Whenever Goblin Snowman blocks, prevent all combat damage that would be dealt to and dealt by it this turn. {T}: Goblin Snowman deals 1 damage to target creature it’s blocking. 1/1
{2}, Exile a nonland card from your hand: Put four time counters on the exiled card. If it doesn’t have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it’s a creature, it has haste.) 2/2
Other Merfolk creatures you control get +1/+1. Whenever you cast a Merfolk spell, you may tap or untap target permanent. 2/2
When Goblin Matron enters, you may search your library for a Goblin card, reveal that card, put it into your hand, then shuffle. 1/1
Lands you control have "T: Add one mana of any color." T: Add one mana of any color.
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}.
Enchant creature Enchanted creature has "T: Put X 1/1 red Elemental creature tokens with haste into play, where X is this creature's power. Remove them from the game at end of turn."
When Agent of Treachery enters, gain control of target permanent. At the beginning of your end step, if you control three or more permanents you don’t own, draw three cards.
R: Inferno Titan gets +1/+0 until end of turn. Whenever Inferno Titan enters the battlefield or attacks, it deals 3 damage divided as you choose among one, two, or three target creatures and/or players.
Whenever Pashalik Mons or another Goblin you control dies, Pashalik Mons deals 1 damage to any target. 3R, Sacrifice a Goblin: Create two 1/1 red Goblin creature tokens.
Protection from blue (This creature can't be blocked, targeted, dealt damage, or enchanted by anything blue.) Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin.
When Goblin Matron enters the battlefield, you may search your library for a Goblin card, reveal that card, and put it into your hand. If you do, shuffle your library.
2R, Sacrifice two Goblins: Put three Goblin tokens into play. Treat these tokens as 1/1 red creatures.
Flying Whenever another Angel or Cleric enters the battlefield under your control, you gain life equal to that creature's toughness. As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.