Heretic (Whenever you cast a spell that doesn't share a color with this creature, it gets +1/+1 until end of turn.) Whenever you cast a white, blue, black, or red spell, add one mana of any color that spell isn't.
Whenever Lightseeker Nymph perseveres, search your library for a basic land card, put it onto the battlefield tapped, then shuffle. (A creature perseveres when it survives damage.)
Not every child of the forest feels the need to stay one.
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.
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.
{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.
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.
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.
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.