Camarid
• Token Creature - Camarid (S)
1/1
Magmarush Missile 3R
Creature — Elemental Nautilus (C)
Haste
Seismic — Whenever a land is put into your graveyard from anywhere, Magmarush Missile gets +2/+0 until end of turn.
"Now that's
a strange sight."
—Kiora
3/3
Carnivorous Kelp 2g
Creature - Plant
Defender
Tidal 2
(At the beginning of your upkeep, remove a tide counter from this creature. If you can't, put two tide counters on it.)
Carnivorous Kelp gets +X/+X, where X is the number of tide counters on it.
"Relax, it's just some seaweed brushing your leg."
0/5
Cephalid Diplomat 3U
Creature - Cephalid Advisor (C)
When Cephalid Diplomat enters the battlefield, each player mills two cards and returns a non-Cephalid, nonland permanent they control to its owners hand.
"Everyone must make concessions at some point." - Tiblin, cephalid autocrat
2/3
Shellbreaker Brute 4R
Creature — Homarid Warrior (C)
Tidal 3
(At the beginning of your upkeep, remove a tide counter from this creature. If you can't, put three tide counters on it.)
When the last tide counter is removed from Shellbreaker Brute, destroy target artifact.
Homarids are known for two things: Their great talents for artifice, and their jealousy.
4/4
Selkie Healer 1W
Creature - Merfolk Cleric (C)
Lifelink
"May you be anointed by the favor of the Suncolumn."
2/2
Broken Reef 4B
Creature — Zombie Elemental (C)
Deathtouch
Seismic — Whenever a land card is put into your graveyard from anywhere, each opponent loses 1 life and you gain 1 life.
The coral died long ago, but the reef still supports them.
2/4
Shard Volley R
Instant (C)
As an additional cost to cast this spell, sacrifice a land.
Shard Volley deals 3 damage to any target.
"Rock plug up vent. Steam build in vent. You do math." - Onnoji, homarid berserker
Fertility 1w
Instant
Spawn
(Put a spawning counter into target permanent. Whenever a permanent with a spawning counter leaves the battlefield, create a 1/1 blue camarid creature token for each spawning counter on it.)
Proliferate
(Choose any number of permanents and/or players, then give each another counter of each kind already there.)
"While Homarids may appear animalistic, their society is wrought with nuance."
Viscerid Assassin 2B
Creature - Homarid Drone Assassin
Flash
Menace
When Viscerid Assassin enters the battlefield, target attacking creature gets -1/-1 until end of turn.
"Why are we so much more subtle and intelligent than our cousins? Because we have the gift of a dark power to guide us." - Ghonnax, viscerid warlord
1/2
Sunbreach Cetacean 4WW
Creature — Whale (C)
Flying
When Sunbreach Cetacean enters the battlefield, remove all counters from target permanent.
"Blessed are the whales who openly visit the surface. Through their actions we find ourselves cleansed."
—Rafaa, Selkie cleric
4/5
Cephalid Marinegrapher
Creature — Cephalid Wizard (C)
Seismic — Whenever a land is put into your graveyard from anywhere, put a +1/+1 counter on Cephalid Naturalist.
"Those who study land at youth understands politics at old age."
2/2
Architect's Restoration 3W
Sorcery (U)
Return up to two target land cards from your graveyard to the battlefield tapped.
"Our empire has endured thousands of years. When the craters that now rise are specks of sand, we shall be here still."
Master of the Boiling Tide 3RR
Creature - Homarid Shaman
(U)
First strike
T: Invoke a Kraken or Shaman. Activate this ability only any time you could cast a sorcery.
(Reveal cards from the top of your library until you reveal an Kraken or Shaman card. You may put it on top of your library. Put the rest on the bottom of your library in a random order.)
"What is hotter than a homarid's rage?" - The Three Hundred Riddles
3/2
Journey to Demonic Temple 2bb
Enchantment - Journey (U)
When this Journey enters the battlefield and at the beginning if your upkeep, choose one that hasn't been chosen —
• Create two 1/1 black Imp creature tokens with flying.
• Each player sacrifices a creature.
• Target player draws two cards and loses 2 life.
• Sacrifice Journey to Demonic Temple.
One with the Oceans 3WW
Enchantment
(R)
Seismic - Whenever a land card is put into your graveyard from anywhere, until the beginning of your next turn, you can't lose the game, your opponents can't win the game, and damage that would reduce your life total to less than 1 reduces it to 1 instead.
"In that moment I floated between sea and sky, enveloped in both and yet bound to neither, shielded from all things by my own total serenity." - Aulataa, selkie magistrate