot Elite

{1}{G}

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Creature - Merfolk Warrior
Whenever another Merfolk you control enters, put a +1/+1 counter on target Merfolk you control.
1/1

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

Deeproot Warrior

{1}{G}

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Creature - Merfolk Warrior
Whenever this creature becomes blocked, it gets +1/+1 until end of turn.
2/2

Deeproot Wayfinder

{1}{G}

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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

Deeptread Merrow

{1}{U}

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Creature - Merfolk Rogue
{U}: This creature gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)
2/1

Deepwater Hypnotist

{1}{U}

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Creature - Merfolk Wizard
Inspired - Whenever this creature becomes untapped, target creature an opponent controls gets -3/-0 until end of turn.
2/1

Dockbreacher

{2}{U}

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Creature - Merfolk Pirate
Flash If an opponent would create a treasure token beyond the first one they create each turn, instead you draw a card.
2/3

Drowner Initiate

{U}

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Creature - Merfolk Wizard
Whenever a player casts a blue spell, you may pay {1}. If you do, target player mills two cards.
1/1

Drowner of Secrets

{2}{U}

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Creature - Merfolk Wizard
Tap an untapped Merfolk you control: Target player mills a card.
1/3

Emperor Mihail II

{1}{U}{U}

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Legendary Creature - Merfolk Noble
You may look at the top card of your library any time. You may cast Merfolk spells from the top of your library. Whenever you cast a Merfolk spell, you may pay {1}. If you do, create a 1/1 blue Merfolk creature token.
3/3

Empress Galina

{3}{U}{U}

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Legendary Creature - Merfolk Noble
{U}{U}, {T}: Gain control of target legendary permanent. (This effect lasts indefinitely.)
1/3

Emry, Lurker of the Loch

{2}{U}

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Legendary Creature - Merfolk Wizard
Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) When Emry enters, mill four cards. {T}: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
1/2

Enclave Cryptologist

{U}

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Creature - Merfolk Wizard
Level up {1}{U} ({1}{U}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 0/1 {T}: Draw a card, then discard a card. LEVEL 3+ 0/1 {T}: Draw a card.
0/1

Enclave Elite

{2}{U}

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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

Evidence Examiner

{G}{U}

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Creature - Merfolk Detective
2/2

Expedition Diviner

{3}{U}

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Creature - Merfolk Wizard
3/2

Expedition Lookout

{1}{U}

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Creature - Merfolk Rogue
Defender As long as an opponent has eight or more cards in their graveyard, this creature can attack as though it didn't have defender and it can't be blocked.
2/3

Fallowsage

{3}{U}

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Creature - Merfolk Wizard
Whenever this creature becomes tapped, you may draw a card.
2/2

Floodpits Drowner

{1}{U}

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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

Fluros of Myra's Marvels

{2}{U}{U}

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Legendary Creature - Merfolk Performer
As Fluros of Myra's Marvels enters, choose a number greater than 0. Whenever you cast a spell with power, toughness, or loyalty equal to the chosen number, target artifact or creature becomes an artifact creature with base power and toughness X/X until end of turn, where X is the chosen number. Partner
3/4

Forensic Researcher

{2}{U}

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Creature - Merfolk Detective
{T}: Untap another target permanent you control. {T}, Collect evidence 3: Tap target creature you don't control. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.)
1/3

Forerunner of the Heralds

{3}{G}

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Creature - Merfolk Scout
When this creature enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top. Whenever another Merfolk you control enters, put a +1/+1 counter on this creature.
3/2

Frostwind Invoker

{4}{U}

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Creature - Merfolk Wizard
Flying {8}: Creatures you control gain flying until end of turn.
3/3

Furtive Courier

{2}{U}

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Creature - Merfolk Advisor
This creature can't be blocked as long as you've sacrificed an artifact this turn. Whenever this creature attacks, draw a card, then discard a card.
3/2

Gaea's Skyfolk

{G}{U}

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Creature - Elf Merfolk
Flying
2/2

Galina's Knight

{W}{U}

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Creature - Merfolk Knight
Protection from red
2/2

Giltgrove Stalker

{1}{G}

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Creature - Merfolk Warrior
This creature can't be blocked by creatures with power 2 or less.
2/1

Gravelgill Axeshark

{4}{U/B}

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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

Gravelgill Duo

{2}{U/B}

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Creature - Merfolk Rogue Warrior
Whenever you cast a blue spell, this creature gets +1/+1 until end of turn. Whenever you cast a black spell, this creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
2/1

Gray Harbor Merfolk

{1}{U}

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Creature - Merfolk Rogue
This creature can't be blocked. This creature gets +2/+0 as long as you control a commander that's a creature or planeswalker.
0/3

