The List

Winged Temple of Orazca
Hadana's Climb

Winged Temple of Orazca

Legendary Land
{T}: Add one mana of any color.
{1}{G}{U}, {T}: Target creature you control gains flying and gets +X/+X until end of turn, where X is its power.
Card has other part: Hadana's Climb
Journey to Eternity
Atzal, Cave of Eternity

Journey to Eternity {1}{B}{G}

Legendary Enchantment - Aura
Enchant creature you control
When enchanted creature dies, return it to the battlefield under your control, then return this card to the battlefield transformed under your control.
Every journey has its inevitable end . . .
Card has other part: Atzal, Cave of Eternity
Atzal, Cave of Eternity
Journey to Eternity

Atzal, Cave of Eternity

Legendary Land
{T}: Add one mana of any color.
{3}{B}{G}, {T}: Return target creature card from your graveyard to the battlefield.
. . . but every end is a new beginning.
Card has other part: Journey to Eternity
Merfolk Mistbinder

Merfolk Mistbinder {G}{U}

Creature - Merfolk Shaman
Other Merfolk you control get +1/+1.
"The mist clothes us when we are bare, hides us when we are alone, and unites us when we are together."
—Nirit of Pashona's band
2/2
Zacama, Primal Calamity

Zacama, Primal Calamity {6}{R}{G}{W}

Legendary Creature - Elder Dinosaur
Vigilance, reach, trample
When Zacama enters, if you cast it, untap all lands you control.
{2}{R}: Zacama deals 3 damage to target creature.
{2}{G}: Destroy target artifact or enchantment.
{2}{W}: You gain 3 life.
9/9
Related card: Scalespeaker Shepherd
Azor's Gateway
Sanctum of the Sun

Azor's Gateway {2}

Legendary Artifact
{1}, {T}: Draw a card, then exile a card from your hand. If cards with five or more different mana values are exiled with Azor's Gateway, you gain 5 life, untap Azor's Gateway, and transform it.
Card has other part: Sanctum of the Sun
Sanctum of the Sun
Azor's Gateway

Sanctum of the Sun

Legendary Land
{T}: Add X mana of any one color, where X is your life total.
As soon as Jace laid eyes on the great sphinx's chamber, the shards of memory began sliding into place.
Card has other part: Azor's Gateway
Arch of Orazca

Arch of Orazca

Land
Ascend
{T}: Add {C}.
{5}, {T}: Draw a card. Activate only if you have the city's blessing.
Evolving Wilds

Evolving Wilds

Land
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
The Sun Empire bends nature—rivers, mountainsides, dinosaurs—to its unyielding will.
Raptor Companion

Raptor Companion {1}{W}

Creature - Dinosaur
The abundance of foes in Orazca means the raptors no longer need any orders.
3/1
Vampire Champion

Vampire Champion {3}{B}

Creature - Vampire Soldier
Deathtouch
"These pirates must answer for their ancestors, who renounced the Church of Dusk and sailed from Torrezon as heretics."
3/3
Skymarcher Aspirant

Skymarcher Aspirant {W}

Creature - Vampire Soldier
Ascend
This creature has flying as long as you have the city's blessing.
"I was born to glory."
2/1
Snubhorn Sentry

Snubhorn Sentry {W}

Creature - Dinosaur
Ascend
This creature gets +3/+0 as long as you have the city's blessing.
They're fun to train—if you like stubborn, aggressive, and fiercely territorial.
0/3
Zetalpa, Primal Dawn

Zetalpa, Primal Dawn {6}{W}{W}

Legendary Creature - Elder Dinosaur
Flying, double strike, vigilance, trample, indestructible
The sky takes flight and the earth trembles.
4/8
Crashing Tide

Crashing Tide {2}{U}

Sorcery
This spell has flash as long as you control a Merfolk.
Return target creature to its owner's hand.
Draw a card.
Curious Obsession

Curious Obsession {U}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card."
At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice this Aura.
Expel from Orazca

Expel from Orazca {1}{U}

Instant
Ascend
Return target nonland permanent to its owner's hand. If you have the city's blessing, you may put that permanent on top of its owner's library instead.
Negate

Negate {1}{U}

Instant
Counter target noncreature spell.
"As one, nature lifts its voice to tell you this: 'No.'"
Nezahal, Primal Tide

Nezahal, Primal Tide {5}{U}{U}

Legendary Creature - Elder Dinosaur
This spell can't be countered.
You have no maximum hand size.
Whenever an opponent casts a noncreature spell, draw a card.
Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
7/7
Related card: Oyaminartok, Polar Werebear
River Darter

River Darter {2}{U}

Creature - Merfolk Warrior
This creature can't be blocked by Dinosaurs.
"Don't make splashes. Make progress."
—Tishana
2/3
Sailor of Means

Sailor of Means {2}{U}

Creature - Human Pirate
When this creature enters, create a Treasure token.
The rising tide of Orazca's plunder lifted all ships.
1/4
Secrets of the Golden City

Secrets of the Golden City {1}{U}{U}

Sorcery
Ascend
Draw two cards. If you have the city's blessing, draw three cards instead.
Stolen knowledge can never be stolen back.
Silvergill Adept

Silvergill Adept {1}{U}

Creature - Merfolk Wizard
As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay {3}.
When this creature enters, draw a card.
"If you keep to the shallows, you'll never learn the secrets of the depths."
2/1
Dinosaur Hunter

Dinosaur Hunter {1}{B}

Creature - Human Pirate
Whenever this creature deals damage to a Dinosaur, destroy that creature.
"Aye, the foul beast chomped me, but I got away. You'd best believe when I find it again, it won't get away so easy."
2/2
Dusk Charger

Dusk Charger {3}{B}

Creature - Horse
Ascend
This creature gets +2/+2 as long as you have the city's blessing.
Stories say demon blood runs in its veins, making it fearless and bloodthirsty.
3/3