Magic The Gathering Cards of types 'Merfolk' and 'Scout'
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Topography Tracker
River Herald Scout
Jadelight Spelunker
Jadelight Ranger
Jet Collector
Merfolk Branchwalker
Merfolk Cave-Diver
Merfolk Skyscout
Shoreline Scout
Deeproot Wayfinder
Merfolk Wayfinder
Forerunner of the Heralds
Jungleborn Pioneer
Streambed Aquitects
Tishana's Wayfinder
Merfolk Seastalkers
Coralhelm Guide
Sentinel of the Nameless City
River Herald Guide
Benthic Explorers
Seeker of Sunlight
Waterwind Scout
Cenote Scout
Merfolk Surveyor
Skyclave Aerialist
Nicanzil, Current Conductor
Hakbal of the Surging Soul
Skyclave Invader
Topography Tracker
{2}{G}
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Creature - Merfolk Scout
2/2
River Herald Scout
{1}{U}
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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.)
1/2
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
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
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
Merfolk Branchwalker
{1}{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.)
2/1
Merfolk Cave-Diver
{2}{U}
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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
Merfolk Skyscout
{2}{U}{U}
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Creature - Merfolk Scout
Flying
Whenever this creature attacks or blocks, untap target permanent.
2/3
Shoreline Scout
{U}
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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
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
Merfolk Wayfinder
{2}{U}
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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
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
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
Streambed Aquitects
{1}{U}{U}
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Creature - Merfolk Scout
{T}: Target Merfolk creature gets +1/+1 and gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)
{T}: Target land becomes an Island until end of turn.
2/3
Tishana's Wayfinder
{2}{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.)
2/2
Merfolk Seastalkers
{3}{U}
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Creature - Merfolk Scout
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
{2}{U}: Tap target creature without flying.
2/3
Coralhelm Guide
{1}{U}
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Creature - Merfolk Scout Ally
{4}{U}: Target creature can't be blocked this turn.
2/1
Sentinel of the Nameless City
{2}{G}
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Creature - Merfolk Warrior Scout
3/4
River Herald Guide
{2}{G}
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Creature - Merfolk Scout
Vigilance
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.)
3/1
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
Seeker of Sunlight
{G}
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Creature - Merfolk Scout
{2}{G}: This creature explores. Activate only as a sorcery. (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
Waterwind Scout
{2}{U}
-- no image --
Creature - Merfolk Scout
2/2
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
Merfolk Surveyor
{3}{G}
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Creature - Merfolk Scout
When Merfolk Surveyor enters the battlfield, explore-clash. If you win the explore-clash, gain 3 life. (To explore-clash, you and an opponent each reveal the top card of your respective libraries. Put any lands revealed this way into their owner's hands. Put a +1/+1 counter on this creature for each nonland card revealed this way. Then, each player who didn't get a nonland puts the card back or into their graveyard. You win the explore-clash if the mana value of your revealed card was higher.)
4/3
Skyclave Aerialist
{1}{U}
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Creature - Merfolk Scout
Flying
{4}{G/P}: Transform this creature. Activate only as a sorcery. ({G/P} can be paid with either {G} or 2 life.)
2/1
Nicanzil, Current Conductor
{G}{U}
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Legendary Creature - Merfolk Scout
Whenever a creature you control explores a land card, you may put a land card from your hand onto the battlefield tapped.
Whenever a creature you control explores a nonland card, put a +1/+1 counter on Nicanzil.
2/3
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
Skyclave Invader
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Creature - Phyrexian Merfolk Scout
Flying
When this creature transforms into Skyclave Invader, look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.
2/4