Merfolk Raiders
Creature — Merfolk SoldierPower and toughness2/3
Card text
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)
"Turn your back for a second and they just vanish! As if they weren't shifty enough before." —Rhirhok, goblin archer
Showing Mirage#75
Price
0.22 $
7 printings
Daily estimate from Scryfall, not a shop quote.
Merfolk Raiders keyword rules
Landwalk Rule 702.14
Landwalk is a generic term that appears within an object’s rules text as “[type]walk,” where [type] is usually a land type, but it can also be the card type land plus any combination of land types, card types, and/or supertypes.
Landwalk is an evasion ability.
A creature with landwalk can’t be blocked as long as the defending player controls at least one land with the specified land type (as in “islandwalk”), with the specified type or supertype (as in “artifact landwalk”), without the specified type or supertype (as in “nonbasic landwalk”), or with both the specified type or supertype and the specified subtype (as in “snow swampwalk”). (See rule , “Declare Blockers Step.”)
Landwalk abilities don’t “cancel” one another.
Multiple instances of the same kind of landwalk on the same creature are redundant.
Phasing Rule 702.26
Phasing is a static ability that modifies the rules of the untap step. During each player’s untap step, before the active player untaps permanents, all phased-in permanents with phasing that player controls “phase out.” Simultaneously, all phased-out permanents that had phased out under that player’s control “phase in.”
If a permanent phases out, its status changes to “phased out.” Except for rules and effects that specifically mention phased-out permanents, a phased-out permanent is treated as though it does not exist. It can’t affect or be affected by anything else in the game. A permanent that phases out is removed from combat. (See rule .)
If a permanent phases in, its status changes to “phased in.” The game once again treats it as though it exists.
The phasing event doesn’t actually cause a permanent to change zones or control, even though it’s treated as though it’s not on the battlefield and not under its controller’s control while it’s phased out. Zone-change triggers don’t trigger when a permanent phases in or out. Tokens continue to exist on the battlefield while phased out. Counters and stickers remain on a permanent while it’s phased out. Effects that check a phased-in permanent’s history won’t treat the phasing event as having caused the permanent to leave or enter the battlefield or its controller’s control.
If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, a phased-out permanent won’t be included in the set of affected objects. This includes continuous effects that reference the permanent specifically, unless they also specifically refer to the permanent as phased out.
Continuous effects that affect a phased-out permanent may expire while that permanent is phased out. If so, they will no longer affect that permanent once it’s phased in. In particular, effects with “for as long as” durations that track that permanent (see rule ) end when that permanent phases out because they can no longer see it.
When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out “indirectly.” An Aura, Equipment, or Fortification that phased out indirectly won’t phase in by itself, but instead phases in along with the permanent it’s attached to.
If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.
An Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was attached to when it phased out, if that object is still in the same zone or that player is still in the game. If not, that Aura, Equipment, or Fortification phases in unattached. State-based actions apply as appropriate. (See rules and .)
Abilities that trigger when a permanent becomes attached or unattached from an object or player don’t trigger when that permanent phases in or out.
Phased-out permanents owned by a player who leaves the game also leave the game. This doesn’t cause zone-change abilities to trigger. See rule .
If an effect causes a player to skip their untap step, the phasing event simply doesn’t occur that turn.
In a multiplayer game, game rules may cause a phased-out permanent to leave the game or to be exiled once a player leaves the game. (See rules and .) If a phased-out permanent phased out under the control of a player who has left the game, that permanent phases in during the next untap step after that player’s next turn would have begun.
Multiple instances of phasing on the same permanent are redundant.
Merfolk Raiders format legality
Constructed
- StandardNot legal
- PioneerNot legal
- ModernNot legal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperLegal
- PremodernLegal
- Old SchoolNot legal
- Penny DreadfulNot legal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderLegal
- Duel CommanderLegal
- PreDHLegal
Arena & online
- HistoricNot legal
- TimelessNot legal
- AlchemyNot legal
- GladiatorNot legal
- BrawlNot legal
- Standard BrawlNot legal
- Competitive BrawlNot legal
Other
- TLRLegal
All printings of Merfolk Raiders 7
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