The List

Hall of the Bandit Lord

Hall of the Bandit Lord

Legendary Land
Hall of the Bandit Lord enters tapped.
{T}, Pay 3 life: Add {C}. If that mana is spent on a creature spell, it gains haste.
Minamo, School at Water's Edge

Minamo, School at Water's Edge

Legendary Land
{T}: Add {U}.
{U}, {T}: Untap target legendary permanent.
Its students graduate the school and enter history.
Okina, Temple to the Grandfathers

Okina, Temple to the Grandfathers

Legendary Land
{T}: Add {G}.
{G}, {T}: Target legendary creature gets +1/+1 until end of turn.
If a land can be said to have a heart, Okina is the heart of Kamigawa.
Shinka, the Bloodsoaked Keep

Shinka, the Bloodsoaked Keep

Legendary Land
{T}: Add {R}.
{R}, {T}: Target legendary creature gains first strike until end of turn.
The glow from within looks inviting, but woe awaits whomever finds out who stokes the fire or what simmers in the pot.
Shizo, Death's Storehouse

Shizo, Death's Storehouse

Legendary Land
{T}: Add {B}.
{B}, {T}: Target legendary creature gains fear until end of turn.
Centuries ago, Shizo was a verdant field of wildflowers. After 891 samurai died in a single battle on its grasses, it became a haunted moor.
Nagao, Bound by Honor

Nagao, Bound by Honor {3}{W}

Legendary Creature - Human Samurai
Bushido 1
Whenever Nagao attacks, Samurai creatures you control get +1/+1 until end of turn.
3/3
Samurai of the Pale Curtain

Samurai of the Pale Curtain {W}{W}

Creature - Fox Samurai
Bushido 1
If a permanent would be put into a graveyard, exile it instead.
2/2
Sensei Golden-Tail

Sensei Golden-Tail {1}{W}

Legendary Creature - Fox Samurai
Bushido 1
{1}{W}, {T}: Put a training counter on target creature. That creature gains bushido 1 and becomes a Samurai in addition to its other creature types. Activate only as a sorcery.
2/1
Honden of Seeing Winds

Honden of Seeing Winds {4}{U}

Legendary Enchantment - Shrine
At the beginning of your upkeep, draw a card for each Shrine you control.
To the sorrow of all, its winds found sin in the hearts of those who once learned from its wisdom.
Jushi Apprentice

Jushi Apprentice {1}{U}

Creature - Human Wizard
{2}{U}, {T}: Draw a card. If you have nine or more cards in hand, flip this creature.
1/2
Card has other part: Tomoya the Revealer
Tomoya the Revealer

Tomoya the Revealer

Legendary Creature - Human Wizard
(Tomoya the Revealer keeps color and mana cost of Jushi Apprentice when flipped)
{3}{U}{U}, {T}: Target player draws X cards, where X is the number of cards in your hand.
2/3
Card has other part: Jushi Apprentice
Soratami Savant

Soratami Savant {2}{U}{U}

Creature - Moonfolk Wizard
Flying
{3}, Return a land you control to its owner's hand: Counter target spell unless its controller pays {3}.
"To prevent, one must first predict."
2/2
Contraband Livestock

Contraband Livestock {1}{W}

Instant
Exile target creature, then roll a d20.
1—9 | Its controller creates a 4/4 green Ox creature token.
10—19 | Its controller creates a 2/2 green Boar creature token.
20 | Its controller creates a 0/1 white Goat creature token.
Summon Undead

Summon Undead {4}{B}

Sorcery
You may mill three cards. Then return a creature card from your graveyard to the battlefield.
The air itself shuddered at the wizard's words, and from the dark beyond, her call was answered.
Far Traveler

Far Traveler {2}{W}

Legendary Enchantment - Background
Commander creatures you own have "At the beginning of your end step, exile up to one target tapped creature you control, then return it to the battlefield under its owner's control."
You have traveled to many places, over mountains and across seas, but a new journey always calls.
Inspired Tinkering

Inspired Tinkering {4}{R}

Sorcery
Exile the top three cards of your library. Until the end of your next turn, you may play those cards.
Create three Treasure tokens.
"What do you mean 'Does it work?' What an insulting question."
Reckless Barbarian

Reckless Barbarian {1}{R}

Creature - Dragon Barbarian
Sacrifice this creature: Add {R}{R}.
The best defense is not even knowing what the word "defense" means.
2/2
Thunderwave

Thunderwave {2}{R}{R}

Sorcery
Roll a d20.
1—9 | Thunderwave deals 3 damage to each creature.
10—19 | You may choose a creature. Thunderwave deals 3 damage to each creature not chosen this way.
20 | Thunderwave deals 6 damage to each creature your opponents control.
Two-Handed Axe

Two-Handed Axe {2}{R}

Artifact - Equipment
Whenever equipped creature attacks, double its power until end of turn.
Equip {1}{R}
Card has other part: Sweeping Cleave
Sweeping Cleave

Sweeping Cleave {1}{R}

Instant - Adventure
Target creature you control gains double strike until end of turn.
Card has other part: Two-Handed Axe
Young Red Dragon

Young Red Dragon {3}{R}

Creature - Dragon
Flying
This creature can't block.
For most, deadly. For a dragon, decadent.
3/2
Card has other part: Bathe in Gold
Related card: Young Red Dragon (Alchemy)
Bathe in Gold

Bathe in Gold {1}{R}

Instant - Adventure
Create a Treasure token.
For most, deadly. For a dragon, decadent.
Card has other part: Young Red Dragon
Related card: Bathe in Gold (Alchemy)
Dread Linnorm

Dread Linnorm {6}{G}

Creature - Snake Dragon
This creature can't be blocked by creatures with power 3 or less.
A serpent's cruelty, a dragon's appetite.
7/6
Card has other part: Scale Deflection
Scale Deflection

Scale Deflection {3}{G}

Instant - Adventure
Put two +1/+1 counters on target creature and untap it. It gains hexproof until end of turn.
A serpent's cruelty, a dragon's appetite.
Card has other part: Dread Linnorm
Overwhelming Encounter

Overwhelming Encounter {3}{G}{G}

Sorcery
Creatures you control gain vigilance and trample until end of turn. Roll a d20.
1—9 | Creatures you control get +2/+2 until end of turn.
10—19 | Put two +1/+1 counters on each creature you control.
20 | Put four +1/+1 counters on each creature you control.