The List

Foundry Inspector

Foundry Inspector {3}

Artifact Creature - Construct
Artifact spells you cast cost {1} less to cast.
Automaton inspectors ensure that the Consulate's stringent standards for mass production are upheld.
3/2
Ninth Bridge Patrol

Ninth Bridge Patrol {1}{W}

Creature - Dwarf Soldier
Whenever another creature you control leaves the battlefield, put a +1/+1 counter on Ninth Bridge Patrol.
The Consulate keeps watch at each of the eleven bridges to ensure that the market remains a haven for commerce, not for con artists.
1/1
Metalspinner's Puzzleknot

Metalspinner's Puzzleknot {2}

Artifact
When Metalspinner's Puzzleknot enters, you draw a card and you lose 1 life.
{2}{B}, Sacrifice Metalspinner's Puzzleknot: You draw a card and you lose 1 life.
Panharmonicon

Panharmonicon {4}

Artifact
If an artifact or creature entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
All who listen hear their own song, a unique melody played just for them.
Perpetual Timepiece

Perpetual Timepiece {2}

Artifact
{T}: Mill two cards.
{2}, Exile Perpetual Timepiece: Shuffle any number of target cards from your graveyard into your library.
Do not be so caught up in keeping track of time that you forget to make use of it.
Prakhata Pillar-Bug

Prakhata Pillar-Bug {3}

Artifact Creature - Insect
{B}: Prakhata Pillar-Bug gains lifelink until end of turn.
Not a mote of dust escapes the dutiful cleaners that keep the exclusive Prakhata Club immaculate.
2/3
Smuggler's Copter

Smuggler's Copter {2}

Artifact - Vehicle
Flying
Whenever Smuggler's Copter attacks or blocks, you may draw a card. If you do, discard a card.
Crew 1
3/3
Aether Hub

Aether Hub

Land
When Aether Hub enters, you get {E}.
{T}: Add {C}.
{T}, Pay {E}: Add one mana of any color.
It powers the dreams of Ghirapur.
Inventors' Fair

Inventors' Fair

Legendary Land
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
{T}: Add {C}.
{4}, {T}, Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Refurbish

Refurbish {3}{W}

Sorcery
Return target artifact card from your graveyard to the battlefield.
"There's no reason to buy a new one when I've got the tools to fix the one you've got."
—Ripu, repair specialist
Terrain Elemental

Terrain Elemental {1}{G}

Creature - Elemental
"You tread upon the land all the time, yet you seem dismayed when it moves to step on you."
—Nissa Revane
3/2
Wispweaver Angel

Wispweaver Angel {4}{W}{W}

Creature - Angel
Flying
When Wispweaver Angel enters, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
4/4
Aether Tradewinds

Aether Tradewinds {2}{U}

Instant
Return target permanent you control and target permanent you don't control to their owners' hands.
Consulate engineers have developed safe methods of harvesting aether, but renegades aren't always so careful.
Curio Vendor

Curio Vendor {1}{U}

Creature - Vedalken
"Step right up! Try your hand! It'll thrill the senses and boggle the mind!"
2/1
Failed Inspection

Failed Inspection {2}{U}{U}

Instant
Counter target spell. Draw a card, then discard a card.
The most dangerous thing an artificer can do is believe an invention is perfect.
Authority of the Consuls

Authority of the Consuls {W}

Enchantment
Creatures your opponents control enter tapped.
Whenever a creature an opponent controls enters, you gain 1 life.
Citizens are free to do as they wish, within the confines of the Consulate's laws.
Related card: Faithful Disciple
Hightide Hermit

Hightide Hermit {4}{U}

Creature - Crab
Defender
When Hightide Hermit enters, you get {E}{E}{E}{E}.
Pay {E}{E}: Hightide Hermit can attack this turn as though it didn't have defender.
4/4
Weldfast Wingsmith

Weldfast Wingsmith {3}{U}

Creature - Human Artificer
Whenever an artifact you control enters, Weldfast Wingsmith gains flying until end of turn.
"Airships are too confining. If I'm in the sky, I want to feel the wind in my hair and taste the aether."
3/3
Built to Last

Built to Last {W}

Instant
Target creature gets +2/+2 until end of turn. If it's an artifact creature, it gains indestructible until end of turn.
Consulate-built automatons have a lifetime warranty.
Wind Drake

Wind Drake {2}{U}

Creature - Drake
Flying
Drakes prowl the skies of Kaladesh, waiting for the perfect moment to strike.
2/2
Ambitious Aetherborn

Ambitious Aetherborn {4}{B}

Creature - Aetherborn Artificer
Fabricate 1
Aetherborn who are unwilling to accept the decomposition of their bodies invent ways to preserve and augment themselves.
4/3
Die Young

Die Young {1}{B}

Sorcery
Choose target creature. You get {E}{E}, then you may pay any amount of {E}. The creature gets -1/-1 until end of turn for each {E} paid this way.
"When the time comes, let go. Nothing lasts forever."
Dukhara Scavenger

Dukhara Scavenger {5}{B}

Creature - Crocodile
When Dukhara Scavenger enters, you may put target artifact or creature card from your graveyard on top of your library.
The teeth marks add character.
4/6
Essence Extraction

Essence Extraction {1}{B}{B}

Instant
Essence Extraction deals 3 damage to target creature and you gain 3 life.
The "gifted" among the aetherborn can draw the life essence of other living beings into themselves.
Fretwork Colony

Fretwork Colony {1}{B}

Creature - Insect
Fretwork Colony can't block.
At the beginning of your upkeep, put a +1/+1 counter on Fretwork Colony and you lose 1 life.
The swarm leaves behind a flawless pattern that only occasionally threatens the structural integrity of the wood.
1/1