Image
Name
Description
Commander

Hakbal of the Surging Soul
Two generic, one green, one blue legendary creature – Merfolk Scout – 3/3 – Mythic Rare
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 of the Surging Soul attacks, you may put a land card from your hand onto the battlefield. If you don’t, draw a card.
Creatures (37)

Xolatoyac, the Smiling Flood
Four generic, one green, one blue legendary creature – Salamander Serpent – 6/6 – Mythic Rare
Whenever Xolatoyac, the Smiling Flood enters the battlefield or attacks, 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.
At the beginning of your end step, untap each permanent you control with a flood counter on it.

Benthic Biomancer
One blue creature – Merfolk Wizard Mutant – 1/1 – Rare
One generic, one blue mana: 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 Benthic Biomancer, draw a card, then discard a card.

Cold-Eyed Selkie
One generic, one green or blue, one green or blue, creature – Merfolk Rogue – 1/1 – Rare
Islandwalk (This creature can’t be blocked as long as defending player controls an Island.)
Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.

Deeproot Elite
One generic, one green creature – Merfolk Warrior – 1/1 – Rare
Whenever another Merfolk enters the battlefield under your control, put a +1/+1 counter on target Merfolk you control.

Deeproot Historian
Three generic, one green creature – Merfolk Druid – 3/3 – Rare
Merfolk and Druid cards in your graveyard have retrace.

Emperor Mihail II
One generic, two blue legendary creature – Merfolk Noble – 3/3 – Rare
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 one generic mana. If you do, create a 1/1 blue Merfolk creature token.

Evolution Sage
Two generic, one green creature – Elf Druid – 3/2 – Uncommon
Landfall — Whenever a land enters the battlefield under your control, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Herald of Secret Streams
Three generic, one blue creature – Merfolk Warrior – 2/3 – Rare
Creatures you control with +1/+1 counters on them can’t be blocked.

Kiora’s Follower
One green, one blue creature – Merfolk – 2/2 – Uncommon
Tap: Untap another target permanent.

Kopala, Warden of Waves
One generic, two blue legendary creature – Merfolk Wizard – 2/2 – Rare
Spells your opponents cast that target a Merfolk you control cost two generic more to cast.
Abilities your opponents activate that target a Merfolk you control cost two generic more to activate.

Kumena, Tyrant of Orazca
One generic, one green, one blue legendary creature – Merfolk Shaman – 2/4 – Mythic Rare
Tap another untapped Merfolk you control: Kumena, Tyrant of Orazca can’t be blocked this turn.
Tap three untapped Merfolk you control: Draw a card.
Tap five untapped Merfolk you control: Put a +1/+1 counter on each Merfolk you control.

Master of the Pearl Trident
Two blue creature – Merfolk – 2/2 – Rare
Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can’t be blocked as long as defending player controls an Island.)

Merfolk Cave-Diver
Two generic, one blue creature – Merfolk Scout – 2/4 – Uncommon
Whenever a creature you control explores, Merfolk Cave-Diver gets +1/+0 until end of turn and can’t be blocked this turn.

Merfolk Mistbinder
Two green, one blue creature – Merfolk Shaman – 2/2 – Uncommon
Other Merfolk you control get +1/+1.

Merfolk Skydiver
One green, one blue creature – Merfolk Mutant – 1/1 – Uncommon
Flying
When Merfolk Skydiver enters the battlefield, put a +1/+1 counter on target creature you control.
Three generic, one green, one blue mana: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Merfolk Sovereign
One generic, two blue creature – Merfolk Noble – 2/2 – Rare
Other Merfolk creatures you control get +1/+1.
Tap: Target Merfolk creature can’t be blocked this turn.

Merrow Reejerey
Two generic, one blue creature – Merfolk Soldier – 2/2 – Uncommon
Other Merfolk creatures you control get +1/+1.
Whenever you cast a Merfolk spell, you may tap or untap target permanent.

Metallic Mimic
Two generic artifact creature – Shapeshifter – 2/1 – Rare
As Metallic Mimic enters the battlefield, choose a creature type.
Metallic Mimic is the chosen type in addition to its other types.
Each other creature you control of the chosen type enters the battlefield with an additional +1/+1 counter on it.

Mist Dancer
Four generic, one blue creature – Merfolk Wizard – 3/3 – Rare
Flying
Other Merfolk you control get +1/+0 and have flying.
Encore five generic, two blue (Five generic, two blue, Exile this card from your graveyard: 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.)

Nicanzil, Current Conductor
One green, one blue legendary creature – Merfolk Scout – 2/3 – Uncommon
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, Current Conductor.

Prime Speaker Zegana
Two generic, two green, two blue legendary creatyre – Merfolk Wizard – 1/1 – Mythic Rare
Prime Speaker Zegana enters the battlefield with X +1/+1 counters on it, where X is the greatest power among other creatures you control.
When Prime Speaker Zegana enters the battlefield, draw cards equal to its power.

Realmwalker
Two generic, one green creature – Shapeshifter – 2/3 – Rare
Changeling (This card is every creature type.)
As Realmwalker enters the battlefield, choose a creature type.
You may look at the top card of your library any time.
You may cast creature spells of the chosen type from the top of your library.

