The List

Avian Changeling

Avian Changeling {2}{W}

Creature - Shapeshifter
Changeling
Flying
Today it flies with the flock. Tomorrow it may wake to find them gone, its body in an unfamiliar form.
2/2
Veteran of the Depths

Veteran of the Depths {3}{W}

Creature - Merfolk Soldier
Whenever Veteran of the Depths becomes tapped, you may put a +1/+1 counter on it.
In the backwaters of the Merrow Lanes lie stones scarred with tallies of countless generations, each representing a victory of merrow soldiers.
2/2
Wizened Cenn

Wizened Cenn {W}{W}

Creature - Kithkin Cleric
Other Kithkin creatures you control get +1/+1.
"Thoughtweft binds us together as one, part of an intricate pattern that would unravel if even one thread came loose."
2/2
Amoeboid Changeling

Amoeboid Changeling {1}{U}

Creature - Shapeshifter
Changeling
{T}: Target creature gains all creature types until end of turn.
{T}: Target creature loses all creature types until end of turn.
1/1
Cryptic Command

Cryptic Command {1}{U}{U}{U}

Instant
Choose two —
• Counter target spell.
• Return target permanent to its owner's hand.
• Tap all creatures your opponents control.
• Draw a card.
Faerie Harbinger

Faerie Harbinger {3}{U}

Creature - Faerie Wizard
Flash
Flying
When Faerie Harbinger enters, you may search your library for a Faerie card, reveal it, then shuffle and put that card on top.
2/2
Familiar's Ruse

Familiar's Ruse {U}{U}

Instant
As an additional cost to cast this spell, return a creature you control to its owner's hand.
Counter target spell.
Because of their capricious nature, faeries can serve as living lenses for disruptive magic.
Forced Fruition

Forced Fruition {4}{U}{U}

Enchantment
Whenever an opponent casts a spell, that player draws seven cards.
"Petals within petals within petals, tadpole. The truth lurks below an opulence of illusion."
—Neerdiv, fallowsage
Burrenton Forge-Tender

Burrenton Forge-Tender {W}

Creature - Kithkin Wizard
Protection from red
Sacrifice Burrenton Forge-Tender: Prevent all damage a red source of your choice would deal this turn.
"We are a clachan of smiths. The forge is as comfortable to us as a small fire during a cool winter's evening."
1/1
Merrow Harbinger

Merrow Harbinger {3}{U}

Creature - Merfolk Wizard
Islandwalk
When Merrow Harbinger enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top.
2/3
Silvergill Douser

Silvergill Douser {1}{U}

Creature - Merfolk Wizard
{T}: Target creature gets -X/-0 until end of turn, where X is the number of Merfolk and/or Faeries you control.
The Silvergill school monitors traffic on the Lanes, ensuring that the riffraff don't interfere with travelers.
1/1
Spellstutter Sprite

Spellstutter Sprite {1}{U}

Creature - Faerie Wizard
Flash
Flying
When Spellstutter Sprite enters, counter target spell with mana value X or less, where X is the number of Faeries you control.
1/1
Changeling Hero

Changeling Hero {4}{W}

Creature - Shapeshifter
Changeling
Champion a creature
Lifelink
4/4
Turtleshell Changeling

Turtleshell Changeling {3}{U}

Creature - Shapeshifter
Changeling
{1}{U}: Switch Turtleshell Changeling's power and toughness until end of turn.
A changeling involuntarily mimics the nearest being at hand, sometimes trading a borrowed shell for borrowed claws.
1/4
Hypnotic Specter

Hypnotic Specter {1}{B}{B}

Creature - Specter
Flying
Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random.
Its victims are known by their eyes: shattered vessels leaking broken dreams.
2/2
Sign in Blood

Sign in Blood {B}{B}

Sorcery
Target player draws two cards and loses 2 life.
"You know I accept only one currency here, and yet you have sought me out. Why now do you hesitate?"
—Xathrid demon
Vampire Nocturnus

Vampire Nocturnus {1}{B}{B}{B}

Creature - Vampire
Play with the top card of your library revealed.
As long as the top card of your library is black, Vampire Nocturnus and other Vampire creatures you control get +2/+1 and have flying.
"Your life will set with the sun."
3/3
Burning Inquiry

Burning Inquiry {R}

Sorcery
Each player draws three cards, then discards three cards at random.
Jariad burned the midnight oil, burned through scroll after scroll, and then burned down his laboratory.
Cudgel Troll

Cudgel Troll {2}{G}{G}

Creature - Troll
{G}: Regenerate Cudgel Troll.
4/3
Lurking Predators

Lurking Predators {4}{G}{G}

Enchantment
Whenever an opponent casts a spell, reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, you may put that card on the bottom of your library.
All are prey to the eyes of the wild.
Gorgon Flail

Gorgon Flail {2}

Artifact - Equipment
Equipped creature gets +1/+1 and has deathtouch.
Equip {2}
Howling Mine

Howling Mine {2}

Artifact
At the beginning of each player's draw step, if Howling Mine is untapped, that player draws an additional card.
The mine's riches never end, nor do the moans of the spirits doomed to haunt them.
Rootbound Crag

Rootbound Crag

Land
Rootbound Crag enters tapped unless you control a Mountain or a Forest.
{T}: Add {R} or {G}.
Sunpetal Grove

Sunpetal Grove

Land
Sunpetal Grove enters tapped unless you control a Forest or a Plains.
{T}: Add {G} or {W}.
Undead Slayer

Undead Slayer {2}{W}

Creature - Human Cleric
{W}, {T}: Exile target Skeleton, Vampire, or Zombie.
"My motive is not vengeance but mercy. I deliver the soulless back to their severed souls."
2/2