When Tidal Courier enters, reveal the top four cards of your library. Put all Merfolk cards revealed this way into your hand and the rest on the bottom of your library in any order. {3}{U}: Tidal Courier gains flying until end of turn.
{U}{U}: For each attacking creature without flying, its controller may pay {1}. If that player doesn't, creatures you control blocking that creature gain first strike until end of turn.
Cast this spell only if no permanents named Tidal Influence are on the battlefield. Tidal Influence enters with a tide counter on it. At the beginning of your upkeep, put a tide counter on Tidal Influence. As long as there is exactly one tide counter on Tidal Influence, all blue creatures get -2/-0. As long as there are exactly three tide counters on Tidal Influence, all blue creatures get +2/+0. Whenever there are four or more tide counters on Tidal Influence, remove all tide counters from it.
Whenever Tidal Terror attacks, you may tap two other untapped creatures you control. If you do, Tidal Terror can't be blocked this turn. Islandcycling {2}
Kicker {1} When Tide Shaper enters, if it was kicked, target land becomes an Island for as long as Tide Shaper remains on the battlefield. Tide Shaper gets +1/+1 as long as an opponent controls an Island.
When Tidebinder Mage enters, tap target red or green creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control Tidebinder Mage.
Tidewalker enters with a time counter on it for each Island you control. Vanishing Tidewalker's power and toughness are each equal to the number of time counters on it.