Merfolk are best known for their subtle magic. But those who try to fight them in their own territory quickly realize that merfolk are hardly defenseless on the field of battle.
Reveal the top three cards of your library. Target opponent may choose to put those cards into your hand. If they don't, put those cards into your graveyard and draw five cards.
Before signing anything on Grixis, always read the fine print.
The most terrifying thing about the craw wurm is probably the horrible crashing sound it makes as it speeds through the forest. This noise is so loud it echoes through the trees and seems to come from all directions at once.
Creeping Tar Pit enters tapped. {T}: Add {U} or {B}. {1}{U}{B}: Creeping Tar Pit becomes a 3/2 blue and black Elemental creature until end of turn and can't be blocked this turn. It's still a land.
Target opponent sacrifices a creature of their choice, discards three cards, then loses 5 life. You return a creature card from your graveyard to your hand, draw three cards, then gain 5 life.
Crumbling Necropolis enters tapped. {T}: Add {U}, {B}, or {R}.
"They say the ruins of Sedraxis were once a shining capital in Vithia. Now it is a blight, a place to be avoided by the living." —Olcot, Rider of Joffik
Enchant land Enchanted land is a 4/2 red Beast creature with trample. It's still a land. When enchanted land dies, return that card to its owner's hand.