Rivals of Ixalan

Seafloor Oracle

Seafloor Oracle {2}{U}{U}

Creature - Merfolk Wizard
Whenever a Merfolk you control deals combat damage to a player, draw a card.
Where the light falls dim and blue on broken ships, secrets lie unclaimed.
2/3
Secrets of the Golden City

Secrets of the Golden City {1}{U}{U}

Sorcery
Ascend
Draw two cards. If you have the city's blessing, draw three cards instead.
Stolen knowledge can never be stolen back.
Silvergill Adept

Silvergill Adept {1}{U}

Creature - Merfolk Wizard
As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay {3}.
When Silvergill Adept enters, draw a card.
"If you keep to the shallows, you'll never learn the secrets of the depths."
2/1
Siren Reaver

Siren Reaver {3}{U}

Creature - Siren Pirate
Raid — This spell costs {1} less to cast if you attacked this turn.
Flying
"Prepare to be boarded."
3/2
Slippery Scoundrel

Slippery Scoundrel {2}{U}

Creature - Human Pirate
Ascend
As long as you have the city's blessing, Slippery Scoundrel has hexproof and can't be blocked.
"I'd rather be caught red-handed than leave empty-handed!"
2/2
Soul of the Rapids

Soul of the Rapids {3}{U}{U}

Creature - Elemental
Flying
Hexproof
With Kumena in control of the Immortal Sun, the rapids rose from their riverbeds and the waterfalls took flight.
3/2
Spire Winder

Spire Winder {3}{U}

Creature - Snake
Flying
Ascend
Spire Winder gets +1/+1 as long as you have the city's blessing.
2/3
Sworn Guardian

Sworn Guardian {1}{U}

Creature - Merfolk Warrior
For the River Heralds, the Immortal Sun is an object of terror and devastation. The idea that anyone would retrieve it for their own use is utterly abhorrent.
1/3
Timestream Navigator

Timestream Navigator {1}{U}

Creature - Human Pirate Wizard
Ascend
{2}{U}{U}, {T}, Put Timestream Navigator on the bottom of its owner's library: Take an extra turn after this one. Activate only if you have the city's blessing.
1/1
Warkite Marauder

Warkite Marauder {1}{U}

Creature - Human Pirate
Flying
Whenever Warkite Marauder attacks, target creature defending player controls loses all abilities and has base power and toughness 0/1 until end of turn.
2/1
Waterknot

Waterknot {1}{U}{U}

Enchantment - Aura
Enchant creature
When Waterknot enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Arterial Flow

Arterial Flow {1}{B}{B}

Sorcery
Each opponent discards two cards. If you control a Vampire, each opponent loses 2 life and you gain 2 life.
"It is impious to admit, but I do enjoy pirate blood. Something in the salty tang of it, the spice of rebellion."
Canal Monitor

Canal Monitor {4}{B}

Creature - Lizard
The first goblin tried to swim the canal. The second built a raft. The last and craftiest goblin launched herself from a firecannon and soared over the canal, trailing smoke. All were eaten, but only one was cooked.
5/3
Champion of Dusk

Champion of Dusk {3}{B}{B}

Creature - Vampire Knight
When Champion of Dusk enters, you draw X cards and you lose X life, where X is the number of Vampires you control.
"Drench these golden streets in the blood of our enemies."
4/4
Dark Inquiry

Dark Inquiry {2}{B}

Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
"Your mind is no longer yours to waste."
Dead Man's Chest

Dead Man's Chest {1}{B}

Enchantment - Aura
Enchant creature an opponent controls
When enchanted creature dies, exile cards equal to its power from the top of its owner's library. You may cast spells from among those cards for as long as they remain exiled, and mana of any type can be spent to cast them.
Dinosaur Hunter

Dinosaur Hunter {1}{B}

Creature - Human Pirate
Whenever Dinosaur Hunter deals damage to a Dinosaur, destroy that creature.
"Aye, the foul beast chomped me, but I got away. You'd best believe when I find it again, it won't get away so easy."
2/2
Dire Fleet Poisoner

Dire Fleet Poisoner {1}{B}

Creature - Human Pirate
Flash
Deathtouch
When Dire Fleet Poisoner enters, target attacking Pirate you control gets +1/+1 and gains deathtouch until end of turn.
2/2
Dusk Charger

Dusk Charger {3}{B}

Creature - Horse
Ascend
Dusk Charger gets +2/+2 as long as you have the city's blessing.
Stories say demon blood runs in its veins, making it fearless and bloodthirsty.
3/3
Dusk Legion Zealot

Dusk Legion Zealot {1}{B}

Creature - Vampire Soldier
When Dusk Legion Zealot enters, you draw a card and you lose 1 life.
Once they reached Orazca, the Legion's explorers ransacked tombs and temples, hunting for the Immortal Sun.
1/1
Fathom Fleet Boarder

Fathom Fleet Boarder {2}{B}

Creature - Orc Pirate
When Fathom Fleet Boarder enters, you lose 2 life unless you control another Pirate.
Without frequent raids, orcs sometimes get bored and plunder their own ships.
3/3
Forerunner of the Coalition

Forerunner of the Coalition {2}{B}

Creature - Human Pirate
When Forerunner of the Coalition enters, you may search your library for a Pirate card, reveal it, then shuffle and put that card on top.
Whenever another Pirate you control enters, each opponent loses 1 life.
2/2
Golden Demise

Golden Demise {1}{B}{B}

Sorcery
Ascend
All creatures get -2/-2 until end of turn. If you have the city's blessing, instead only creatures your opponents control get -2/-2 until end of turn.
Grasping Scoundrel

Grasping Scoundrel {B}

Creature - Human Pirate
Grasping Scoundrel gets +1/+0 as long as it's attacking.
"I can hear the plunder calling. It asks for me by name."
1/1
Gruesome Fate

Gruesome Fate {2}{B}

Sorcery
Each opponent loses 1 life for each creature you control.
"You were keen enough to sink your fangs into us, vampire! And now you're afraid of a few little nibbles?"
—Udvil "Ratty" Ratlock