15897 cards found
Duke Atrios XXIV

Duke Atrios XXIV {3}{W}{W}

Legendary Creature - Merfolk Noble
Vigilance
Whenever an opponent casts a spell, create a Treasure token unless that player pays {1}, then create a 1/1 white Merfolk creature token unless that player pays {1}.
{W}{U}{B}{R}{G}, {T}: Other creatures you control get +3/+3 and gain vigilance and indestructible until end of turn.
4/4
  • Elmare: Into the Abyss
Driftwood Throne's Rule

Driftwood Throne's Rule {1}{W}

Instant
Creatures you control get +1/+1 until end of turn. Merfolk you control get an additional +1/+1 until end of turn.
“This is my world. The rest of you just live here.”
—Lord Rickard Dawson
  • Elmare: Into the Abyss
Dawson's Bouncer

Dawson's Bouncer {2}{W}

Creature - Merfolk Warrior
When Dawson's Bouncer enters, choose one —
• Put a +1/+1 counter on Dawson's Bouncer.
• Create a Treasure token. (It's an artifact with “{T}, Sacrifice this artifact: Add one mana of any color.”)
“Whoever said life is priceless hasn't met me yet.”
—Lord Rickard Dawson
2/1
  • Elmare: Into the Abyss
Coralight Sentinel

Coralight Sentinel {3}{W}

Creature - Merfolk Aurashaper Wizard
Vigilance
When Coralight Sentinel enters, create a white Aura enchantment token named Crab's Resolve attached to target creature. The token has enchant creature and “Enchanted creature gets +0/+2.”
2/2
  • Elmare: Into the Abyss
Coralight Mystic

Coralight Mystic {W}

Creature - Merfolk Aurashaper Cleric
When Coralight Mystic enters, create a white Aura enchantment token named Whale's Spirit attached to target creature. The token has enchant creature and “Enchanted creature has lifelink.”
In keeping with time-honored tradition, Coralight enchanters spend years attuning themselves with the ornate wisdom of Elmare's mystic denizens.
1/1
  • Elmare: Into the Abyss
Coralight Choir

Coralight Choir {1}{W}

Creature - Merfolk Cleric
{3}{W}: Tap target creature. Activate only during your turn.
“That horrible sound... I felt it pierce my armor and reverberate within my helmet. It appears this province is more secure than we'd anticipated.”
—Grieger, Depthlight frontliner
3/1
  • Elmare: Into the Abyss
Coralight Champion

Coralight Champion {W}{W}

Creature - Merfolk Aurashaper Knight
When Coralight Champion enters, create a white Aura enchantment token named Hila's Favor attached to target creature. The token has enchant creature and “Enchanted creature has double strike as long as there's another Aura attached to it. Otherwise, it has first strike.”
2/2
Coralcrown's Banishment

Coralcrown's Banishment {3}{W}

Instant
Exile target creature with power 4 or greater.
Create a Treasure token. (It's an artifact with “{T}, Sacrifice this permanent: Add one mana of any color.”)
“Begone, Myrmidon. You are no longer my brother.”
—Duke Atrios XXIV
  • Elmare: Into the Abyss
Conchhorn Shinygrabber

Conchhorn Shinygrabber {1}{W}

Creature - Turtle Knight
Slipstream (This creature can't be blocked as long as only creatures with slipstream are attacking.)
Whenever Conchhorn Shinygrabber attacks, you may pay {1}. If you do, create a Treasure token. (It's an artifact with “{T}, Sacrifice this artifact: Add one mana of any color.”)
{W}{U}{B}{R}{G}: Conchhorn Shinygrabber gets +3/+3 and gains lifelink until end of turn.
2/2
  • Elmare: Into the Abyss
Chitinborn Sentry

Chitinborn Sentry {1}{W}

Enchantment Creature - Crab Soldier
Concord — Whenever Chitinborn Sentry attacks, if there are four or more card types among permanents you control, prevent all damage that would be dealt to target attacking creature this turn.
The Chitinborn's alliance with Coralight stretches back eons, with a bond even tougher than even their own armor.
2/3
  • Elmare: Into the Abyss
Cast Out

