Flying As long as it's your turn, creatures you control get +3/+0 and have vigilance. As long as it's not your turn, creatures you control get +0/+3 and have lifelink.
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.
Primal {1}{G}{G}(During your turn, you may cast this spell for {1}{G}{G} instead of playing a land.) When Swampedge Sentinel dies, return another creature card from your graveyard to your hand.
Whenever you cast a red spell, create a 2/1 red Merfolk creature token. Whenever you cast a green spell, target creature gets +2/+2 and gains trample until end of turn.
Primal {2}{U}{U}(During your turn, you may cast this spell for {2}{U}{U} instead of playing a land.) Whenever Tangleveil Mystic deals combat damage to a player, draw cards equal to the number of cards in your hand.
When The Raven Queen of Fretport enters, put a -1/-1 counter on each of any number of target creatures. {2}{U}{B}: Proliferate. (Choose any number of permanents and/or players with counters on them, then give each another counter of each kind already there.)
Whenever Thicketkeeper perseveres, add {G}{G}. Until end of turn, you don't lose this mana as steps and phases end. (A creature perseveres when it survives damage.)
Primal {5}{R}{W}(During your turn, you may cast this spell for {5}{R}{W} instead of playing a land.) Until end of turn, permanents you control gain indestructible and permanents you don't control lose indestructible. Then if if this spell was cast for its primal cost, destroy all nonland permanents.
Primal {2}{R}{R}(During your turn, you may cast this spell for {2}{R}{R} instead of playing a land.) Flying, prowess At the beginning of your end step, if you didn't cast a spell this turn, sacrifice Thunderstride.
Until end of turn, target creature gets +1/+0 and gains “Whenever this creature is dealt damage, exile that many cards from the top of your library. Until end of turn, you may play those cards.”
Primal {5}{U}{R}(During your turn, you may cast this spell for {5}{U}{R} instead of playing a land.) Each player discards their hand, then draws seven cards. If this spell was cast for its primal cost, draw cards equal to the number of cards your opponents discarded this way.