544 cards found
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
Conchspear Hunter

Conchspear Hunter {R}

Creature - Merfolk Warrior
{T}: Conchspear Hunter deals 1 damage to any target. Activate only if you control three or more artifacts.
A cunning eye and a spear that never misses is a deadly combination.
2/1
  • Elmare: Into the Abyss
Coral Bruiser

Coral Bruiser {5}{U}{U}

Enchantment Creature - Crab Beast
Concord — When Coral Bruiser enters, if there are four or more card types among permanents you control, put target creature you don't control into its owner's library third from the top.
Some Chitinborn decline to serve in the Coralight military, instead choosing to wreak havoc on the Dukedom's enemies on their own terms.
5/5
  • Elmare: Into the Abyss
Coral Hunter

Coral Hunter {1}{U}

Creature - Merfolk Warrior
Whenever Coral Hunter attacks, another target creature can't be blocked this turn.
As the elves fought Rei in the treetops, the merfolk silently filled the rivers of Diasune with their warriors.
1/3
  • Villains: The Musical
Coral Plunderers

Coral Plunderers {2}{R}

Creature - Merfolk Pirate
Menace
Whenever a card leaves your graveyard for the first time each turn, invigorate 1. (Choose a creature with the least power among creatures you control and put a +1/+1 counter on it.)
2/3
  • Over the Horizon
Coral Serpent

Coral Serpent {3}{U}{U}

Enchantment Creature - Serpent
Slipstream (This creature can't be blocked as long as only creatures with slipstream are attacking.)
Cycling {U} ({U}, Discard this card: Draw a card.)
“The Great Current runs its course through all who serve the Reefcrown.”
—Anemothrys
3/3
  • Elmare: Into the Abyss
Coralblade Cohort

Coralblade Cohort {1}{G}{G}

Creature - Merfolk Knight
Vigilance, trample
Whenever you draw your second card each turn, put a +1/+1 counter on Coralblade Cohort.
Cycling {G} ({G}, Discard this card: Draw a card.)
3/3
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
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 Communer

Coralight Communer {2}{G}

Creature - Merfolk Druid
Concord — When Coralight Communer enters, if there are four or more card types among permanents you control, draw a card.
In order to further understand the workings of the Great Current, Coralight scholars spend centuries communing with Elmare's mystic denizens.
3/2
  • Elmare: Into the Abyss
Coralight Lifebloom

Coralight Lifebloom {1}{G}

Creature - Merfolk Aurashaper Druid
Flash
When Coralight Lifebloom enters, create a green Aura enchantment token named Kelpcrown attached to target creature you control. The token has enchant creature and “Enchanted creature has hexproof.”
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 Paladin

Coralight Paladin {W}{U}

Creature - Merfolk Knight
When Coralight Paladin enters, you may search your library for an artifact card, reveal it, then shuffle and put that card on top.
Concord — Whenever Coralight Paladin attacks, if there are four or more card types among permanents you control, Merfolk you control get +1/+1 until end of turn.
2/2
  • 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
Coralkeeper

Coralkeeper {1}{R}{R}

Creature - Merfolk
Whenever you cast a white spell, creatures you control get +1/+0 until end of turn.
Whenever you cast a blue spell, draw a card, then discard a card.
2/2
  • Novea
Corsair Sellsword

Corsair Sellsword {B}{R}

Creature - Human Pirate Warrior
Corsair Sellsword can't block.
Whenever you foretell a card or cast a foretold spell, you may return Corsair Sellsword from your graveyard to your hand.
“Don't worry — plenty more to go around.”
—Lysene, Aravant spymaster
3/2
  • Quest for the Roseblade
Crain's Crony

Crain's Crony {1}{B}{B}

Creature - Skeleton Pirate
Whenever Crain's Crony enters or attacks, reveal the top card of your library and put it into your hand. You lose life equal to that card's mana value.
At the beginning of each end step, if you didn't lose life this turn, you lose the game.
4/4
Crashcaller Nereid

Crashcaller Nereid {1}{R}

Creature - Merfolk
{1}{R}: Crashcaller Nereid gets +1/+0 and gains trample until end of turn.
It only takes one nereid to teach a Gorran to avoid the ocean forever.
2/1
  • Novea
Crazed Swashbuckler

Crazed Swashbuckler {2}{R}

Creature - Human Pirate
Resolute — At the beginning of combat on your turn, if Crazed Swashbuckler's power is greater than its base power, it deals 1 damage to target creature defending player controls. That creature can't block this turn.
4/2
  • Dark Seas of Shiryen
Crest Skimmer

Crest Skimmer {4}{U}

Creature - Fish
Flying
Wanderlust — When Crest Skimmer enters, if you control four or more differently named lands, draw a card.
Biologists are not quite sure if its natural habitat is the sea or the sky.
3/3
  • Worlds Away
Crested Crustacean

Crested Crustacean {6}{U}{U}

Creature - Crab Beast
This spell costs {1} less to cast for each Desert you control.
When Crested Crustacean enters, return target permanent to its owner's hand.
6/6
  • Al Tabaq
Crewmaster Gillo

Crewmaster Gillo {1}{G}

Legendary Creature - Monkey Pirate
When Gillo enters, reveal the top card of your library. If it's a land card, put it onto the battlefield tapped. If it's a creature card, put it into your hand.
As long as you control five or more creatures with different names, creatures you control get +1/+1 and have trample.
1/1
Crocheted Buddy

Crocheted Buddy {5}{G}

Creature - Construct Turtle
Trample
Whenever Crocheted Buddy attacks, if it's enchanted or you cast a spell that targeted it this turn, create a 1/1 colorless Construct Actor creature token.
It demonstrates mock fighting with all of the mock and just enough of the fight to make it convincing.
6/5
  • The Stage Presents: The Neverending Act
Cryptozoologist

Cryptozoologist {1}{G}

Creature - Human Pirate Scout
{2}{G}: Cryptozoologist voyages. (If it isn't blocking or targeted by another spell or ability, it phases out.)
Whenever Cryptozoologist phases in, you may put a creature card from your hand onto the battlefield until Cryptozoologist leaves the battlefield. (It returns to your hand if it's still on the battlefield.)
2/2
  • Dark Seas of Shiryen
Crystal Cavern

Crystal Cavern

Land - Island Mountain
({T}: Add {U} or {R}.)
Whenever Crystal Cavern becomes tapped, you lose 1 life unless you control two or more basic lands.