(To behold a Merfolk, choose a Merfolk you control or reveal a Merfolk card from your hand.) When this creature enters, create a 1/1 white and blue Merfolk creature token
If taking risks is your thing and you dont have Hypno available nor have the Pack Points required to craft cards you dont yet have you can also consider using Jigglypuff

Beetle, Legacy Criminal Black Cat, Cunning Thief Carnage, Crimson Chaos Chameleon, Master of Disguise Common Crook Doc Ock's Henchmen Doc Ock, Sinister Scientist Doctor Octopus, Master Planner Eddie Brock Electro, Assaulting Battery Flying Octobot Green Goblin Green Goblin, Revenant Hobgoblin, Mantled Marauder Hydro-Man, Fluid Felon Inner Demons Gangsters Jackal, Genius Geneticist Kraven the Hunter Kraven's Cats Kraven, Proud Predator Lady Octopus, Inspired Inventor Living Brain, Mechanical Marvel Lizard, Connors's Curse Lurking Lizards Mechanical Mobster Merciless Enforcers Mister Negative Mob Lookout Molten Man, Inferno Incarnate Morbius the Living Vampire Morlun, Devourer of Spiders Mysterio's Phantasm Mysterio, Master of Illusion Norman Osborn Prowler, Clawed Thief Raging Goblinoids Rhino, Barreling Brute Sandman, Shifting Scoundrel Scorpion, Seething Striker Shocker, Unshakable Shriek, Treblemaker Spider-Slayer, Hatred Honed Stegron the Dinosaur Man Superior Foes of Spider-Man Swarm, Being of Bees The Spot, Living Portal Tombstone, Career Criminal Ultimate Green Goblin Venom, Evil Unleashed Venom, Lethal Protector Venomized Cat Vulture, Scheming Scavenger

usually a 38-12 split 10 sources of "card advantage;" I use this term loosely, but mostly looking for card draw or any spell that nets me 2+ nonland cards in hand / directly into play 6 targeted removal split between creature / artifact / enchantment removal 3 board wipes 2 recursion 2 flexible tutors 1 graveyard hate 1 surprise "I Win" card That's always my starting point, which is then tweaked to suit the individual deck's strategy, and further tweaked with playtesting
You can enter the battlefield with feline ferocity