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Select Main Deck Cards

{2}{U}
Academy Drake
Creature - Drake
Kicker {4} (You may pay an additional {4} as you cast this spell.)

Flying

If Academy Drake was kicked, it enters the battlefield with two +1/+1 counters on it.
2 / 2
{4}{U}
Academy Journeymage
Creature - Human Wizard
This spell costs {1} less to cast if you control a Wizard.

When Academy Journeymage enters the battlefield, return target creature an opponent controls to its owner's hand.
3 / 2
{1}{U}
Aether Tunnel
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+0 and can't be blocked.
{3}{U}{U}
Air Elemental
Creature - Elemental
Flying
4 / 4
{1}{U}
Anticipate
Instant
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
{3}{U}
Aquatic Incursion
Enchantment
When Aquatic Incursion enters the battlefield, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.)

{3}{U}: Target Merfolk can't be blocked this turn.
{U}
Arcane Flight
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 and has flying.
{U}
Artificer's Assistant
Creature - Bird
Flying

Whenever you cast a historic spell, scry 1. (Artifacts, legendaries, and Sagas are historic. To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
1 / 1
{2}{U}
Aven Wind Mage
Creature - Bird Wizard
Flying

Whenever you cast an instant or sorcery spell, Aven Wind Mage gets +1/+1 until end of turn.
2 / 2
{2}{U}
Aviation Pioneer
Creature - Human Artificer
When Aviation Pioneer enters the battlefield, create a 1/1 colorless Thopter artifact creature token with flying.
1 / 2
{2}{U}
Befuddle
Instant
Target creature gets -4/-0 until end of turn.

Draw a card.
{1}{U}
Blink of an Eye
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)

Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
{2}{U}{U}
Bone to Ash
Instant
Counter target creature spell.

Draw a card.
{1}{U}{U}
Cancel
Instant
Counter target spell.
{3}{U}
Castaway's Despair
Enchantment - Aura
Enchant creature

When Castaway's Despair enters the battlefield, tap enchanted creature.

Enchanted creature doesn't untap during its controller's untap step.
{1}{U}
Chart a Course
Sorcery
Draw two cards. Then discard a card unless you attacked this turn.
{4}{U}
Cloudreader Sphinx
Creature - Sphinx
Flying

When Cloudreader Sphinx enters the battlefield, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
3 / 4
{5}{U}
Cold-Water Snapper
Creature - Turtle
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
4 / 5
{2}{U}
Crashing Tide
Sorcery
This spell has flash as long as you control a Merfolk.

Return target creature to its owner's hand.

Draw a card.
{2}{U}
Curator's Ward
Enchantment - Aura
Enchant permanent

Enchanted permanent has hexproof.

When enchanted permanent leaves the battlefield, if it was historic, draw two cards. (Artifacts, legendaries, and Sagas are historic.)
{U}
Curious Obsession
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card."

At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice Curious Obsession.
{3}{U}
Deadeye Quartermaster
Creature - Human Pirate
When Deadeye Quartermaster enters the battlefield, you may search your library for an Equipment or Vehicle card, reveal it, put it into your hand, then shuffle.
2 / 2
{3}{U}
Deadeye Rig-Hauler
Creature - Human Pirate
Raid -- When Deadeye Rig-Hauler enters the battlefield, if you attacked this turn, you may return target creature to its owner's hand.
3 / 2
{2}{U}
Deep Freeze
Enchantment - Aura
Enchant creature

Enchanted creature has base power and toughness 0/4, has defender, loses all other abilities, and is a blue Wall in addition to its other colors and types.
{2}{U}
Deeproot Waters
Enchantment
Whenever you cast a Merfolk spell, create a 1/1 blue Merfolk creature token with hexproof. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
{1}{U}
Departed Deckhand
Creature - Spirit Pirate
When Departed Deckhand becomes the target of a spell, sacrifice it.

Departed Deckhand can't be blocked except by Spirits.

