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.
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.
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.
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.
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.
{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.
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.
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.