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Waterwind Scout

Waterwind Scout

Creature — Merfolk Scout2/2$0.13

Flying When this creature enters, create a Map token. (It's an artifact with ", , Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")

Legal in Commander

Is

Does

Rewards

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Don & Leo, Problem SolversDon & Leo, Problem Solvers blinks / re-enters your creatures, which Waterwind Scout can use because it has an enter-the-battlefield trigger.
  2. Adrix and Nev, TwincastersWaterwind Scout makes artifact tokens and Adrix and Nev, Twincasters doubles tokens.
  3. Bard, King of DaleWaterwind Scout makes artifact tokens and Bard, King of Dale doubles tokens.
  4. Donatello, the BrainsWaterwind Scout makes artifact tokens and Donatello, the Brains doubles tokens.
  5. Yarok, the DesecratedYarok, the Desecrated copies your triggered abilities, which Waterwind Scout can use because it has an enter-the-battlefield trigger.
  6. Mister FantasticMister Fantastic copies your triggered abilities, which Waterwind Scout can use because it has an enter-the-battlefield trigger.
  7. Thassa, Deep-DwellingThassa, Deep-Dwelling blinks / re-enters your creatures, which Waterwind Scout can use because it has an enter-the-battlefield trigger.
  8. Brago, King EternalBrago, King Eternal blinks / re-enters your creatures, which Waterwind Scout can use because it has an enter-the-battlefield trigger.
  9. Y'shtola RhulY'shtola Rhul blinks / re-enters your creatures, which Waterwind Scout can use because it has an enter-the-battlefield trigger.
  10. Kykar, Zephyr AwakenerKykar, Zephyr Awakener blinks / re-enters your creatures, which Waterwind Scout can use because it has an enter-the-battlefield trigger.

View Waterwind Scout on Scryfall