{3}{U}: Another target creature you control can't be blocked this turn except by Spirits.
2 / 2
{2}{U}
Depths of Desire
Instant
Return target creature to its owner's hand. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
{1}{U}
Diligent Excavator
Creature - Human Artificer
Whenever you cast a historic spell, target player mills two cards. (Artifacts, legendaries, and Sagas are historic.)
1 / 3
{1}{U}
Disperse
Instant
Return target nonland permanent to its owner's hand.
{U}
Dive Down
Instant
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
{2}{U}
Divination
Sorcery
Draw two cards.
{2}{U}
Dwindle
Enchantment - Aura
Enchant creature

Enchanted creature gets -6/-0.

When enchanted creature blocks, destroy it. (The attacking creature remains blocked.)
{1}{U}
Essence Scatter
Instant
Counter target creature spell.
{2}{U}
Exclusion Mage
Creature - Human Wizard
When Exclusion Mage enters the battlefield, return target creature an opponent controls to its owner's hand.
2 / 2
{1}{U}
Expel from Orazca
Instant
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Return target nonland permanent to its owner's hand. If you have the city's blessing, you may put that permanent on top of its owner's library instead.
{1}{U}
Favorable Winds
Enchantment
Creatures you control with flying get +1/+1.
{U}{U}
Flood of Recollection
Sorcery
Return target instant or sorcery card from your graveyard to your hand. Exile Flood of Recollection.
{4}{U}{U}
Frilled Sea Serpent
Creature - Serpent
{5}{U}{U}: Frilled Sea Serpent can't be blocked this turn.
4 / 6
{U}
Gearsmith Prodigy
Creature - Human Artificer
Gearsmith Prodigy gets +1/+0 as long as you control an artifact.
1 / 2
{1}{U}
Ghostform
Sorcery
Up to two target creatures can't be blocked this turn.
{3}{U}
Headwater Sentries
Creature - Merfolk Warrior
2 / 5
{3}{U}
Homarid Explorer
Creature - Homarid Scout
When Homarid Explorer enters the battlefield, target player mills four cards.
3 / 3
{5}{U}
Horizon Scholar
Creature - Sphinx
Flying

When Horizon Scholar enters the battlefield, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
4 / 4
{2}{U}
Hornswoggle
Instant
Counter target creature spell. You create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
{4}{U}{U}
In Bolas's Clutches
Legendary Enchantment - Aura
Enchant permanent

You control enchanted permanent.

Enchanted permanent is legendary.
{1}{U}
Jace's Sentinel
Creature - Merfolk Warrior
As long as you control a Jace planeswalker, Jace's Sentinel gets +1/+0 and can't be blocked.
1 / 3
{1}{U}
Kitesail Corsair
Creature - Human Pirate
Kitesail Corsair has flying as long as it's attacking.
2 / 1
{2}{U}
Lookout's Dispersal
Instant
This spell costs {1} less to cast if you control a Pirate.

Counter target spell unless its controller pays {4}.
--
Memorial to Genius
Land
Memorial to Genius enters the battlefield tapped.

{T}: Add {U}.

{4}{U}, {T}, Sacrifice Memorial to Genius: Draw two cards.
{U}{U}
Merfolk Trickster
Creature - Merfolk Wizard
Flash

When Merfolk Trickster enters the battlefield, tap target creature an opponent controls. It loses all abilities until end of turn.
2 / 2
{2}{U}
Mirror Image
Creature - Shapeshifter
You may have Mirror Image enter the battlefield as a copy of a creature you control.
0 / 0
{U}
Mist-Cloaked Herald
Creature - Merfolk Warrior
Mist-Cloaked Herald can't be blocked.
1 / 1
{2}{U}
Navigator's Ruin
Enchantment
Raid -- At the beginning of your end step, if you attacked this turn, target opponent mills four cards.
{1}{U}
Negate
Instant
Counter target noncreature spell.
{1}{U}
Omenspeaker
Creature - Human Wizard
When Omenspeaker enters the battlefield, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
1 / 3
{1}{U}
One With the Wind
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 and has flying.
{U}
Opt
Instant
Scry 1.

