The List

Royal Trooper

Royal Trooper {2}{W}

Creature - Human Soldier
Whenever this creature blocks, it gets +2/+2 until end of turn.
"Loyalty guides me. Pride compels me. Anger sustains me. And the pay isn't bad."
2/2
Shoulder to Shoulder

Shoulder to Shoulder {2}{W}

Sorcery
Support 2.
Draw a card.
"Sea Gate may have fallen, but we still stand. We still fight."
—Gideon Jura
Silverchase Fox

Silverchase Fox {1}{W}

Creature - Fox
{1}{W}, Sacrifice this creature: Exile target enchantment.
"Be careful in your hunt. The clever little creature can steal your wards and lead you right into the werewolf's den."
—Britta, midwife of Gatstaf
2/2
Tandem Tactics

Tandem Tactics {1}{W}

Instant
Up to two target creatures each get +1/+2 until end of turn. You gain 2 life.
In times of infestation and war, Zendikar favors the blades that strike in unison.
Benthic Giant

Benthic Giant {5}{U}

Creature - Giant
Hexproof
"Some fates you can see coming for you, plain as day, and there's nothing you can do about them."
—Callaphe the mariner
4/5
Call to Heel

Call to Heel {1}{U}

Instant
Return target creature to its owner's hand. Its controller draws a card.
On Bant, a sigil is both a prize of honor and a bond of duty. The one who bears it may be called to fulfill that charge at any moment.
Coralhelm Guide

Coralhelm Guide {1}{U}

Creature - Merfolk Scout Ally
{4}{U}: Target creature can't be blocked this turn.
"She knows every step of this coastline, both above and below the surface, and she has hideouts all along the way. She will get you there."
—Jori En, expedition leader
2/1
Fog Bank

Fog Bank {1}{U}

Creature - Wall
Defender
Flying
Prevent all combat damage that would be dealt to and dealt by this creature.
"The union of sea and sky makes a perfect cover."
—Talrand, sky summoner
0/2
Frost Lynx

Frost Lynx {2}{U}

Creature - Elemental Cat
When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
It readily attacks much larger prey, knowing retaliation is impossible.
2/2
Impulse

Impulse {1}{U}

Instant
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
"You call it luck. I call it preparation."
Mystic Confluence

Mystic Confluence {3}{U}{U}

Instant
Choose three. You may choose the same mode more than once.
• Counter target spell unless its controller pays {3}.
• Return target creature to its owner's hand.
• Draw a card.
Omenspeaker

Omenspeaker {1}{U}

Creature - Human Wizard
When this creature enters, scry 2.
Her prophecies amaze her even as she speaks them.
1/3
Totally Lost

Totally Lost {4}{U}

Instant
Put target nonland permanent on top of its owner's library.
Fblthp had always hated crowds.
Watercourser

Watercourser {2}{U}

Creature - Elemental
{U}: This creature gets +1/-1 until end of turn.
"Beware an eddy where there should be none or a stretch that flows too fast or too slow."
—Old Fishbones, Martyne river guide
2/3
Fill with Fright

Fill with Fright {3}{B}

Sorcery
Target player discards two cards. Scry 2.
Grotesque Mutation

Grotesque Mutation {1}{B}

Instant
Target creature gets +3/+1 and gains lifelink until end of turn.
Painful Lesson

Painful Lesson {2}{B}

Sorcery
Target player draws two cards and loses 2 life.
"You wish to remember this lesson? I will write it down for you."
—Senifet, vizier of Bontu
Quest for the Gravelord

Quest for the Gravelord {B}

Enchantment
Whenever a creature dies, you may put a quest counter on this enchantment.
Remove three quest counters from this enchantment and sacrifice it: Create a 5/5 black Zombie Giant creature token.
Tavern Swindler

Tavern Swindler {1}{B}

Creature - Human Rogue
{T}, Pay 3 life: Flip a coin. If you win the flip, you gain 6 life.
Rakdos cultists are her best customers. They never flinch at pain and are seldom good at math.
2/2
Battle Rampart

Battle Rampart {2}{R}

Creature - Wall
Defender
{T}: Target creature gains haste until end of turn.
"I will build no sanctuaries. The safety you seek can be won only by the sword."
—Yannash, outpost builder
1/3
Dragon Breath

Dragon Breath {1}{R}

Enchantment - Aura
Enchant creature
Enchanted creature has haste.
{R}: Enchanted creature gets +1/+0 until end of turn.
When a creature with mana value 6 or greater enters, you may return this card from your graveyard to the battlefield attached to that creature.
Earth Elemental

Earth Elemental {3}{R}{R}

Creature - Elemental
Earth elementals have the eternal strength of stone and the endurance of mountains. Primordially connected to the land they inhabit, they take a long-term view of things, scorning the impetuous haste of short-lived mortal creatures.
4/5
Enthralling Victor

Enthralling Victor {3}{R}

Creature - Human Warrior
When this creature enters, gain control of target creature an opponent controls with power 2 or less until end of turn. Untap that creature. It gains haste until end of turn.
If you stare at the sun for too long, you'll lose your ability to see clearly.
3/2
Expedite

Expedite {R}

Instant
Target creature gains haste until end of turn.
Draw a card.
"I run, and thunder follows."
Flamewave Invoker

Flamewave Invoker {2}{R}

Creature - Goblin Mutant
{7}{R}: This creature deals 5 damage to target player or planeswalker.
Inside even the humblest goblin lurks the potential for far greater things—and far worse.
2/2