Jumpstart: Historic Horizons

Coralhelm Guide

Coralhelm Guide {1}{U}

Creature - Merfolk Scout Ally
{4}{U}: Target creature can't be blocked this turn.
2/1
Diffusion Sliver

Diffusion Sliver {1}{U}

Creature - Sliver
Whenever a Sliver creature you control becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays {2}.
1/1
Dismiss

Dismiss {2}{U}{U}

Instant
Counter target spell.
Draw a card.
Etherium Spinner

Etherium Spinner {2}{U}

Artifact Creature - Human Wizard
Whenever you cast a spell with mana value 4 or greater, create a 1/1 colorless Thopter artifact creature token with flying.
2/1
Eyekite

Eyekite {1}{U}

Creature - Drake
Flying
Eyekite gets +2/+0 as long as you've drawn two or more cards this turn.
1/2
Faerie Seer

Faerie Seer {U}

Creature - Faerie Wizard
Flying
When Faerie Seer enters the battlefield, scry 2.
1/1
Filigree Attendant

Filigree Attendant {2}{U}{U}

Artifact Creature - Homunculus
Flying
Filigree Attendant's power is equal to the number of artifacts you control.
*/3
Floodhound

Floodhound {U}

Creature - Elemental Dog
{3}, {T}: Investigate.
1/2
Foul Watcher

Foul Watcher {1}{U}

Creature - Nightmare Bird
Flying
When Foul Watcher enters the battlefield, surveil 1.
Delirium — Foul Watcher gets +1/+0 as long as there are four or more card types among cards in your graveyard.
1/2
Ghost-Lit Drifter

Ghost-Lit Drifter {2}{U}

Creature - Spirit
Flying
{2}{U}: Another target creature gains flying until end of turn.
Channel{X}{U}, Discard Ghost-Lit Drifter: X target creatures gain flying until end of turn.
2/2
Hard Evidence

Hard Evidence {U}

Sorcery
Create a 0/3 blue Crab creature token.
Investigate.
Related card: Skywriter Djinn
Junk Winder

Junk Winder {5}{U}{U}

Creature - Serpent
Affinity for tokens
Whenever a token enters the battlefield under your control, tap target nonland permanent an opponent controls. It doesn't untap during its controller's next untap step.
5/6
Related card: Oyaminartok, Polar Werebear
Just the Wind

Just the Wind {1}{U}

Instant
Return target creature to its owner's hand.
Madness {U}
Manic Scribe

Manic Scribe {1}{U}

Creature - Human Wizard
When Manic Scribe enters the battlefield, each opponent mills three cards.
Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, that player mills three cards.
0/3
Man-o'-War

Man-o'-War {2}{U}

Creature - Jellyfish
When Man-o'-War enters the battlefield, return target creature to its owner's hand.
2/2
Master of the Pearl Trident

Master of the Pearl Trident {U}{U}

Creature - Merfolk
Other Merfolk creatures you control get +1/+1 and have islandwalk.
2/2
Mist-Syndicate Naga

Mist-Syndicate Naga {2}{U}

Creature - Naga Ninja
Ninjutsu {2}{U}
Whenever Mist-Syndicate Naga deals combat damage to a player, create a token that's a copy of Mist-Syndicate Naga.
3/1
Moonblade Shinobi

Moonblade Shinobi {3}{U}

Creature - Human Ninja
Ninjutsu {2}{U}
Whenever Moonblade Shinobi deals combat damage to a player, create a 1/1 blue Illusion creature token with flying.
3/2
Mulldrifter

Mulldrifter {4}{U}

Creature - Elemental
Flying
When Mulldrifter enters the battlefield, draw two cards.
Evoke {2}{U}
2/2
Ninja of the Deep Hours

Ninja of the Deep Hours {3}{U}

Creature - Human Ninja
Ninjutsu {1}{U}
Whenever Ninja of the Deep Hours deals combat damage to a player, you may draw a card.
2/2
Ojutai's Summons

Ojutai's Summons {3}{U}{U}

Sorcery
Create a 2/2 blue Djinn Monk creature token with flying.
Rebound
Parcel Myr

Parcel Myr {1}{U}

Artifact Creature - Clue Myr
{2}, Sacrifice Parcel Myr: Draw a card.
2/1
Phantasmal Form

Phantasmal Form {2}{U}

Instant
Until end of turn, up to two target creatures each have base power and toughness 3/3, gain flying, and become blue Illusions in addition to their other colors and types.
Draw a card.
Phantom Ninja

Phantom Ninja {1}{U}{U}

Creature - Illusion Ninja
Phantom Ninja can't be blocked.
2/2
Pondering Mage

Pondering Mage {3}{U}{U}

Creature - Human Wizard
When Pondering Mage enters the battlefield, look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card.
3/4