Modern Horizons 2

Mirari's Wake

Mirari's Wake {3}{G}{W}

Enchantment
Creatures you control get +1/+1.
Whenever you tap a land for mana, add one mana of any type that land produced.
Its passage through history is marked by warped desires and insatiable greed.
Shardless Agent

Shardless Agent {1}{G}{U}

Artifact Creature - Human Rogue
Cascade
"The left blade for a swift, painless death. The right blade for a long, lingering one. The choice is mine."
2/2
Vindicate

Vindicate {1}{W}{B}

Sorcery
Destroy target permanent.
"I am the mad one!"
Scion of Draco

Scion of Draco {12}

Artifact Creature - Dragon
Domain — This spell costs {2} less to cast for each basic land type among lands you control.
Flying
Each creature you control has vigilance if it's white, hexproof if it's blue, lifelink if it's black, first strike if it's red, and trample if it's green.
4/4
Sword of Hearth and Home

Sword of Hearth and Home {3}

Artifact - Equipment
Equipped creature gets +2/+2 and has protection from green and from white.
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip {2}
Cabal Coffers

Cabal Coffers

Land
{2}, {T}: Add {B} for each Swamp you control.
The Cabal required a suitably immense space to house the lucrative fruits of their religious zeal.
Mishra's Factory

Mishra's Factory

Land
{T}: Add {C}.
{1}: This land becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.
{T}: Target Assembly-Worker creature gets +1/+1 until end of turn.
Related card: Golgothian Sylex
Blossoming Calm

Blossoming Calm {W}

Instant
You gain hexproof until your next turn. You gain 2 life.
Rebound
Mood: A spell that protects her from her enemies.
Esper Sentinel

Esper Sentinel {W}

Artifact Creature - Human Soldier
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays {X}, where X is this creature's power.
Action: Using the reference as inspiration, we'd like you to design a soldier who is a similar mix of flesh and etherium (a magical metal found only on Esper).
1/1
Late to Dinner

Late to Dinner {3}{W}

Sorcery
Return target creature card from your graveyard to the battlefield. Create a Food token.
Mood: A friendship that can outlast death.
Lens Flare

Lens Flare {4}{W}

Instant
Affinity for artifacts
Lens Flare deals 5 damage to target attacking or blocking creature.
Intent: The spell shows a creature being damaged by powerful rays of light.
Nykthos Paragon

Nykthos Paragon {4}{W}{W}

Enchantment Creature - Human Soldier
Whenever you gain life, you may put that many +1/+1 counters on each creature you control. Do this only once each turn.
Action: Start with 190C and design a spirit known as an Eidolon that resembles a human solider carrying a large shield.
4/6
Search the Premises

Search the Premises {3}{W}

Enchantment
Whenever a creature attacks you or a planeswalker you control, investigate.
Mood: Determined to find evidence of wrongdoing.
Serra's Emissary

Serra's Emissary {4}{W}{W}{W}

Creature - Angel
Flying
As this creature enters, choose a card type.
You and creatures you control have protection from the chosen card type.
7/7
Dress Down

Dress Down {1}{U}

Enchantment
Flash
When this enchantment enters, draw a card.
Creatures lose all abilities.
At the beginning of the end step, sacrifice this enchantment.
Floodhound

Floodhound {U}

Creature - Elemental Dog
{3}, {T}: Investigate.
Action: This creature is a BLOODHOUND formed entirely of WATER.
1/2
Fractured Sanity

Fractured Sanity {U}{U}{U}

Sorcery
Each opponent mills fourteen cards.
Cycling {1}{U}
When you cycle this card, each opponent mills four cards.
Action: We'd like an epic, abstract illustration of a fantastical moon (not the real-life earth moon), which has cracked open.
Murktide Regent

Murktide Regent {5}{U}{U}

Creature - Dragon
Delve
Flying
This creature enters with a +1/+1 counter on it for each instant and sorcery card exiled with it.
Whenever an instant or sorcery card leaves your graveyard, put a +1/+1 counter on this creature.
3/3
Mystic Redaction

Mystic Redaction {2}{U}

Enchantment
At the beginning of your upkeep, scry 1.
Whenever you discard a card, each opponent mills two cards.
Action: Show GLOWING BLUE GLYPHS being TORN out of a GRIMOIRE, leaving BLANK PAGES behind.
Phantasmal Dreadmaw

Phantasmal Dreadmaw {2}{U}{U}

Creature - Dinosaur Illusion
Trample
When this creature becomes the target of a spell or ability, sacrifice it.
Action: Using the original art of Colossal Dreadmaw as inspiration, design an illusionary version of the dinosaur.
6/6
Rise and Shine

Rise and Shine {1}{U}

Sorcery
Target noncreature artifact you control becomes a 0/0 artifact creature. Put four +1/+1 counters on each artifact that became a creature this way.
Overload {4}{U}{U}
Mood: "You can't keep us locked away anymore. To battle!"
Thought Monitor

Thought Monitor {6}{U}

Artifact Creature - Construct
Affinity for artifacts
Flying
When this creature enters, draw two cards.
Mood: An efficient, well-designed machine.
2/2
Archon of Cruelty

Archon of Cruelty {6}{B}{B}

Creature - Archon
Flying
Whenever this creature enters or attacks, target opponent sacrifices a creature or planeswalker of their choice, discards a card, and loses 3 life. You draw a card and gain 3 life.
6/6
Kitchen Imp

Kitchen Imp {3}{B}

Creature - Imp
Flying, haste
Madness {B}
Action: Show an imp that's a kitchen helper for Asmor, the Underworld Cook.
2/2
Magus of the Bridge

Magus of the Bridge {B}{B}{B}

Creature - Human Wizard
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 2/2 black Zombie creature token.
When a creature is put into an opponent's graveyard from the battlefield, exile this creature.
4/4