Scout the Tides
Waterwind Scout is a compact tempo piece for blue decks that want an evasive threat and repeatable value. For {2}{U} you get a 2/2 Merfolk Scout with Flying that immediately creates a Map token when it enters the battlefield. The Map gives a slow but steady resource engine by letting you pay one then tap and sacrifice it to make a creature you control explore on your main phase. That interaction rewards careful sequencing and plays well with creatures that gain value when they explore or when they enter the battlefield.
This card works in aggressive jump and control shells equally. Piloting Waterwind Scout is about timing the enter the battlefield trigger to leave open mana for follow up plays and to leverage the Map token on the next turn. In limited it is a simple chump blocker that turns into incremental card selection. In constructed it can enable creature based synergies while still presenting an aerial threat that dodges ground blockers.
Card Details:
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Mana Cost: {2}{U}
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Card Type: Creature
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Subtypes: Merfolk Scout
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Card Text / Rules Text (Printed): Flying. When Waterwind Scout enters the battlefield, create a Map token. (It is an artifact with "1, T, Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery.")
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Power / Toughness: 2/2