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Commander
Namor, Atlantean King
Flying
Whenever you cast a noncreature spell, create a 1/1 blue Merfolk creature token.
Whenever Namor attacks a player who has more life than you, other creatures you control attacking that player get +2/+0 until end of turn.
Whenever you cast a noncreature spell, create a 1/1 blue Merfolk creature token.
Whenever Namor attacks a player who has more life than you, other creatures you control attacking that player get +2/+0 until end of turn.
Legendary Creature - Merfolk Mutant Noble

Commander
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Anthem
Anthem
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Artifact
Dawn-Blessed Pennant
As this artifact enters, choose Elemental, Elf, Faerie, Giant, Goblin, Kithkin, Merfolk, or Treefolk.
Whenever a permanent you control of the chosen type enters, you gain 1 life.
, , Sacrifice this artifact: Return target card of the chosen type from your graveyard to your hand.
Whenever a permanent you control of the chosen type enters, you gain 1 life.
, , Sacrifice this artifact: Return target card of the chosen type from your graveyard to your hand.
Artifact

Artifact
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Counters
Counters
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Creature
Creature
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Draw
Sygg, Wanderwine Wisdom
Sygg can't be blocked.
Whenever this creature enters or transforms into Sygg, Wanderwine Wisdom, target creature gains "Whenever this creature deals combat damage to a player or planeswalker, draw a card" until end of turn.
At the beginning of your first main phase, you may pay . If you do, transform Sygg.
Whenever this creature enters or transforms into Sygg, Wanderwine Wisdom, target creature gains "Whenever this creature deals combat damage to a player or planeswalker, draw a card" until end of turn.
At the beginning of your first main phase, you may pay . If you do, transform Sygg.
Legendary Creature - Wizard Merfolk


The Key to the Vault
Whenever equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Equip
Equip
Legendary Artifact - Equipment

Draw
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Evasion
Mist Dancer
Flying
Other Merfolk you control get +1/+0 and have flying.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Other Merfolk you control get +1/+0 and have flying.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Wizard Merfolk

Tide Shaper
Kicker (You may pay an additional as you cast this spell.)
When this creature enters, if it was kicked, target land becomes an Island for as long as this creature remains on the battlefield.
This creature gets +1/+1 as long as an opponent controls an Island.
When this creature enters, if it was kicked, target land becomes an Island for as long as this creature remains on the battlefield.
This creature gets +1/+1 as long as an opponent controls an Island.
Creature - Wizard Merfolk

Evasion
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Land
Land
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Mill
Merfolk Windrobber
Flying
Whenever this creature deals combat damage to a player, that player mills a card. (They put the top card of their library into their graveyard.)
Sacrifice this creature: Draw a card. Activate only if an opponent has eight or more cards in their graveyard.
Whenever this creature deals combat damage to a player, that player mills a card. (They put the top card of their library into their graveyard.)
Sacrifice this creature: Draw a card. Activate only if an opponent has eight or more cards in their graveyard.
Creature - Merfolk Rogue

Mill
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Protection
Restoration Magic
Tiered (Choose one additional cost.)
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
Instant

Protection
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Removal
Summon: Leviathan
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Return each creature that isn't a Kraken, Leviathan, Merfolk, Octopus, or Serpent to its owner's hand.
II, III — Until end of turn, whenever a Kraken, Leviathan, Merfolk, Octopus, or Serpent attacks, draw a card.
Ward
I — Return each creature that isn't a Kraken, Leviathan, Merfolk, Octopus, or Serpent to its owner's hand.
II, III — Until end of turn, whenever a Kraken, Leviathan, Merfolk, Octopus, or Serpent attacks, draw a card.
Ward
Creature Enchantment - Saga Leviathan

Removal
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Sorcery
Flow State
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. If there is an instant card and a sorcery card in your graveyard, instead put two of them into your hand and the rest on the bottom of your library in any order.
Sorcery

Wanderwine Farewell
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Return one or two target nonland permanents to their owners' hands. Then if you control a Merfolk, create a 1/1 white and blue Merfolk creature token for each permanent returned to its owner's hand this way.
Return one or two target nonland permanents to their owners' hands. Then if you control a Merfolk, create a 1/1 white and blue Merfolk creature token for each permanent returned to its owner's hand this way.
Sorcery Kindred - Merfolk

Winnowing
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
For each player, you choose a creature that player controls. Then each player sacrifices all other creatures they control that don't share a creature type with the chosen creature they control.
For each player, you choose a creature that player controls. Then each player sacrifices all other creatures they control that don't share a creature type with the chosen creature they control.
Sorcery

Sorcery
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Tokens
Tokens
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Deck Info
Deck stats
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