The List

Oath of Scholars

Oath of Scholars {3}{U}

Enchantment
At the beginning of each player's upkeep, that player chooses target player who has more cards in hand than they do and is their opponent. The first player may discard their hand and draw three cards.
Treasure Trove

Treasure Trove {2}{U}{U}

Enchantment
{2}{U}{U}: Draw a card.
Karn and Hanna stood over the recovered Legacy artifacts like loving parents over sleeping children.
Cursed Flesh

Cursed Flesh {B}

Enchantment - Aura
Enchant creature
Enchanted creature gets -1/-1 and has fear.
A farewell to arms . . . and feet . . . and legs . . . .
Keeper of the Dead

Keeper of the Dead {B}{B}

Creature - Human Wizard
{B}, {T}: Choose target opponent who has at least two fewer creature cards in their graveyard than you do as you activate this ability. Destroy target nonblack creature that player controls.
1/2
Volrath's Dungeon

Volrath's Dungeon {2}{B}{B}

Enchantment
Pay 5 life: Destroy this enchantment. Any player may activate this ability but only during their turn.
Discard a card: Target player puts a card from their hand on top of their library. Activate only as a sorcery.
Mogg Assassin

Mogg Assassin {2}{R}

Creature - Goblin Assassin
{T}: You choose target creature an opponent controls, and that opponent chooses target creature. Flip a coin. If you win the flip, destroy the creature you chose. If you lose the flip, destroy the creature your opponent chose.
2/1
Onslaught

Onslaught {R}

Enchantment
Whenever you cast a creature spell, tap target creature.
The last thing to go through the mogg's mind was its teeth.
Pandemonium

Pandemonium {3}{R}

Enchantment
Whenever a creature enters, that creature's controller may have it deal damage equal to its power to any target of their choice.
"If we cannot live proudly, we die so!"
—Eladamri, Lord of Leaves
Price of Progress

Price of Progress {1}{R}

Instant
Price of Progress deals damage to each player equal to twice the number of nonbasic lands that player controls.
Man versus nature is not a fair fight.
Sabertooth Wyvern

Sabertooth Wyvern {4}{R}

Creature - Drake
Flying, first strike
Most creatures grow out of their baby teeth, but sabertooth wyverns grow into theirs.
3/2
Gore Swine

Gore Swine {2}{R}

Creature - Boar
"The Mardu are like the gore swine. We are wild, hunt in packs, and rarely clean the blood from our blades."
—Vallash, Mardu warrior
4/1
Humble Defector

Humble Defector {1}{R}

Creature - Human Rogue
{T}: Draw two cards. Target opponent gains control of this creature. Activate only during your turn.
"You were once Mardu, so your body and will are strong. Now we must train your mind."
—Houn, Jeskai elder
2/1
Lightning Shrieker

Lightning Shrieker {4}{R}

Creature - Dragon
Flying, trample, haste
At the beginning of the end step, this creature's owner shuffles it into their library.
Dragonslayers learned to keep silent about their deeds after seeing the terrible vengeance wrought by Kolaghan and her brood.
5/5
Pyrotechnics

Pyrotechnics {4}{R}

Sorcery
Pyrotechnics deals 4 damage divided as you choose among any number of targets.
"Take inspiration from your enemies, and make their strengths your own."
—Alesha, Who Smiles at Death
Temur Battle Rage

Temur Battle Rage {1}{R}

Instant
Target creature gains double strike until end of turn.
Ferocious — That creature also gains trample until end of turn if you control a creature with power 4 or greater.
Abzan Beastmaster

Abzan Beastmaster {2}{G}

Creature - Dog Shaman
At the beginning of your upkeep, draw a card if you control the creature with the greatest toughness or tied for the greatest toughness.
His beasts move the great siege towers of the Abzan across the endless sands.
2/1
Destructor Dragon

Destructor Dragon {4}{G}{G}

Creature - Dragon
Flying
When this creature dies, destroy target noncreature permanent.
After countless attacks on the Salt Road where it passes through the frozen tundra, the Abzan began to refer to the area as Atarka territory rather than Temur lands.
4/4
Feral Krushok

Feral Krushok {4}{G}

Creature - Beast
In a stunning act of diplomacy, Yasova Dragonclaw ceded a portion of Temur lands to the Sultai. Her clan protested until they saw she had given the Sultai the breeding grounds of the krushoks. They hadn't realized she had a sense of humor.
5/4
Formless Nurturing

Formless Nurturing {3}{G}

Sorcery
Manifest the top card of your library, then put a +1/+1 counter on it.
Great-Horn Krushok

Great-Horn Krushok {4}{W}

Creature - Beast
Perfectly suited for life in the Shifting Wastes, the krushok is well protected by its horn, its hide, and its temper.
3/5
Frontier Mastodon

Frontier Mastodon {2}{G}

Creature - Elephant
Ferocious — This creature enters with a +1/+1 counter on it if you control a creature with power 4 or greater.
Each bronze disk on its harness is an offering from a young Temur hunter, a sign of respect to the spirits of the wild.
3/2
Map the Wastes

Map the Wastes {2}{G}

Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Bolster 1.
Shamanic Revelation

Shamanic Revelation {3}{G}{G}

Sorcery
Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater.
First, whispers of ancient days. Then, visions of things to come.
Temur Sabertooth

Temur Sabertooth {2}{G}{G}

Creature - Cat
{1}{G}: You may return another creature you control to its owner's hand. If you do, this creature gains indestructible until end of turn.
The Temur see themselves as a pack, their bonds more primal than the Abzan's.
4/3
Ethereal Ambush

Ethereal Ambush {3}{G}{U}

Instant
Manifest the top two cards of your library.
The energies of the Temur lands are readily unleashed upon intruders.