Draw a card.
{1}{U}
Perilous Voyage
Instant
Return target nonland permanent you don't control to its owner's hand. If its mana value was 2 or less, scry 2.
{3}{U}
Pirate's Prize
Sorcery
Draw two cards. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
{4}{U}
Prosperous Pirates
Creature - Human Pirate
When Prosperous Pirates enters the battlefield, create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.")
3 / 4
{2}{U}
Psychic Corrosion
Enchantment
Whenever you draw a card, each opponent mills two cards.
{1}{U}
Relic Runner
Creature - Human Rogue
Relic Runner can't be blocked if you've cast a historic spell this turn. (Artifacts, legendaries, and Sagas are historic.)
2 / 1
{U}
Rescue
Instant
Return target permanent you control to its owner's hand.
{2}{U}
River Darter
Creature - Merfolk Warrior
River Darter can't be blocked by Dinosaurs.
2 / 3
{1}{U}
River Sneak
Creature - Merfolk Warrior
River Sneak can't be blocked.

Whenever another Merfolk enters the battlefield under your control, River Sneak gets +1/+1 until end of turn.
1 / 1
{3}{U}
Riverwise Augur
Creature - Merfolk Wizard
When Riverwise Augur enters the battlefield, draw three cards, then put two cards from your hand on top of your library in any order.
2 / 2
{3}{U}
Run Aground
Instant
Put target artifact or creature on top of its owner's library.
{1}{U}
Sage of Lat-Nam
Creature - Human Artificer
{T}, Sacrifice an artifact: Draw a card.
1 / 2
{2}{U}
Sailor of Means
Creature - Human Pirate
When Sailor of Means enters the battlefield, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
1 / 4
{3}{U}{U}
Salvager of Secrets
Creature - Merfolk Wizard
When Salvager of Secrets enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
2 / 2
{3}{U}
Scholar of Stars
Creature - Human Artificer
When Scholar of Stars enters the battlefield, if you control an artifact, draw a card.
3 / 2
{U}
Sea Legs
Enchantment - Aura
Flash

Enchant creature

Enchanted creature gets +0/+2 as long as it's a Pirate. Otherwise, it gets -2/-0.
{1}{U}{U}
Secrets of the Golden City
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Draw two cards. If you have the city's blessing, draw three cards instead.
{4}{U}
Sentinel of the Pearl Trident
Creature - Merfolk Soldier
Flash

When Sentinel of the Pearl Trident enters the battlefield, you may exile target historic permanent you control. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step. (Artifacts, legendaries, and Sagas are historic.)
3 / 3
{1}{U}
Shaper Apprentice
Creature - Merfolk Wizard
Shaper Apprentice has flying as long as you control another Merfolk.
2 / 1
{1}{U}
Shipwreck Looter
Creature - Human Pirate
Raid -- When Shipwreck Looter enters the battlefield, if you attacked this turn, you may draw a card. If you do, discard a card.
2 / 1
{U}
Shore Keeper
Creature - Trilobite
{7}{U}, {T}, Sacrifice Shore Keeper: Draw three cards.
0 / 3
{3}{U}
Sift
Sorcery
Draw three cards, then discard a card.
{1}{U}
Silvergill Adept
Creature - Merfolk Wizard
As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay {3}.

When Silvergill Adept enters the battlefield, draw a card.
2 / 1
{2}{U}
Siren Lookout
Creature - Siren Pirate
Flying

When Siren Lookout enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
1 / 2
{3}{U}
Siren Reaver
Creature - Siren Pirate
Raid -- This spell costs {1} less to cast if you attacked this turn.

Flying
3 / 2
{U}
Siren Stormtamer
Creature - Siren Pirate Wizard
Flying

{U}, Sacrifice Siren Stormtamer: Counter target spell or ability that targets you or a creature you control.
1 / 1
{1}{U}
Siren's Ruse
Instant
Exile target creature you control, then return that card to the battlefield under its owner's control. If a Pirate was exiled this way, draw a card.
{2}{U}
Skilled Animator
Creature - Human Artificer
When Skilled Animator enters the battlefield, target artifact you control becomes an artifact creature with base power and toughness 5/5 for as long as Skilled Animator remains on the battlefield.
1 / 3
{2}{U}{U}
Sleep
Sorcery
Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.
{6}{U}{U}
Slinn Voda, the Rising Deep
Legendary Creature - Leviathan
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)

When Slinn Voda, the Rising Deep enters the battlefield, if it was kicked, return all creatures to their owners' hands except for Merfolk, Krakens, Leviathans, Octopuses, and Serpents.
8 / 8
{2}{U}
Slippery Scoundrel
Creature - Human Pirate
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

