Primal {2}{R}(During your turn, you may cast this spell for {2}{R} instead of playing a land.) Target creature gets +2/+0 and gains double strike until end of turn.
Have faith in every strike. Confidence is power, and power keeps you breathing.
Target creature gets +2/+2 and gains lifelink until end of turn. Whenever that creature perseveres this turn, target opponent loses 2 life. (A creature perseveres when it survives damage.)
Whenever a nontoken creature you control perseveres, create a 1/1 blue Nymph creature token with flying. (A creature perseveres when it survives damage.)
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.)
Flying As long as it's your turn, creatures you control get +3/+0 and have vigilance. As long as it's not your turn, creatures you control get +0/+3 and have lifelink.
Heretic (Whenever you cast a spell that doesn't share a color with this creature, it gets +1/+1 until end of turn.) {1}{W}: You gain life equal to Sunken Outcast's power.
Primal {1}{W}{W}(During your turn, you may cast this spell for {1}{W}{W} instead of playing a land.) Double strike When Sunken Slasher enters, if you didn't play a land this turn, put a +1/+1 counter on it.
Primal {1}{G}{G}(During your turn, you may cast this spell for {1}{G}{G} instead of playing a land.) When Swampedge Sentinel dies, return another creature card from your graveyard to your hand.
Whenever you cast a red spell, create a 2/1 red Merfolk creature token. Whenever you cast a green spell, target creature gets +2/+2 and gains trample until end of turn.