The List

Mistmeadow Witch

Mistmeadow Witch {1}{W/U}

Creature - Kithkin Wizard
{2}{W}{U}: Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Olka collected the evening mist for years, studying its secrets. Once she learned its essence, she could vanish with a thought.
1/1
Puresight Merrow

Puresight Merrow {W/U}{W/U}

Creature - Merfolk Wizard
{W/U}, {Q}: Look at the top card of your library. You may exile that card.
Stripped of his sight, he was free to see only the ideal.
2/2
Steel of the Godhead

Steel of the Godhead {2}{W/U}

Enchantment - Aura
Enchant creature
As long as enchanted creature is white, it gets +1/+1 and has lifelink.
As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
Ghastlord of Fugue

Ghastlord of Fugue {U/B}{U/B}{U/B}{U/B}{U/B}

Creature - Spirit Avatar
This creature can't be blocked.
Whenever this creature deals combat damage to a player, that player reveals their hand. You choose a card from it. That player exiles that card.
"He is a ghost that has never known life."
—The Seer's Parables
4/4
Inkfathom Infiltrator

Inkfathom Infiltrator {U/B}{U/B}

Creature - Merfolk Rogue
This creature can't block and can't be blocked.
No one can navigate the dank maze of Shadowmoor's rivers better than the cruel and covetous merrows. They use the currents to steal—and to steal away.
2/1
Prison Term

Prison Term {1}{W}{W}

Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
Whenever a creature an opponent controls enters, you may attach this Aura to that creature.
Clear out the cell. Bring in the next prisoner.
Kulrath Knight

Kulrath Knight {3}{B/R}{B/R}

Creature - Elemental Knight
Flying
Wither
Creatures your opponents control with counters on them can't attack or block.
Mounted cinders circle the blasted peak at Kulrath, hunting the Extinguisher.
3/3
Murderous Redcap

Murderous Redcap {2}{B/R}{B/R}

Creature - Goblin Assassin
When this creature enters, it deals damage equal to its power to any target.
Persist
2/2
Armored Ascension

Armored Ascension {3}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 for each Plains you control and has flying.
"Why enchant feathers to make them sturdy when we can enchant shields to make them fly?"
—Braenna, cobblesmith
Boggart Ram-Gang

Boggart Ram-Gang {R/G}{R/G}{R/G}

Creature - Goblin Warrior
Haste
Wither
"We're going to need a bigger gate."
—Bowen, Barrenton guardcaptain
3/3
Manamorphose

Manamorphose {1}{R/G}

Instant
Add two mana in any combination of colors.
Draw a card.
For a moment, objects of pure mana glimmered in the wonderstruck boggart's hands. In the next moment, they were in his mouth, as he chewed contentedly.
Spectral Procession

Spectral Procession {2/W}{2/W}{2/W}

Sorcery
Create three 1/1 white Spirit creature tokens with flying.
"The dead have it easy. They suffer no more. If breaking their rest helps the living, so be it."
—Olka, mistmeadow witch
Mercy Killing

Mercy Killing {2}{G/W}

Instant
Target creature's controller sacrifices it, then creates X 1/1 green and white Elf Warrior creature tokens, where X is that creature's power.
"We will give you the peace you seek, though you may not yet know you seek it."
Old Ghastbark

Old Ghastbark {3}{G/W}{G/W}

Creature - Treefolk Warrior
"Beware of trees that talk. Their words are threats. And mind the ones that sway and creak. They too threaten us, but in a foreign tongue."
—The Book of Other Folk
3/6
Oracle of Nectars

Oracle of Nectars {2}{G/W}

Creature - Elf Cleric
{X}, {T}: You gain X life.
When elves find a fount of beauty, they protect it. Where there is beauty, there is hope.
2/2
Rhys the Redeemed

Rhys the Redeemed {G/W}

Legendary Creature - Elf Warrior
{2}{G/W}, {T}: Create a 1/1 green and white Elf Warrior creature token.
{4}{G/W}{G/W}, {T}: For each creature token you control, create a token that's a copy of that creature.
Whole again in honor and horn.
1/1
Shield of the Oversoul

Shield of the Oversoul {2}{G/W}

Enchantment - Aura
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and has indestructible.
As long as enchanted creature is white, it gets +1/+1 and has flying.
Wheel of Sun and Moon

Wheel of Sun and Moon {G/W}{G/W}

Enchantment - Aura
Enchant player
If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
Every life ends, but life itself never does.
Blight Sickle

Blight Sickle {2}

Artifact - Equipment
Equipped creature gets +1/+0 and has wither.
Equip {2}
Its scars cut deeper than its blade.
Pili-Pala

Pili-Pala {2}

Artifact Creature - Scarecrow
Flying
{2}, {Q}: Add one mana of any color.
It wasn't really expected to fly. Then again, it wasn't expected to move, either.
1/1
Reaper King

Reaper King {2/W}{2/U}{2/B}{2/R}{2/G}

Legendary Artifact Creature - Scarecrow
Other Scarecrow creatures you control get +1/+1.
Whenever another Scarecrow you control enters, destroy target permanent.
It's harvest time.
6/6
Scuttlemutt

Scuttlemutt {3}

Artifact Creature - Scarecrow
{T}: Add one mana of any color.
{T}: Target creature becomes the color or colors of your choice until end of turn.
Built to shuttle goods from the river, it took off one day carrying a cauldron of dyes.
2/2
Umbral Mantle

Umbral Mantle {3}

Artifact - Equipment
Equipped creature has "{3}, {Q}: This creature gets +2/+2 until end of turn."
Equip {0}
It harnesses the power of night in a land where daylight fears to show itself.
Cerulean Wisps

Cerulean Wisps {U}

Instant
Target creature becomes blue until end of turn. Untap that creature.
Draw a card.
"If you see ghostly lights by the river, eat three twigs of marshroot to ward off kelpies."
—Kithkin superstition
Deepchannel Mentor

Deepchannel Mentor {5}{U}

Creature - Merfolk Rogue
Blue creatures you control can't be blocked.
The rivers can no longer provide safe passage for travelers and commerce. They serve only as highways for raiders and channels for blood and woe.
2/2