Night of the Flying Merfolk {2}{U}
Enchantment — Saga
Bedtime story (Don’t put a lore counter on this Saga as it enters. Put a lore counter on it at the beginning of your end step rather than your main phase. Sacrifice after III.)
I — Create two 1/1 blue Merfolk creature tokens.
II — Put a flying counter on each tapped creature you control.
III — Draw a card for each creature you control that dealt combat damage to a player this turn.
Illustrated by Ashlea Kelly
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Not Legal
- Historic
- Not Legal
- Modern
- Not Legal
- Brawl
- Not Legal
- Legacy
- Not Legal
- Timeless
- Not Legal
- Vintage
- Not Legal
- Pauper
- Not Legal
- Commander
- Not Legal
- Penny
- Not Legal
- Oathbreaker
- Not Legal
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Notes and Rules Information for Night of the Flying Merfolk:
- Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!). (2024-11-08)
- Playtest cards use a modified version of game symbols, such as {T} and {W}. These modified symbols should be treated as the standard symbols during play. (2024-11-08)
- For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure. (2024-11-08)