The List

Azra Bladeseeker

Azra Bladeseeker {2}{R}

Creature - Azra Warrior
When this creature enters, each player on your team may discard a card, then each player who discarded a card this way draws a card.
"Never get too attached to a weapon. You must allow a better one to find its way to you."
3/2
Bonus Round

Bonus Round {1}{R}{R}

Sorcery
Until end of turn, whenever a player casts an instant or sorcery spell, that player copies it and may choose new targets for the copy.
When the twin-spell bonus round begins, the crowd rises to its feet in anticipation of incredible combinations.
Cheering Fanatic

Cheering Fanatic {1}{R}

Creature - Goblin
Whenever this creature attacks, choose a card name. Spells with the chosen name cost {1} less to cast this turn.
"Punch 'em, kick 'em, bite 'em, beat 'em! Burn 'em all and we'll defeat 'em!"
2/2
Combo Attack

Combo Attack {2}{G}

Sorcery
Two target creatures your team controls each deal damage equal to their power to target creature.
Success at Valor's Reach requires not only individual skill but also the ability to merge that skill with a partner's.
The Crowd Goes Wild

The Crowd Goes Wild {X}{G}

Sorcery
Assist
Support X.
Each creature with a +1/+1 counter on it gains trample until end of turn.
Virtus the Veiled

Virtus the Veiled {2}{B}

Legendary Creature - Azra Assassin
Partner with Gorm the Great
Deathtouch
Whenever Virtus deals combat damage to a player, that player loses half their life, rounded up.
1/1
Related card: Gorm the Great
Grothama, All-Devouring

Grothama, All-Devouring {3}{G}{G}

Legendary Creature - Wurm
Other creatures have "Whenever this creature attacks, you may have it fight Grothama, All-Devouring."
When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.
10/8
Jungle Wayfinder

Jungle Wayfinder {2}{G}

Creature - Elf Warrior
When this creature enters, each player may search their library for a basic land card, reveal it, put it into their hand, then shuffle.
She is adept at navigating the stadium's ever-changing landscape.
3/3
Pir's Whim

Pir's Whim {3}{G}

Sorcery
For each player, choose friend or foe. Each friend searches their library for a land card, puts it onto the battlefield tapped, then shuffles. Each foe sacrifices an artifact or enchantment of their choice.
Azra Oddsmaker

Azra Oddsmaker {1}{B}{R}

Creature - Azra Warrior
At the beginning of combat on your turn, you may discard a card. If you do, choose a creature. Whenever that creature deals combat damage to a player this turn, you draw two cards.
"I never give odds on my own fights. Unless, of course, you want to bet against me . . ."
3/3
Gorm the Great

Gorm the Great {3}{G}

Legendary Creature - Giant Warrior
Partner with Virtus the Veiled
Vigilance
Gorm must be blocked if able, and Gorm must be blocked by two or more creatures if able.
2/7
Related card: Virtus the Veiled
Bountiful Promenade

Bountiful Promenade

Land
This land enters tapped unless you have two or more opponents.
{T}: Add {G} or {W}.
No pilgrimage to Valor's Reach is complete without a stroll through its celebrated shopping district.
Sea of Clouds

Sea of Clouds

Land
This land enters tapped unless you have two or more opponents.
{T}: Add {W} or {U}.
Skybridges from across Kylem converge at the grand stadium of Valor's Reach.
Angelic Gift

Angelic Gift {1}{W}

Enchantment - Aura
Enchant creature
When this Aura enters, draw a card.
Enchanted creature has flying.
Related card: Faithful Disciple
Battle Mastery

Battle Mastery {2}{W}

Enchantment - Aura
Enchant creature
Enchanted creature has double strike.
"There is elegance in all the Ojutai do—even their killing."
—Kirada, Silumgar enforcer
Expedition Raptor

Expedition Raptor {3}{W}{W}

Creature - Bird
Flying
When this creature enters, support 2.
2/2
Land Tax

Land Tax {W}

Enchantment
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Lightwalker

Lightwalker {1}{W}

Creature - Human Warrior
This creature has flying as long as it has a +1/+1 counter on it.
"The greatest gift Dromoka gives is the ability to fly without wings."
—Urdnan, Dromoka warrior
2/1
Midnight Guard

Midnight Guard {2}{W}

Creature - Human Soldier
Whenever another creature enters, untap this creature.
"When you're on watch, no noise is harmless and no shadow can be ignored."
—Olgard of the Skiltfolk
2/3
Demon's Grasp

Demon's Grasp {4}{B}

Sorcery
Target creature gets -5/-5 until end of turn.
"Take what solace you can in the knowledge that you will not be here to witness Zendikar's demise."
—Ob Nixilis
Kalastria Nightwatch

Kalastria Nightwatch {4}{B}

Creature - Vampire Warrior Ally
Whenever you gain life, this creature gains flying until end of turn.
"Kalitas may have returned to mindless servitude beneath the Eldrazi, but we say never again."
—Drana, Kalastria bloodchief
4/5
Mire's Malice

Mire's Malice {3}{B}

Sorcery
Target opponent discards two cards.
Awaken 3—{5}{B}
Nirkana Assassin

Nirkana Assassin {2}{B}

Creature - Vampire Assassin Ally
Whenever you gain life, this creature gains deathtouch until end of turn.
Nirkana assassins craft incurable concoctions by mixing basilisk marrow and deathwillow sap with the vital fluids of a dozen other poisonous species.
2/3
Voracious Null

Voracious Null {2}{B}

Creature - Zombie
{1}{B}, Sacrifice another creature: Put two +1/+1 counters on this creature. Activate only as a sorcery.
"These days, there's no shortage of food for the nulls of Guul Draz."
—Drana, Kalastria bloodchief
2/2
Boiling Earth

Boiling Earth {1}{R}

Sorcery
Boiling Earth deals 1 damage to each creature your opponents control.
Awaken 4—{6}{R}