Take an extra turn after this one. Exile Part the Waterveil. Awaken 6—{6}{U}{U}{U} (If you cast this spell for {6}{U}{U}{U}, also put six +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It’s still a land.)
Whenever a creature with power 4 or greater enters the battlefield under your control, draw a card. [-1]: Untap target permanent.
Look at target player’s hand. Target player discards all non-land cards in his or her hand.
Delirium — If a source you control would deal noncombat damage to a permanent or player while there are four or more card types among cards in your graveyard, it deals double that damage instead. When The Rollercrusher Ride enters, it deals X damage to each of up to X target creatures.
If a creature dying causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. Creature tokens you control have vigilance and lifelink.
At the beginning of each end step, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)
Flying When Angel of Despair enters the battlefield, destroy target permanent.
Choose two — • Each opponent sacrifices a creature of their choice. • Exile all opponents’ graveyards. • Create a 1/1 white and black Spirit creature token with flying. • You gain 4 life. Entwine {3} (Choose all if you pay the entwine cost.)
Flying Whenever Nightveil Specter deals combat damage to a player, that player exiles the top card of their library. You may play lands and cast spells from among cards exiled with Nightveil Specter. 2/3
Until your next turn, creatures can’t attack you. Exile Chronomantic Escape with three time counters on it. Suspend 3—{2}{W} (Rather than cast this card from your hand, you may pay {2}{W} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Enchant opponent Skip your draw step. Whenever enchanted opponent draws a card, you may draw a card.
Whenever a player casts a spell from their hand, that player exiles it, then exiles cards from the top of their library until they exile a card that shares a card type with it. That player may cast that card without paying its mana cost. Then they put all cards exiled with Possibility Storm on the bottom of their library in a random order.
Other Merfolk creatures you control get +1/+1. Whenever you cast a Merfolk spell, you may tap or untap target permanent. 2/2
As Wanderwine Hub enters, you may reveal a Merfolk card from your hand. If you don’t, Wanderwine Hub enters tapped. {T}: Add {W} or {U}.