The List

Injector Crocodile

Injector Crocodile {4}{B}{B}

Creature - Phyrexian Crocodile
When this creature dies, incubate 3.
Swampcycling {2}
5/5
Cragsmasher Yeti

Cragsmasher Yeti {4}{R}{R}

Creature - Yeti
Mountaincycling {2}
Backup 2
Trample
4/2
Sunder the Gateway

Sunder the Gateway {1}{W}

Sorcery
Choose one —
• Destroy target nontoken artifact or enchantment an opponent controls. Incubate 2.
• Incubate 2, then transform an Incubator token you control.
Surge of Salvation

Surge of Salvation {W}

Instant
You and permanents you control gain hexproof until end of turn. Prevent all damage that black and/or red sources would deal to creatures you control this turn.
No Meletian had ever laid eyes on an angel, but when protective Halo flooded the Multiverse, they knew a divine blessing was at hand.
Disturbing Conversion

Disturbing Conversion {1}{U}

Enchantment - Aura
Flash
Enchant creature
When this Aura enters, each player mills two cards.
Enchanted creature gets -X/-0, where X is the number of cards in its controller's graveyard.
Meeting of Minds

Meeting of Minds {3}{U}

Instant
Convoke
Draw two cards.
"If something seems impossible, you probably haven't tried asking for help."
—Niambi, cleric of Dominaria
Wicked Slumber

Wicked Slumber {3}{U}

Instant
Convoke
Tap up to two target creatures. Put a stun counter on either of them. Then put a stun counter on either of them.
Spitebellows

Spitebellows {5}{R}

Creature - Elemental
When this creature leaves the battlefield, it deals 6 damage to target creature.
Evoke {1}{R}{R}
Disaster stalks with gaping jaws across unready lands.
6/1
Taurean Mauler

Taurean Mauler {2}{R}

Creature - Shapeshifter
Changeling
Whenever an opponent casts a spell, you may put a +1/+1 counter on this creature.
The power of a waterfall. The fury of an avalanche. The intellect of a gale-force wind.
2/2
Bramblewood Paragon

Bramblewood Paragon {1}{G}

Creature - Elf Warrior
Each other Warrior creature you control enters with an additional +1/+1 counter on it.
Each creature you control with a +1/+1 counter on it has trample.
Those who seek to escape her blades succeed only in dying on their stomachs.
2/2
Deglamer

Deglamer {1}{G}

Instant
Choose target artifact or enchantment. Its owner shuffles it into their library.
The more pleasant an illusion's garb, the more indecent its form laid bare.
Game-Trail Changeling

Game-Trail Changeling {3}{G}{G}

Creature - Shapeshifter
Changeling
Trample
"I pity them, never knowing the pleasures of a single familiar form, but at least they find a noble shape at times."
—Desmera, perfect of Wren's Run
4/4
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 this creature, 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
Kinsbaile Cavalier

Kinsbaile Cavalier {3}{W}

Creature - Kithkin Knight
Knight creatures you control have double strike.
Ambidexterity is common among kithkin. The thoughtweft links the minds of the left- and right-handed, giving each the knack of the other.
2/2
Stonybrook Schoolmaster

Stonybrook Schoolmaster {2}{W}

Creature - Merfolk Wizard
Whenever this creature 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
Related card: Current Curriculum
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 this creature 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: This creature 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 this creature 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}: This creature 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