Shore Lurker
Merfolk in white is the wrinkle here, and it colors everything about how this body is built. The tribe's home has always been blue, where the payoff is card selection and tempo; grafting a Scout onto white means the smoothing gets rebuilt out of surveil rather than a scry-and-draw package. The result is a plain 3/3 flier with a single point of surveil pinned to the enters-the-battlefield trigger: a one-time filter when the creature lands, with the option to feed a graveyard rather than merely dig toward a land. That last choice is the quiet part. Surveil is not scry; it turns the discarded card into fuel if you want it, which nudges an evasive white body toward decks that care about what sits in the yard rather than just decks that want to hit their curve. Because the trigger lives on the enter rather than the cast, it also recurs with the creature: any blink or reanimation reuses the surveil, which matters more to a graveyard shell than to a curve-filler. It is a modest effect on a modest frame, deliberately so: the four-mana cost and the flying keep it a role-player rather than an engine piece. What earns it a second look is less the rate than the color placement, a reminder that surveil has drifted out of its Dimir origins and become a texture white is now allowed to touch.
