The List

Sabertooth Cobra

Sabertooth Cobra {2}{G}

Creature - Snake
Whenever this creature deals damage to a player, that player gets a poison counter. The player gets another poison counter at the beginning of their next upkeep unless they pay {2} before that step.
2/2
Zebra Unicorn

Zebra Unicorn {2}{G}{W}

Creature - Unicorn
Whenever this creature deals damage, you gain that much life.
"I'll capture gentle zebras / for your steeds and fill the stable with every kind of unicorn."
—"Love Song of Night and Day"
2/2
Amber Prison

Amber Prison {4}

Artifact
You may choose not to untap this artifact during your untap step.
{4}, {T}: Tap target artifact, creature, or land. That permanent doesn't untap during its controller's untap step for as long as this artifact remains tapped.
Charcoal Diamond

Charcoal Diamond {2}

Artifact
This artifact enters tapped.
{T}: Add {B}.
Ersatz Gnomes

Ersatz Gnomes {3}

Artifact Creature - Gnome
{T}: Target spell becomes colorless.
{T}: Target permanent becomes colorless until end of turn.
From jungle to sea, from sea to stone, from stone to field, from field to bone. What am I?
—Zhalfirin riddle
1/1
Marble Diamond

Marble Diamond {2}

Artifact
This artifact enters tapped.
{T}: Add {W}.
Phyrexian Vault

Phyrexian Vault {3}

Artifact
{2}, {T}, Sacrifice a creature: Draw a card.
"The secrets of Phyrexia are expensive. You will pay in brass and bone, steel and sinew."
—Kaervek
Crystal Vein

Crystal Vein

Land
{T}: Add {C}.
{T}, Sacrifice this land: Add {C}{C}.
Mountain Valley

Mountain Valley

Land
This land enters tapped.
{T}, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Sacred Mesa

Sacred Mesa {2}{W}

Enchantment
At the beginning of your upkeep, sacrifice this enchantment unless you sacrifice a Pegasus.
{1}{W}: Create a 1/1 white Pegasus creature token with flying.
"Do not go there, do not go / unless you rise on wings, unless you walk on hooves."
—"Song to the Sun," Femeref song
Teremko Griffin

Teremko Griffin {3}{W}

Creature - Griffin
Flying; banding
"When we're aloft, I love to lean over the Weatherlight's railing and watch the patterns the griffins' shadows make on the clouds below."
—Sisay, Captain of the Weatherlight
2/2
Boomerang

Boomerang {U}{U}

Instant
Return target permanent to its owner's hand.
A lie always returns; be careful how you catch it.
Cerulean Wyvern

Cerulean Wyvern {4}{U}

Creature - Drake
Flying, protection from green
"Once, a Quirion asked why I was so cautious when the day was clear. I told him of the sky-blue hide of the cerulean wyvern, and he offered me double if I could conjure a strong tailwind!"
—Sisay, Captain of the Weatherlight
3/3
Dissipate

Dissipate {1}{U}{U}

Instant
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
"If you weren't born with it, you don't need it."
—Grahilah, former trader of Amiqat
Floodgate

Floodgate {3}{U}

Creature - Wall
Defender
When this creature has flying, sacrifice it.
When this creature leaves the battlefield, it deals damage to each nonblue creature without flying equal to half the number of Islands you control, rounded down.
"Quick, Rhirhok—teach me to swim!"
—Makht, goblin casualty
0/5
Mind Bend

Mind Bend {U}

Instant
Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another.
Power Sink

Power Sink {X}{U}

Instant
Counter target spell unless its controller pays {X}. If that player doesn't, they tap all lands with mana abilities they control and lose all unspent mana.
Sapphire Charm

Sapphire Charm {U}

Instant
Choose one —
• Target player draws a card at the beginning of the next turn's upkeep.
• Target creature gains flying until end of turn.
• Target creature an opponent controls phases out.
Sea Scryer

Sea Scryer {1}{U}

Creature - Merfolk Wizard
{T}: Add {C}.
{1}, {T}: Add {U}.
1/1
Suq'Ata Firewalker

Suq'Ata Firewalker {1}{U}{U}

Creature - Human Wizard
This creature can't be the target of red spells or abilities from red sources.
{T}: This creature deals 1 damage to any target.
"Comfortable even in a furnace? I've never met one who'd accept my wager."
—Talibah, embermage
0/1
Arcane Signet

Arcane Signet {2}

Artifact
{T}: Add one mana of any color in your commander's color identity.
It started as a mere drop of water. The Magic Mirror crystallized it into much more.
Mossfire Valley

Mossfire Valley

Land
{1}, {T}: Add {R}{G}.
Lush growth spreads like a ferocious blaze across the Otarian hillsides.
Seaside Citadel

Seaside Citadel

Land
This land enters tapped.
{T}: Add {G}, {W}, or {U}.
For wisdom's sake, it was built high to gaze on all things. For glory's sake, it was built high as a testament of power. For strength's sake, it was built high to repel all attacks.
Sungrass Prairie

Sungrass Prairie

Land
{1}, {T}: Add {G}{W}.
On Otaria, peace and harmony are rare. Places that provide both are cherished.
Austere Command

Austere Command {4}{W}{W}

Sorcery
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.