Shadowmoor

Windbrisk Raptor

Windbrisk Raptor {5}{W}{W}

Creature - Bird
Flying
Attacking creatures you control have lifelink.
It awakened to gloom-fouled skies and responded with a righteous rage that shook the heavens.
5/7
Woeleecher

Woeleecher {5}{W}

Creature - Elemental
{W}, {T}: Remove a -1/-1 counter from target creature. If you do, you gain 2 life.
One head senses the curse. The second loosens it from the soul. The third drinks it as an invigorating mist.
3/5
Advice from the Fae

Advice from the Fae {2/U}{2/U}{2/U}

Sorcery
Look at the top five cards of your library. If you control more creatures than each other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order.
Biting Tether

Biting Tether {4}{U}

Enchantment - Aura
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, put a -1/-1 counter on enchanted creature.
A chain of lies as strong as steel.
Briarberry Cohort

Briarberry Cohort {1}{U}

Creature - Faerie Soldier
Flying
Briarberry Cohort gets +1/+1 as long as you control another blue creature.
A clique can cause far more mischief than one faerie on its own.
1/1
Cerulean Wisps

Cerulean Wisps {U}

Instant
Target creature becomes blue until end of turn. Untap that creature.
Draw a card.
"If you see ghostly lights by the river, eat three twigs of marshroot to ward off kelpies."
—Kithkin superstition
Consign to Dream

Consign to Dream {2}{U}

Instant
Return target permanent to its owner's hand. If that permanent is red or green, put it on top of its owner's library instead.
"Dreams are fleeting. Reality even more so."
—Oona, queen of the fae
Counterbore

Counterbore {3}{U}{U}

Instant
Counter target spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and exile them. Then that player shuffles.
Cursecatcher

Cursecatcher {U}

Creature - Merfolk Wizard
Sacrifice Cursecatcher: Counter target instant or sorcery spell unless its controller pays {1}.
"Of all the things that can be stolen, opportunity is the most valuable."
1/1
Deepchannel Mentor

Deepchannel Mentor {5}{U}

Creature - Merfolk Rogue
Blue creatures you control can't be blocked.
The rivers can no longer provide safe passage for travelers and commerce. They serve only as highways for raiders and channels for blood and woe.
2/2
Drowner Initiate

Drowner Initiate {U}

Creature - Merfolk Wizard
Whenever a player casts a blue spell, you may pay {1}. If you do, target player mills two cards.
Nothing satisfies a merrow as much as drowning what it cannot have.
1/1
Faerie Swarm

Faerie Swarm {3}{U}

Creature - Faerie
Flying
Faerie Swarm's power and toughness are each equal to the number of blue permanents you control.
Untouched by the Aurora, Oona's faeries greeted the night like any other day.
*/*
Flow of Ideas

Flow of Ideas {5}{U}

Sorcery
Draw a card for each Island you control.
"Beware the merrows, whose envy and covetousness surpasses even that of the ravenous whirlpools where they dwell."
—The Book of Other Folk
Ghastly Discovery

Ghastly Discovery {2}{U}

Sorcery
Draw two cards, then discard a card.
Conspire
Korrigans, spirits bound to sources of water, shriek when they come upon their own drowned corpses.
Isleback Spawn

Isleback Spawn {5}{U}{U}

Creature - Kraken
Shroud
Isleback Spawn gets +4/+8 as long as a library has twenty or fewer cards in it.
The more deadly the lake monster, the shorter the tale.
4/8
Kinscaer Harpoonist

Kinscaer Harpoonist {3}{U}

Creature - Kithkin Soldier
Flying
Whenever Kinscaer Harpoonist attacks, you may have target creature lose flying until end of turn.
The suspicious kithkin of Kinscaer patrol the skies, their eyes attuned to the shapes of outsiders.
2/2
Knacksaw Clique

Knacksaw Clique {3}{U}

Creature - Faerie Rogue
Flying
{1}{U}, {Q}: Target opponent exiles the top card of their library. Until end of turn, you may play that card.
Most of the Knacksaw clique's skills were hewn from the minds of others.
1/4
Leech Bonder

Leech Bonder {2}{U}

Creature - Merfolk Soldier
Leech Bonder enters the battlefield with two -1/-1 counters on it.
{U}, {Q}: Move a counter from target creature onto a second target creature.
Some don't know his face, but his pets are a dead giveaway.
3/3
Merrow Wavebreakers

Merrow Wavebreakers {4}{U}

Creature - Merfolk Soldier
{1}{U}, {Q}: Merrow Wavebreakers gains flying until end of turn.
The merrows' prey have retreated from the shore, so they have learned to follow.
3/3
Parapet Watchers

Parapet Watchers {2}{U}

Creature - Kithkin Soldier
{W/U}: Parapet Watchers gets +0/+1 until end of turn.
A kithkin doun is not so much a town as a fortress, built to withstand the constantly besieging darkness. Only those most watchful and trustworthy are tasked with guarding its walls.
2/2
Prismwake Merrow

Prismwake Merrow {2}{U}

Creature - Merfolk Wizard
Flash
When Prismwake Merrow enters the battlefield, target permanent becomes the color or colors of your choice until end of turn.
"Seeing is believing" is a fact the merrows ruthlessly exploit in their dealings with the other residents of Shadowmoor.
2/1
Puca's Mischief

Puca's Mischief {3}{U}

Enchantment
At the beginning of your upkeep, you may exchange control of target nonland permanent you control and target nonland permanent an opponent controls with an equal or lesser mana value.
Put Away

Put Away {2}{U}{U}

Instant
Counter target spell. You may shuffle up to one target card from your graveyard into your library.
Kithkin spellbottlers spend half their time preserving old memories and the other half punishing the new.
River Kelpie

River Kelpie {3}{U}{U}

Creature - Beast
Whenever River Kelpie or another permanent enters the battlefield from a graveyard, draw a card.
Whenever a player casts a spell from a graveyard, draw a card.
Persist
3/3
Savor the Moment

Savor the Moment {1}{U}{U}

Sorcery
Take an extra turn after this one. Skip the untap step of that turn.
The merrow took a moment for herself. She never gave it back.