The List

Magus of the Moat

Magus of the Moat {2}{W}{W}

Creature - Human Wizard
Creatures without flying can't attack.
"The spirits of the mythic ones ever circle their beloved keep, forbidding entry to all who come with the heavy tread of hate."
0/3
Storm Entity

Storm Entity {1}{R}

Creature - Elemental
Haste
This creature enters with a +1/+1 counter on it for each other spell cast this turn.
Dweldian magi don't enter the Realm of Thrones when they die. Instead their souls are drawn to great works of magic.
1/1
Force of Savagery

Force of Savagery {2}{G}

Creature - Elemental
Trample
"Life cannot be created and then abandoned. It must be nurtured and fed so that it may express its ripened might."
—Freyalise
8/0
Heartwood Storyteller

Heartwood Storyteller {1}{G}{G}

Creature - Treefolk
Whenever a player casts a noncreature spell, each of that player's opponents may draw a card.
His roots reach deep, nurtured not by soil and rain, but by millennia of experience.
2/3
Magus of the Vineyard

Magus of the Vineyard {G}

Creature - Human Wizard
At the beginning of each player's first main phase, that player adds {G}{G}.
Battered and beaten by years of salt and claw, he never ceased to walk, and to seed. Only now, in this time of rebirth, do his seeds take root.
1/1
Sprout Swarm

Sprout Swarm {1}{G}

Instant
Convoke
Buyback {3}
Create a 1/1 green Saproling creature token.
Wrap in Vigor

Wrap in Vigor {1}{G}

Instant
Regenerate each creature you control.
Some nature mages unknowingly took advantage of the temporal energies still swirling on Dominaria. What they mistook for healing magic was in fact the manipulation of time.
Muraganda Petroglyphs

Muraganda Petroglyphs {3}{G}

Enchantment
Creatures with no abilities get +2/+2.
Some mages forsake their scrolls and libraries to learn at the feet of ancient trees and sacred stones.
Related card: Great Fang Chroniclers
Nacatl War-Pride

Nacatl War-Pride {3}{G}{G}{G}

Creature - Cat Warrior
This creature must be blocked by exactly one creature if able.
Whenever this creature attacks, create X tokens that are copies of it and that are tapped and attacking, where X is the number of creatures defending player controls. Exile the tokens at the beginning of the next end step.
3/3
Tarmogoyf

Tarmogoyf {1}{G}

Creature - Lhurgoyf
Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
*/1+*
Virulent Sliver

Virulent Sliver {G}

Creature - Sliver
All Sliver creatures have poisonous 1.
1/1
Glittering Wish

Glittering Wish {G}{W}

Sorcery
You may reveal a multicolored card you own from outside the game and put it into your hand. Exile Glittering Wish.
She wished for gold, but not for the strength to carry it.
Jhoira of the Ghitu

Jhoira of the Ghitu {1}{U}{R}

Legendary Creature - Human Wizard
{2}, Exile a nonland card from your hand: Put four time counters on the exiled card. If it doesn't have suspend, it gains suspend.
2/2
Akroma's Memorial

Akroma's Memorial {7}

Legendary Artifact
Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.
"No rest. No mercy. No matter what."
—Memorial inscription
Cloud Key

Cloud Key {3}

Artifact
As this artifact enters, choose artifact, creature, enchantment, instant, or sorcery.
Spells you cast of the chosen type cost {1} less to cast.
The musical sound of its turning triggers the tumblers of revelation.
Coalition Relic

Coalition Relic {3}

Artifact
{T}: Add one mana of any color.
{T}: Put a charge counter on this artifact.
At the beginning of your first main phase, remove all charge counters from this artifact. Add one mana of any color for each charge counter removed this way.
Darksteel Garrison

Darksteel Garrison {2}

Artifact - Fortification
Fortified land has indestructible.
Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn.
Fortify {3}
Spirit en-Dal

Spirit en-Dal {2}{W}

Creature - Spirit
Shadow
Forecast — {1}{W}, Reveal this creature from your hand: Target creature gains shadow until end of turn.
2/1
Tolaria West

Tolaria West

Land
This land enters tapped.
{T}: Add {U}.
Transmute {1}{U}{U}
Dryad Arbor

Dryad Arbor

Land Creature - Forest Dryad
(Color indicator: Dryad Arbor is green)
({T}: Add {G}.)
"Touch no tree, break no branch, and speak only the question you wish answered."
—Von Yomm, elder druid, to her initiates
1/1
Lumithread Field

Lumithread Field {1}{W}

Enchantment
Creatures you control get +0/+1.
Morph {1}{W}
Having conquered the Bastion of Suns, the Ota took its light for their own.
Seht's Tiger

Seht's Tiger {2}{W}{W}

Creature - Cat
Flash
When this creature enters, you gain protection from the color of your choice until end of turn.
3/3
Delay

Delay {1}{U}

Instant
Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend.
Mystic Speculation

Mystic Speculation {U}

Sorcery
Buyback {2}
Scry 3.
Spellweaver Volute

Spellweaver Volute {3}{U}{U}

Enchantment - Aura
Enchant instant card in a graveyard
Whenever you cast a sorcery spell, copy the enchanted instant card. You may cast the copy without paying its mana cost. If you do, exile the enchanted card and attach this Aura to another instant card in a graveyard.