Grimoire Thief

{U}{U}

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Creature - Merfolk Rogue
Whenever this creature becomes tapped, exile the top three cards of target opponent's library face down. You may look at cards exiled with this creature. {U}, Sacrifice this creature: Turn all cards exiled with this creature face up. Counter all spells with those names.
2/2

Hakbal of the Surging Soul

{2}{G}{U}

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Legendary Creature - Merfolk Scout
At the beginning of combat on your turn, each Merfolk creature you control 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 the exploring creature, then put the card back or put it into your graveyard.) Whenever Hakbal attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.
3/3

Halimar Wavewatch

{1}{U}

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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

Harbinger of the Seas

{1}{U}{U}

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Creature - Merfolk Wizard
Nonbasic lands are Islands.
2/2

Harbinger of the Tides

{U}{U}

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Creature - Merfolk Wizard
You may cast this card as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) When this creature enters, you may return target tapped creature an opponent controls to its owner's hand.
2/2

Harpoon Sniper

{2}{W}

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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

Headwater Sentries

{3}{U}

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

Herald of Secret Streams

{3}{U}

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Creature - Merfolk Warrior
Creatures you control with +1/+1 counters on them can't be blocked.
2/3

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

Hullbreacher

{2}{U}

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

Ink Dissolver

{1}{U}

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Creature - Merfolk Wizard
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with this creature, you may reveal it. If you do, each opponent mills three cards.
2/1

Inkfathom Divers

{3}{U}{U}

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Creature - Merfolk Soldier
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) When this creature enters, look at the top four cards of your library, then put them back in any order.
3/3

Inkfathom Infiltrator

{U/B}{U/B}

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Creature - Merfolk Rogue
This creature can't block and can't be blocked.
2/1

Inkfathom Witch

{1}{U/B}

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Creature - Merfolk Wizard
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) {2}{U}{B}: Each unblocked creature has base power and toughness 4/1 until end of turn.
1/1

Jace's Sentinel

{1}{U}

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Creature - Merfolk Warrior
As long as you control a Jace planeswalker, this creature gets +1/+0 and can't be blocked.
1/3

Jade Bearer

{G}

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Creature - Merfolk Shaman
When this creature enters, put a +1/+1 counter on another target Merfolk you control.
1/1

Jade Guardian

{3}{G}

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Creature - Merfolk Shaman
Hexproof (This creature can't be the target of spells or abilities your opponents control.) When this creature enters, put a +1/+1 counter on target Merfolk you control.
2/2

Jadecraft Artisan

{3}{G}

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Creature - Merfolk Shaman
When this creature enters, target creature gets +2/+2 until end of turn.
3/3

Jadelight Ranger

{1}{G}{G}

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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

Jadelight Spelunker

{X}{G}

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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

Jet Collector

{1}{G}

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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

Jolting Merfolk

{2}{U}{U}

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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

Jori En, Ruin Diver

{1}{U}{R}

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Legendary Creature - Merfolk Wizard
Whenever you cast your second spell each turn, draw a card.
2/3

Judge of Currents

{1}{W}

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Creature - Merfolk Wizard
Whenever a Merfolk you control becomes tapped, you may gain 1 life.
1/1

Jungle Delver

{G}

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Creature - Merfolk Warrior
{3}{G}: Put a +1/+1 counter on this creature.
1/1

Jungleborn Pioneer

{2}{G}

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Creature - Merfolk Scout
When this creature enters, create a 1/1 blue Merfolk creature token with hexproof. (It can't be the target of spells or abilities your opponents control.)
2/2

Keeper of the Secret Lair

{1}{U}

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Legendary Creature - Merfolk Rogue
Flash You may cast Secret Lair spells as though they had flash. Secret Lair spells you cast cost {1} less to cast.
2/1

Kenessos, Priest of Thassa

{1}{U}

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Legendary Creature - Merfolk Cleric
If you would scry a number of cards, scry that many cards plus one instead. {3}{G/U}: Look at the top card of your library. If it's a Kraken, Leviathan, Octopus, or Serpent creature card, you may put it onto the battlefield. If you don't put the card onto the battlefield, you may put it on the bottom of your library.
1/3

Kiora, Sovereign of the Deep

{3}{G}{U}

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Legendary Creature - Merfolk Noble
Vigilance, ward {3} Whenever you cast a Kraken, Leviathan, Octopus, or Serpent spell from your hand, look at the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value less than X from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
4/5

Kiora, the Rising Tide

{2}{U}

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Legendary Creature - Merfolk Noble
When Kiora enters, draw two cards, then discard two cards. Threshold - Whenever Kiora attacks, if there are seven or more cards in your graveyard, you may create Scion of the Deep, a legendary 8/8 blue Octopus creature token.
3/2

Kiora's Follower

{G}{U}

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Creature - Merfolk
{T}: Untap another target permanent.
2/2