15282 cards found
School the Fish

School the Fish {1}{R}

Instant
Up to three target creatures each get +1/+1 until end of turn.
  • Novea
Schoolstrider

Schoolstrider {1}{R}{R}

Creature - Merfolk
Whenever one or more nontoken Merfolk you control attack, create a 2/1 red Merfolk creature token.
2/1
  • Novea
Seafoam Charmer

Seafoam Charmer {2}{R}

Creature - Merfolk Wizard
{2}{W}, {T}: Target creature gets +2/+2 and gains first strike until end of turn.
Even the weakest fish is a mighty serpent in the hands of a caring naiad.
2/2
  • Novea
Secrets of the Drowned

Secrets of the Drowned {3}{R}

Sorcery
Primal {3}{U}{U} (During your turn, you may cast this spell for {3}{U}{U} instead of playing a land.)
Draw a card for each land you control, then discard that many cards unless this spell was cast for its primal cost.
  • Novea
Shoring Naiad

Shoring Naiad {3}{R}

Creature - Merfolk
Heretic (Whenever you cast a spell that doesn't share a color with this creature, it gets +1/+1 until end of turn.)
When Shoring Naiad enters, if {U} was spent to cast it, you may return an instant or sorcery card from your graveyard to your hand.
3/2
  • Novea
Striptide

Striptide {2}{R}

Instant
Striptide deals 1 damage to target creature. Unattach all artifacts from it. It becomes red until end of turn.
Draw a card.
  • Novea
Suncatcher

Suncatcher {2}{R}

Creature - Merfolk Wizard
{W}: Target creature gains vigilance until end of turn.
There are those that believe the power of the Lotus is wasted on those “pitiful little nymphs,” but few who have dared to steal that power.
2/2
  • Novea
Sunken Outcast

Sunken Outcast {R}

Creature - Merfolk
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.
0/1
  • Novea
Sunken Slasher

Sunken Slasher {3}{R}

Creature - Merfolk Warrior
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.
2/2
  • Novea
Sunlit Diver

Sunlit Diver {2}{R}

Creature - Merfolk
Haste
Heretic (Whenever you cast a spell that doesn't share a color with this creature, it gets +1/+1 until end of turn.)
3/1
  • Novea
Thunder Wave

Thunder Wave {R}

Instant
Thunder Wave deals 3 damage to target creature or planeswalker.
  • Novea
Undine Coven

Undine Coven {4}{R}

Creature - Merfolk
Undine Coven gets +1/+1 for each other Merfolk you control.
Whenever you cast a noncreature spell, Undine Coven deals 1 damage to target player or planeswalker.
3/3
  • Novea
United Fervor

United Fervor {1}{R}{R}

Sorcery
Exile the top five cards of your library. Until end of turn, you may play any number of cards exiled this way with mana value less than or equal to the number of colors among permanents you controlled as you cast United Fervor.
  • Novea
Veiled Charmer

Veiled Charmer {2}{R}{R}

Creature - Merfolk
Whenever Veiled Charmer attacks, target creature blocks it this turn if able.
4/3
  • Novea
Alpha Stag

Alpha Stag {3}{G}{G}

Creature - Elk Elemental
Trample
Whenever a creature attacks, Alpha Stag gets +2/+2 until end of turn.
Every heartbeat is echoed in its charge.
4/4
  • Novea
Beastkeeper Dryad

Beastkeeper Dryad {1}{G}

Creature - Nymph
{T}: Add {G}.
{T}: Add {G}{G}. Activate only if you control an Elemental.
Every artist needs inspiration.
1/1
  • Novea
Bloomhorn

Bloomhorn {3}{G}

Creature - Rhino Elemental
At the beginning of your first main phase, add an amount of {G} equal to Bloomhorn's power.
1/4
  • Novea
Breathgiving Roots

Breathgiving Roots {3}{G}

Creature - Octopus Elemental
{1}{G}: Target land you control becomes a 3/3 green Elemental creature until end of turn.
{1}{U}: Target enchantment you control becomes a 2/2 blue Nymph creature with flying until end of turn.
0/5
  • Novea
Charging Nymph

Charging Nymph {2}{G}

Creature - Nymph Warrior
Primal {G} (During your turn, you may cast this spell for {G} instead of playing a land.)
When Charging Nymph enters, it gets +2/+0 and gains haste until end of turn.
2/3
  • Novea
Drowned Weaver

Drowned Weaver {1}{G}{G}

Creature - Nymph
Whenever you cast a blue spell, you may cast creature spells this turn as though they had flash.
Whenever you cast a black spell, put up to one target card from your graveyard on top of your library.
2/2
  • Novea
Dying Wishes

Dying Wishes {2}{G}{G}

Instant
Until end of turn, creatures you control gain “When this creature dies, return a noncreature card from your graveyard to your hand.”
  • Novea
Flowing Ox

Flowing Ox {3}{G}

Creature - Ox Elemental
Trample
Heretic (Whenever you cast a spell that doesn't share a color with this creature, it gets +1/+1 until end of turn.)
3/4
  • Novea
Giant Growth

Giant Growth {G}

Instant
Target creature gets +3/+3 until end of turn.
At a word, one can be as strong as the entire forest.
  • Novea
Heretical Seer

Heretical Seer {1}{G}

Creature - Human Druid
{1}{U}, {T}: Reveal the top card of your library. If it doesn't share a color with Heretical Seer, put it into your hand.
1/2
  • Novea
Heretical Summons

Heretical Summons {1}{G}

Sorcery
For each color among nontoken permanents you control, add one mana of that color.
  • Novea