Cast Out {3}{W}

Enchantment
Flash
When Cast Out enters, exile target nonland permanent an opponent controls until Cast Out leaves the battlefield.
Cycling {W} ({W}, Discard this card: Draw a card.)
One of the drawbacks to a highly integrated, harmonic society is that those who don't quite fit get left at the wayside.
Bubbledome Captain

Bubbledome Captain {4}{W}

Creature - Merfolk Soldier
Concord — Whenever Bubbledome Captain attacks, if there are four or more card types among permanents you control, each other attacking creature gets +1/+1 until end of turn.
“Our sanctum hasn't been breached since its founding— I don't intend for that to change.”
4/4
  • Elmare: Into the Abyss
Brine Duelist

Brine Duelist {3}{W}

Creature - Merfolk Soldier
Defender
When Brine Duelist enters, create a Treasure token. (It's an artifact with “{T}, Sacrifice this permanent: Add one mana of any color.”)
{W}{U}{B}{R}{G}: Put a +1/+1 counter on Brine Duelist. It loses defender.
4/4
  • Elmare: Into the Abyss
Aquatic Might

Aquatic Might {W}

Instant
Target creature gets +2/+2 until end of turn. If it's an enchanted creature or enchantment creature, it also gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say “destroy” don't destroy it.)
  • Elmare: Into the Abyss
Torrid Path

Torrid Path

Land
Torrid Path enters tapped unless you control one or fewer other lands.
{T}: Add {R} or {W}.
Cycling {2} ({2}, Discard this card: Draw a card.)
  • End of Wollensie
Thicketed Path

Thicketed Path

Land
Thicketed Path enters tapped unless you control one or fewer other lands.
{T}: Add {G} or {W}.
Cycling {2} ({2}, Discard this card: Draw a card.)
  • End of Wollensie
Sodden Path

Sodden Path

Land
Sodden Path enters tapped unless you control one or fewer other lands.
{T}: Add {G} or {U}.
Cycling {2} ({2}, Discard this card: Draw a card.)
  • End of Wollensie
Rousing Path

Rousing Path

Land
Rousing Path enters tapped unless you control one or fewer other lands.
{T}: Add {U} or {R}.
Cycling {2} ({2}, Discard this card: Draw a card.)
  • End of Wollensie
Murky Path

Murky Path

Land
Murky Path enters tapped unless you control one or fewer other lands.
{T}: Add {U} or {B}.
Cycling {2} ({2}, Discard this card: Draw a card.)
Meandering Path

Meandering Path

Land
Meandering Path enters tapped unless you control one or fewer other lands.
{T}: Add {R} or {G}.
Cycling {2} ({2}, Discard this card: Draw a card.)
  • End of Wollensie
Great Beyond

Great Beyond

Land
{T}: Add {C}.
{1}, {T}: Add one mana of any color.
{2}, {T}, Sacrifice Great Beyond: Draw a card.
A sight for all.
A road map for some.
  • End of Wollensie
Forlorn Path

Forlorn Path

Land
Forlorn Path enters tapped unless you control one or fewer other lands.
{T}: Add {B} or {G}.
Cycling {2} ({2}, Discard this card: Draw a card.)
  • End of Wollensie
Erosive Path

Erosive Path

Land
Erosive Path enters tapped unless you control one or fewer other lands.
{T}: Add {B} or {R}.
Cycling {2} ({2}, Discard this card: Draw a card.)
  • End of Wollensie
Distant Path

Distant Path

Land
Distant Path enters tapped unless you control one or fewer other lands.
{T}: Add {W} or {U}.
Cycling {2} ({2}, Discard this card: Draw a card.)
  • End of Wollensie
Desolate Path

Desolate Path

Land
Desolate Path enters tapped unless you control one or fewer other lands.
{T}: Add {W} or {B}.
Cycling {2} ({2}, Discard this card: Draw a card.)
  • End of Wollensie