The List

Aether Tradewinds

Aether Tradewinds {2}{U}

Instant
Return target permanent you control and target permanent you don't control to their owners' hands.
Consulate engineers have developed safe methods of harvesting aether, but renegades aren't always so careful.
Curio Vendor

Curio Vendor {1}{U}

Creature - Vedalken
"Step right up! Try your hand! It'll thrill the senses and boggle the mind!"
2/1
Failed Inspection

Failed Inspection {2}{U}{U}

Instant
Counter target spell. Draw a card, then discard a card.
The most dangerous thing an artificer can do is believe an invention is perfect.
Authority of the Consuls

Authority of the Consuls {W}

Enchantment
Creatures your opponents control enter tapped.
Whenever a creature an opponent controls enters, you gain 1 life.
Citizens are free to do as they wish, within the confines of the Consulate's laws.
Related card: Faithful Disciple
Hightide Hermit

Hightide Hermit {4}{U}

Creature - Crab
Defender
When this creature enters, you get {E}{E}{E}{E}.
Pay {E}{E}: This creature can attack this turn as though it didn't have defender.
4/4
Weldfast Wingsmith

Weldfast Wingsmith {3}{U}

Creature - Human Artificer
Whenever an artifact you control enters, this creature gains flying until end of turn.
"Airships are too confining. If I'm in the sky, I want to feel the wind in my hair and taste the aether."
3/3
Built to Last

Built to Last {W}

Instant
Target creature gets +2/+2 until end of turn. If it's an artifact creature, it gains indestructible until end of turn.
Consulate-built automatons have a lifetime warranty.
Wind Drake

Wind Drake {2}{U}

Creature - Drake
Flying
Drakes prowl the skies of Kaladesh, waiting for the perfect moment to strike.
2/2
Ambitious Aetherborn

Ambitious Aetherborn {4}{B}

Creature - Aetherborn Artificer
Fabricate 1
Aetherborn who are unwilling to accept the decomposition of their bodies invent ways to preserve and augment themselves.
4/3
Die Young

Die Young {1}{B}

Sorcery
Choose target creature. You get {E}{E}, then you may pay any amount of {E}. The creature gets -1/-1 until end of turn for each {E} paid this way.
"When the time comes, let go. Nothing lasts forever."
Dukhara Scavenger

Dukhara Scavenger {5}{B}

Creature - Crocodile
When this creature enters, you may put target artifact or creature card from your graveyard on top of your library.
The teeth marks add character.
4/6
Essence Extraction

Essence Extraction {1}{B}{B}

Instant
Essence Extraction deals 3 damage to target creature and you gain 3 life.
The "gifted" among the aetherborn can draw the life essence of other living beings into themselves.
Fretwork Colony

Fretwork Colony {1}{B}

Creature - Insect
This creature can't block.
At the beginning of your upkeep, put a +1/+1 counter on this creature and you lose 1 life.
The swarm leaves behind a flawless pattern that only occasionally threatens the structural integrity of the wood.
1/1
Gonti, Lord of Luxury

Gonti, Lord of Luxury {2}{B}{B}

Legendary Creature - Aetherborn Rogue
Deathtouch
When Gonti enters, look at the top four cards of target opponent's library, exile one of them face down, then put the rest on the bottom of that library in a random order. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
2/3
Lawless Broker

Lawless Broker {2}{B}

Creature - Aetherborn Rogue
When this creature dies, put a +1/+1 counter on target creature you control.
Kaladesh's illicit marketplaces are known as "night markets," but if you know who to ask, you can find what you're looking for at any time of the day.
3/2
Prakhata Club Security

Prakhata Club Security {3}{B}

Creature - Aetherborn Warrior
It's rare that the Prakhata Club closes its doors. It's also rare that Lord Gonti meets with Consul Kambal. What are the odds the two would occur on the same day?
3/4
Rush of Vitality

Rush of Vitality {1}{B}

Instant
Target creature gets +1/+0 and gains lifelink and indestructible until end of turn.
Short lives lead to forbidden choices.
Abzan Battle Priest

Abzan Battle Priest {3}{W}

Creature - Human Cleric
Outlast {W}
Each creature you control with a +1/+1 counter on it has lifelink.
"Wherever I walk, the ancestors walk too."
3/2
Feat of Resistance

Feat of Resistance {1}{W}

Instant
Put a +1/+1 counter on target creature you control. It gains protection from the color of your choice until end of turn.
Dragons are extinct on Tarkir, but Abzan magic still emulates their endurance.
Barrage of Boulders

Barrage of Boulders {2}{R}

Sorcery
Barrage of Boulders deals 1 damage to each creature you don't control.
Ferocious — If you control a creature with power 4 or greater, creatures can't block this turn.
Crude tactics can be effective nonetheless.
Bloodfire Expert

Bloodfire Expert {2}{R}

Creature - Efreet Monk
Prowess
Some efreet abandon their homes in the volcanic Fire Rim to embrace the Jeskai Way and discipline their innate flames.
3/1
Bring Low

Bring Low {3}{R}

Instant
Bring Low deals 3 damage to target creature. If that creature has a +1/+1 counter on it, Bring Low deals 5 damage to it instead.
"People are often humbled by the elements. But the elements, too, can be humbled."
—Surrak, khan of the Temur
Canyon Lurkers

Canyon Lurkers {4}{R}

Creature - Human Rogue
Morph {3}{R}
The broken Qal Sisma foothills make poor terrain for cavalry, but a perfect setting for ambushes.
5/2
Goblinslide

Goblinslide {2}{R}

Enchantment
Whenever you cast a noncreature spell, you may pay {1}. If you do, create a 1/1 red Goblin creature token with haste.
Goblins, like snowflakes, are only dangerous in numbers.
Firehoof Cavalry

Firehoof Cavalry {W}

Creature - Human Berserker
{3}{R}: This creature gets +2/+0 and gains trample until end of turn.
"What warrior worth the name fears to leave a trail? If my enemies seek me, let them follow the ashes in my wake."
1/1