Sage of Fables
Two generic, one blue creature – Merfolk Wizard – 2/2 – Uncommon
Each other Wizard creature you control enters the battlefield with an additional +1/+1 counter on it.
Two generic, Remove a +1/+1 counter from a creature you control: Draw a card.

Seafloor Oracle
Two generic, two blue creature – Merfolk Wizard – 2/3 – Rare
Whenever a Merfolk you control deals combat damage to a player, draw a card.

Singer of Swift Rivers
One generic, one green, one blue creature – Merfolk Shaman – 3/2 – Rare
Flash
When Singer of Swift Rivers enters the battlefield, put a shield counter on another target creature you control.
You may cast Merfolk spells as though they had flash.

Stonybrook Banneret
One generic, one blue creature – Merfolk Wizard – 1/1 – Common
Islandwalk (This creature can’t be blocked as long as defending player controls an Island.)
Merfolk spells and Wizard spells you cast cost one generic less to cast.

Surgespanner
Two generic, two blue creature – Merfolk Wizard – 2/2 – Rare
Whenever Surgespanner becomes tapped, you may pay one generic, one blue. If you do, return target permanent to its owner’s hand.

Svyelun of Sea and Sky
One generic, two blue legendary creature – Merfolk God – 3/4 – Mythic Rare
Svyelun of Sea and Sky has indestructible as long as you control at least two other Merfolk.
Whenever Svyelun attacks, draw a card.
Other Merfolk you control have ward one generic. (Whenever another Merfolk you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays one generic.)

Tatyova, Benthic Druid
Three generic, one green, one blue legendary creature – Merfolk Druid – 3/3 – Uncommon
Landfall — Whenever a land enters the battlefield under your control, you gain 1 life and draw a card.

Thassa, God of the Sea
Three generic, one blue legendary enchantment creature – God – Mythic Rare
Indestructible
As long as your devotion to blue is less than five, Thassa isn’t a creature. (Each blue mana symbol in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
One generic, one blue: Target creature you control can’t be blocked this turn.

Thieving Skydiver
One generic, one blue creature – Merfolk Rogue – 2/1 – Rare
Kicker X. X can’t be 0. (You may pay an additional X as you cast this spell.)
Flying
When Thieving Skydiver enters the battlefield, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to Thieving Skydiver.

Tishana, Voice of Thunder
Five generic, one green, one blue legendary creature – Merfolk Shaman – */* – Mythic Rare
Tishana, Voice of Thunder’s power and toughness are each equal to the number of cards in your hand.
You have no maximum hand size.
When Tishana enters the battlefield, draw a card for each creature you control.

Topography Tracker
Two generic, one green creature – Merfolk Scout – 2/2 – Rare
When Topography Tracker enters the battlefield, create a Map token.
If a creature you control would explore, instead it explores, then it explores again.

Tributary Instructor
Three generic, one green creature – Merfolk Shaman – 4/4 – Rare
Mentor
Whenever a creature you control with a +1/+1 counter on it dies, draw a card.

Vorel of the Hull Clade
One generic, one green, one blue legendary creature – Human Merfolk – 1/4 – Rare
One green, one blue, Tap: Double the number of each kind of counter on target artifact, creature, or land.

Zegana, Utopian Speaker
Two generic, one green, one blue legendary creature – Merfolk Wizard – 4/4 – Rare
When Zegana, Utopian Speaker enters the battlefield, if you control another creature with a +1/+1 counter on it, draw a card.
Four generic, one green, one blue: Adapt 4. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.)
Each creature you control with a +1/+1 counter on it has trample.
Instants (9)

Aetherize
Three generic, one blue instant – Uncommon
Return all attacking creatures to their owner’s hand.

Beast Within
Two generic, one green instant – Uncommon
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.

Commit // Memory
Three generic, one blue instant – Rare
Put target spell or nonland permanent into its owner’s library second from the top.
Four generic, two blue sorcery – Rare
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Each player shuffles their hand and graveyard into their library, then draws seven cards.

Growth Spiral
One green, one blue instant – Common
Draw a card. You may put a land card from your hand onto the battlefield.

Inspiring Call
Two generic, one green instant – Uncommon
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn.

Quandrix Command
One generic, one green, one blue instant – Rare
Choose two —
- Return target creature or planeswalker to its owner’s hand.
- Counter target artifact or enchantment spell.
- Put two +1/+1 counters on target creature.
- Target player shuffles up to three target cards from their graveyard into their library.

Rapid Hybridization
One blue instant – Uncommon
Destroy target creature. It can’t be regenerated. That creature’s controller creates a 3/3 green Frog Lizard creature token.

Ripples of Potential
One generic, one blue instant – Rare
Proliferate, then choose any number of permanent you control that had a counter put on them this way. Those permanents phase out.

Ruinous Intrusion
Three generic, one green instant – Rare
Exile target artifact or enchantment. Put X +1/+1 counters on target creature you control, where X is the mana value of the permanent exiled this way.
Sorceries (6)

Bygone Marvels
Two green sorcery – Rare
Descend 8 – When you cast this spell, if there are eight or more permanent cards in your graveyard, copy this spell twice. You may choose new targets for the copies.
Return target permanent card from your graveyard to your hand. Exile Bygone Marvels.

