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Bad River
( 0)
Land
This land enters tapped. , Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
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Dauntless River Marshal
  ( 2)
Creature — Human Soldier
(2/1)
This creature gets +1/+1 as long as you control an Island.  : Tap target creature.
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Driver of the Dead
  ( 4)
Creature — Vampire
(3/2)
When this creature dies, return target creature card with mana value 2 or less from your graveyard to the battlefield.
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Goblin Piledriver
  ( 2)
Creature — Goblin Warrior
(1/2)
Protection from blue (This creature can't be blocked, targeted, dealt damage, or enchanted by anything blue.) Whenever this creature attacks, it gets +2/+0 until end of turn for each other attacking Goblin.
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Goblin Wardriver
  ( 2)
Creature — Goblin Warrior
(2/2)
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
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Goldberry, River-Daughter
  ( 2)
Legendary Creature — Nymph
(1/3)
: Move a counter of each kind not on Goldberry from another target permanent you control onto Goldberry.
, : Move one or more counters from Goldberry onto another target permanent you control. If you do, draw a card.
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Long River Lurker
  ( 3)
Creature — Frog Scout
(2/3)
Ward  Other Frogs you control have ward . When this creature enters, target creature you control can't be blocked this turn. Whenever that creature deals combat damage this turn, you may exile it. If you do, return it to the battlefield under its owner's control.
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Long River's Pull
  ( 2)
Instant
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Counter target creature spell. If the gift was promised, instead counter target spell.
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Luxa River Shrine
 ( 3)
Artifact
, : You gain 1 life. Put a brick counter on this artifact.
: You gain 2 life. Activate only if there are three or more brick counters on this artifact.
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Marang River Prowler
  ( 3)
Creature — Human Rogue
(2/1)
This creature can't block and can't be blocked. You may cast this card from your graveyard as long as you control a black or green permanent.
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Marang River Regent
   ( 6)
Creature — Dragon
(6/7)
Flying When this creature enters, return up to two other target nonland permanents to their owners' hands.
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Mistford River Turtle
  ( 4)
Creature — Turtle
(1/5)
Whenever this creature attacks, another target attacking non-Human creature can't be blocked this turn.
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Odunos River Trawler
  ( 3)
Creature — Zombie
(2/2)
When this creature enters, return target enchantment creature card from your graveyard to your hand. , Sacrifice this creature: Return target enchantment creature card from your graveyard to your hand.
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Ogre Battledriver
   ( 4)
Creature — Ogre Warrior
(3/3)
Whenever another creature you control enters, that creature gets +2/+0 and gains haste until end of turn. (It can attack and this turn.)
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Phyrexian Driver
  ( 3)
Creature — Phyrexian Zombie Mercenary
(1/1)
When this creature enters, other Mercenary creatures get +1/+1 until end of turn.
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Raging River
  ( 2)
Enchantment
Whenever one or more creatures you control attack, each defending player divides all creatures without flying they control into a "left" pile and a "right" pile. Then, for each attacking creature you control, choose "left" or "right." That creature can't be blocked this combat except by creatures with flying and creatures in a pile with the chosen label.
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River Bear
  ( 4)
Creature — Bear
(3/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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River Boa
  ( 2)
Creature — Snake
(2/1)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) : Regenerate this creature.
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River Darter
  ( 3)
Creature — Merfolk Warrior
(2/3)
This creature can't be blocked by Dinosaurs.
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River Delta
( 0)
Land
This land doesn't untap during your untap step if it has a depletion counter on it. At the beginning of your upkeep, remove a depletion counter from this land. : Add or . Put a depletion counter on this land.
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River Herald Guide
  ( 3)
Creature — Merfolk Scout
(3/1)
Vigilance When this creature enters, 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.)
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River Herald Scout
  ( 2)
Creature — Merfolk Scout
(1/2)
When this creature enters, 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.)
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River Heralds' Boon
  ( 2)
Instant
Put a +1/+1 counter on target creature and a +1/+1 counter on up to one target Merfolk.
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River Hoopoe
  ( 2)
Creature — Bird
(1/3)
Flying   : You gain 2 life and draw a card.
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River Kelpie
   ( 5)
Creature — Beast
(3/3)
Whenever this creature or another permanent enters from a graveyard, draw a card. Whenever a player casts a spell from a graveyard, draw a card. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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River Merfolk
  ( 2)
Creature — Merfolk
(2/1)
: This creature gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)
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River Serpent
  ( 6)
Creature — Serpent
(5/5)
This creature can't attack unless there are five or more cards in your graveyard. Cycling ( , Discard this card: Draw a card.)
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River Sneak
  ( 2)
Creature — Merfolk Warrior
(1/1)
This creature can't be blocked. Whenever another Merfolk you control enters, this creature gets +1/+1 until end of turn.
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River Song
   ( 3)
Legendary Creature — Human Time Lord Rogue
(2/2)
Meet in Reverse — You draw cards from the bottom of your library rather than the top. Spoilers — Whenever an opponent scries, surveils, or searches their library, put a +1/+1 counter on River Song. Then River Song deals damage to that player equal to its power.
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River Song's Diary
 ( 3)
Artifact
Imprint — Whenever a player casts an instant or sorcery spell from their hand, exile it instead of putting it into a graveyard as it resolves. At the beginning of your upkeep, if there are four or more cards exiled with this artifact, choose one of them at random. You may cast it without paying its mana cost.
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Riverfall Mimic
  ( 2)
Creature — Shapeshifter
(2/1)
Whenever you cast a spell that's both blue and red, this creature has base power and toughness 3/3 until end of turn and can't be blocked this turn.
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River's Favor
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1.
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River's Rebuke
   ( 6)
Sorcery
Return all nonland permanents target player controls to their owner's hand.
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Riverwalk Technique
  ( 4)
Instant
Choose one — • The owner of target nonland permanent puts it on their choice of the top or bottom of their library. • Counter target noncreature spell.
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Riverwheel Aerialists
  ( 6)
Creature — Djinn Monk
(4/5)
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Riverwheel Sweep
   ( 6)
Sorcery
Tap target creature. Put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
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Riverwise Augur
  ( 4)
Creature — Merfolk Wizard
(2/2)
When this creature enters, draw three cards, then put two cards from your hand on top of your library in any order.
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Rushing River
  ( 3)
Instant
Kicker—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell.) Return target nonland permanent to its owner's hand. If this spell was kicked, return another target nonland permanent to its owner's hand.
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Singer of Swift Rivers
   ( 3)
Creature — Merfolk Shaman
(3/2)
Flash When this creature enters, put a shield counter on another target creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) You may cast Merfolk spells as though they had flash.
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Striped Riverwinder
  ( 7)
Creature — Serpent
(5/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Cycling ( , Discard this card: Draw a card.)
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Sygg, River Cutthroat
  ( 2)
Legendary Creature — Merfolk Rogue
(1/3)
At the beginning of each end step, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)
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Sygg, River Guide
  ( 2)
Legendary Creature — Merfolk Wizard
(2/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)  : Target Merfolk you control gains protection from the color of your choice until end of turn.
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The Wedding of River Song
  ( 3)
Sorcery
Draw two cards, then you may exile a nonland card from your hand with a number of time counters on it equal to its mana value. Then target opponent does the same. Cards exiled this way that don't have suspend gain suspend. Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)
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You Come to a River
  ( 2)
Instant
Choose one — • Fight the Current — Return target nonland permanent to its owner's hand. • Find a Crossing — Target creature gets +1/+0 until end of turn and can't be blocked this turn.
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