The List

Gilt-Leaf Archdruid

Gilt-Leaf Archdruid {3}{G}{G}

Creature - Elf Druid
Whenever you cast a Druid spell, you may draw a card.
Tap seven untapped Druids you control: Gain control of all lands target player controls.
"In our hands, the natural world finds more beauty than nature alone could ever provide."
3/3
Leaf-Crowned Elder

Leaf-Crowned Elder {2}{G}{G}

Creature - Treefolk Shaman
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Leaf-Crowned Elder, you may reveal it. If you do, you may play that card without paying its mana cost.
3/5
Recross the Paths

Recross the Paths {2}{G}

Sorcery
Reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield and the rest on the bottom of your library in any order. Clash with an opponent. If you win, return Recross the Paths to its owner's hand.
Unstoppable Ash

Unstoppable Ash {3}{G}

Creature - Treefolk Warrior
Trample
Champion a Treefolk or Warrior
Whenever a creature you control becomes blocked, it gets +0/+5 until end of turn.
5/5
Stonybrook Schoolmaster

Stonybrook Schoolmaster {2}{W}

Creature - Merfolk Wizard
Whenever Stonybrook Schoolmaster becomes tapped, you may create a 1/1 blue Merfolk Wizard creature token.
Merrow schools rarely form by design. They come together naturally as eager learners surround the wisest teachers.
1/2
Swell of Courage

Swell of Courage {3}{W}{W}

Instant
Creatures you control get +2/+2 until end of turn.
Reinforce X—{X}{W}{W}
"Tideshaping is more than creating a few new puddles."
Latchkey Faerie

Latchkey Faerie {3}{U}

Creature - Faerie Rogue
Flying
Prowl {2}{U}
When Latchkey Faerie enters, if its prowl cost was paid, draw a card.
3/1
Mothdust Changeling

Mothdust Changeling {U}

Creature - Shapeshifter
Changeling
Tap an untapped creature you control: Mothdust Changeling gains flying until end of turn.
"Ever seen a changeling fly into a lantern?"
—Calydd, kithkin farmer
1/1
Nevermaker

Nevermaker {3}{U}

Creature - Elemental
Flying
When Nevermaker leaves the battlefield, put target nonland permanent on top of its owner's library.
Evoke {3}{U}
2/3
Stonybrook Banneret

Stonybrook Banneret {1}{U}

Creature - Merfolk Wizard
Islandwalk
Merfolk spells and Wizard spells you cast cost {1} less to cast.
Made from trout scales and crawfish whiskers, merrows' shimmering banners flash in the water like lightning.
1/1
Moonglove Changeling

Moonglove Changeling {2}{B}

Creature - Shapeshifter
Changeling
{B}: Moonglove Changeling gains deathtouch until end of turn.
2/2
Boldwyr Intimidator

Boldwyr Intimidator {5}{R}{R}

Creature - Giant Warrior
Cowards can't block Warriors.
{R}: Target creature becomes a Coward until end of turn.
{2}{R}: Target creature becomes a Warrior until end of turn.
"Now everyone knows what you are."
5/5
Lightning Crafter

Lightning Crafter {3}{R}

Creature - Goblin Shaman
Champion a Goblin or Shaman
{T}: Lightning Crafter deals 3 damage to any target.
3/3
Release the Ants

Release the Ants {1}{R}

Instant
Release the Ants deals 1 damage to any target. Clash with an opponent. If you win, return Release the Ants to its owner's hand.
Molder Slug

Molder Slug {3}{G}{G}

Creature - Slug Beast
At the beginning of each player's upkeep, that player sacrifices an artifact of their choice.
Fortunately for it, Mirrodin is a plane without salt.
4/6
Predator's Strike

Predator's Strike {1}{G}

Instant
Target creature gets +3/+3 and gains trample until end of turn.
If you hear it coming, you're not its prey.
Viridian Shaman

Viridian Shaman {2}{G}

Creature - Elf Shaman
When Viridian Shaman enters, destroy target artifact.
Because the elves are so in touch with Mirrodin's nature, they understand best how to dismantle it.
2/2
Bonesplitter

Bonesplitter {1}

Artifact - Equipment
Equipped creature gets +2/+0.
Equip {1}
Clockwork Dragon

Clockwork Dragon {7}

Artifact Creature - Dragon
Flying
Clockwork Dragon enters with six +1/+1 counters on it.
Whenever Clockwork Dragon attacks or blocks, remove a +1/+1 counter from it at end of combat.
{3}: Put a +1/+1 counter on Clockwork Dragon.
0/0
Crystal Shard

Crystal Shard {3}

Artifact
{3}, {T} or {U}, {T}: Return target creature to its owner's hand unless its controller pays {1}.
The vedalken know it is not of this world, so they know that this world is not the only one.
Hematite Golem

Hematite Golem {4}

Artifact Creature - Golem
{1}{R}: Hematite Golem gets +2/+0 until end of turn.
Centuries before the first peaks of the Oxidda Chain rewrote the laws of magnetism, the golems patrolled Mirrodin's featureless surface unhindered.
1/4
Isochron Scepter

Isochron Scepter {2}

Artifact
Imprint — When Isochron Scepter enters, you may exile an instant card with mana value 2 or less from your hand.
{2}, {T}: You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.
Krark's Thumb

Krark's Thumb {2}

Legendary Artifact
If you would flip a coin, instead flip two coins and ignore one.
"I can think of one goblin it ain't so lucky for."
—Slobad, goblin tinkerer
Leveler

Leveler {5}

Artifact Creature - Juggernaut
When Leveler enters, exile all cards from your library.
Once a century, the levelers rip through every corner of Mirrodin, obeying the commands of an unseen master.
10/10
Second Sunrise

Second Sunrise {1}{W}{W}

Instant
Each player returns to the battlefield all artifact, creature, enchantment, and land cards in their graveyard that were put there from the battlefield this turn.
The bright tunnel sometimes leads back to life.