Curse of the Swine
X generic, two blue mana sorcery – Rare
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.

Explore
One generic, one green sorcery – Common
You may play an additional land this turn.
Draw a card.

Kodama’s Reach
Two generic, one green sorcery – Arcane – Common
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.

Ravenform
Two generic, one blue sorcery – Common
Exile target artifact or creature. Its controller creates a 1/1 blue Bird creature token with flying.
Foretell one blue (During your turn, you may pay two generic and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Wave Goodbye
Two generic, two blue sorcery – Rare
Return each creature without a +1/+1 counter on it to its owner’s hand.
Enchantments (6)

Branching Evolution
Two generic, one green enchantment – Rare
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.

Deeproot Waters
Two generic, one blue enchantment – Uncommon
Whenever you cast a Merfolk spell, create a 1/1 blue Merfolk creature token with hexproof. (A creature with hexproof can’t be the target of spells or abilities your opponents control.)

Hardened Scales
One green enchantment – Rare
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.

Kindred Discovery
Three generic, two blue enchantment – Rare
As Kindred Discovery enters the battlefield, choose a creature type.
Whenever a creature you control of the chosen type enters the battlefield or attacks, draw a card.

Reflections of Littjara
Four generic, one blue enchantment – Rare
As Reflections of Littjara enters the battlefield, choose a creature type.
Whenever you cast a spell of the chosen type, copy that spell. (A copy of a permanent spell becomes a token.)

Simic Ascendancy
One green, one blue enchantment – Rare
One generic, one green, one blue: Put a +1/+1 counter on target creature you control.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on Simic Ascendancy.
At the beginning of your upkeep, if Simic Ascendancy has twenty or more growth counters on it, you win the game.
Artifacts (5)

Arcane Signet
Two generic artifact – Uncommon
Tap: Add one mana of any color in your commander’s color identity.

Commander’s Sphere
Three generic artifact – Common
Tap: Add one mana of any color in your commander’s color identity.
Sacrifice Commander’s Sphere: Draw a card.

Simic Signet
Two generic artifact – Uncommon
One generic, Tap: Add one green, one blue.

Sol Ring
One generic artifact – Uncommon
Tap: Add two generic.

Swiftfoot Boots
Two generic artifact – Equipment – Uncommon
Equipped creature has hexproof and haste. (It can’t be the target of spells or abilities your opponents control.)
Equip one generic.
Lands (36)

Alchemist’s Refuge
Land – Rare
Tap: Add one generic.
One green, one blue, Tap: You may cast spells this turn as though they had flash.

Command Tower
Land – Common
Tap: Add one mana of any color in your commander’s color identity.

Hinterland Harbor
Land – Rare
Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.
Tap: Add one green or one blue.

Karn’s Bastion
Land – Rare
Tap: Add one generic.
Four generic, Tap: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Llanowar Reborn
Land – Uncommon
Llanowar Reborn enters the battlefield tapped.
Tap: Add one green.
Graft 1 (This land enters the battlefield with a +1/+1 counter on it. Whenever a creature enters the battlefield, you may move a +1/+1 counter from this land onto it.)

Mosswort Bridge
Land – Rare
Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Mosswort Bridge enters the battlefield tapped.
Tap: Add green.
One green, Tap: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.

Myriad Landscape
Land – Uncommon
Myriad Landscape enters the battlefield tapped.
Tap: Add generic.
Two generic, Tap, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Path of Ancestry
Land – Common
Path of Ancestry enters the battlefield tapped.
Tap: Add one mana of any color in your commander’s color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Reliquary Tower
Land – Uncommon
You have no maximum hand size.
Tap: Add generic.

Rogue’s Passage
Land – Uncommon
Tap: Add one generic.
Four generic, Tap: Target creature can’t be blocked this turn.

Secluded Courtyard
Land – Uncommon
As Secluded Courtyard enters the battlefield, choose a creature type.
Tap: Add one generic.
Tap: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature or creature card of the chosen type.

Simic Growth Chamber
Land – Common
Simic Growth Chamber enters the battlefield tapped.
When Simic Growth Chamber enters the battlefield, return a land you control to its owner’s hand.
Tap: Add one green, one blue.

Temple of Mystery
Land – Rare
Temple of Mystery enters the battlefield tapped.
When Temple of Mystery enters the battlefield, scry 1.
Tap: Add one green or one blue.

Temple of the False God
Land – Uncommon
Tap: Add two generic. Activate only if you control five or more lands.

Unclaimed Territory
Land – Uncommon
As Unclaimed Territory enters the battlefield, choose a creature type.
Tap: Add one generic.
Tap: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.

Vineglimmer Snarl
Land – Rare
As Vineglimmer Snarl enters the battlefield, you may reveal a Forest or Island card from your hand. If you don’t, Vineglimmer Snarl enters the battlefield tapped.
Tap: Add one green or one blue.

Forest (7)
Land – Common
Tap: Add one green.

Island (13)
Land – Common
Tap: Add one blue.