As long as you have the city's blessing, Slippery Scoundrel has hexproof and can't be blocked.
2 / 2
{3}{U}
Snapping Drake
Creature - Drake
Flying (This creature can't be blocked except by creatures with flying or reach.)
3 / 2
{3}{U}{U}
Soul of the Rapids
Creature - Elemental
Flying

Hexproof (This creature can't be the target of spells or abilities your opponents control.)
3 / 2
{U}
Spell Pierce
Instant
Counter target noncreature spell unless its controller pays {2}.
{3}{U}
Spire Winder
Creature - Snake
Flying

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Spire Winder gets +1/+1 as long as you have the city's blessing.
2 / 3
{1}{U}
Storm Fleet Aerialist
Creature - Human Pirate
Flying

Raid -- Storm Fleet Aerialist enters the battlefield with a +1/+1 counter on it if you attacked this turn.
1 / 2
{2}{U}
Storm Fleet Spy
Creature - Human Pirate
Raid -- When Storm Fleet Spy enters the battlefield, if you attacked this turn, draw a card.
2 / 2
{3}{U}
Storm Sculptor
Creature - Merfolk Wizard
Storm Sculptor can't be blocked.

When Storm Sculptor enters the battlefield, return a creature you control to its owner's hand.
3 / 2
{U}{U}
Surge Mare
Creature - Horse Fish
Surge Mare can't be blocked by green creatures.

Whenever Surge Mare deals damage to an opponent, you may draw a card. If you do, discard a card.

{1}{U}: Surge Mare gets +2/-2 until end of turn.
0 / 5
{U}{U}
Surge Mare
Creature - Horse Fish
Surge Mare can't be blocked by green creatures.

Whenever Surge Mare deals damage to an opponent, you may draw a card. If you do, discard a card.

{1}{U}: Surge Mare gets +2/-2 until end of turn.
0 / 5
{4}{U}
Switcheroo
Sorcery
Exchange control of two target creatures.
{1}{U}
Sworn Guardian
Creature - Merfolk Warrior
1 / 3
{X}{U}
Syncopate
Instant
Counter target spell unless its controller pays {X}. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
{2}{U}{U}
Tempest Caller
Creature - Merfolk Wizard
When Tempest Caller enters the battlefield, tap all creatures target opponent controls.
2 / 3
{2}{U}
Temporal Machinations
Sorcery
Return target creature to its owner's hand. If you control an artifact, draw a card.
{1}{U}
Tetsuko Umezawa, Fugitive
Legendary Creature - Human Rogue
Creatures you control with power or toughness 1 or less can't be blocked.
1 / 3
{3}{U}
Time of Ice
Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II -- Tap target creature an opponent controls. It doesn't untap during its controller's untap step for as long as you control Time of Ice.

III -- Return all tapped creatures to their owners' hands.
{2}{U}
Tolarian Scholar
Creature - Human Wizard
2 / 3
{4}{U}
Totally Lost
Instant
Put target nonland permanent on top of its owner's library.
{2}{U}
Uncomfortable Chill
Instant
Creatures your opponents control get -2/-0 until end of turn.

Draw a card.
{2}{U}
Unwind
Instant
Counter target noncreature spell. Untap up to three lands.
{1}{U}
Vodalian Arcanist
Creature - Merfolk Wizard
{T}: Add {C}. Spend this mana only to cast an instant or sorcery spell.
1 / 3
{1}{U}
Wall of Mist
Creature - Wall
Defender
0 / 5
{1}{U}{U}
Waterknot
Enchantment - Aura
Enchant creature

When Waterknot enters the battlefield, tap enchanted creature.

Enchanted creature doesn't untap during its controller's untap step.
{2}{U}
Watertrap Weaver
Creature - Merfolk Wizard
When Watertrap Weaver enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
2 / 2
{3}{U}{U}
Weight of Memory
Sorcery
Draw three cards. Target player mills three cards.
{4}{U}
Wind Strider
Creature - Merfolk Wizard
Flash

Flying
3 / 3
{1}{U}{U}
Wizard's Retort
Instant
This spell costs {1} less to cast if you control a Wizard.

Counter target spell.