Zendikar Rising

Archon of Emeria

Archon of Emeria {2}{W}

Creature - Archon
Flying
Each player can't cast more than one spell each turn.
Nonbasic lands your opponents control enter tapped.
2/3
Archpriest of Iona

Archpriest of Iona {W}

Creature - Human Cleric
Archpriest of Iona's power is equal to the number of creatures in your party.
At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.
*/2
Emeria's Call
Emeria, Shattered Skyclave

Emeria's Call {4}{W}{W}{W}

Sorcery
Create two 4/4 white Angel Warrior creature tokens with flying. Non-Angel creatures you control gain indestructible until your next turn.
Card has other part: Emeria, Shattered Skyclave
Emeria, Shattered Skyclave
Emeria's Call

Emeria, Shattered Skyclave

Land
As this land enters, you may pay 3 life. If you don't, it enters tapped.
{T}: Add {W}.
Card has other part: Emeria's Call
Legion Angel

Legion Angel {2}{W}{W}

Creature - Angel Warrior
Flying
When this creature enters, you may reveal a card you own named Legion Angel from outside the game and put it into your hand.
4/3
Luminarch Aspirant

Luminarch Aspirant {1}{W}

Creature - Human Cleric
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
1/1
Maul of the Skyclaves

Maul of the Skyclaves {2}{W}

Artifact - Equipment
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+2 and has flying and first strike.
Equip {2}{W}{W}
Ondu Inversion
Ondu Skyruins

Ondu Inversion {6}{W}{W}

Sorcery
Destroy all nonland permanents.
Card has other part: Ondu Skyruins
Ondu Skyruins
Ondu Inversion

Ondu Skyruins

Land
This land enters tapped.
{T}: Add {W}.
Card has other part: Ondu Inversion
Skyclave Apparition

Skyclave Apparition {1}{W}{W}

Creature - Kor Spirit
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
2/2
Squad Commander

Squad Commander {3}{W}

Creature - Kor Warrior
When this creature enters, create a 1/1 white Kor Warrior creature token for each creature in your party.
At the beginning of combat on your turn, if you have a full party, creatures you control get +1/+0 and gain indestructible until end of turn.
3/3
Tazri, Beacon of Unity

Tazri, Beacon of Unity {4}{W}

Legendary Creature - Human Warrior
This spell costs {1} less to cast for each creature in your party.
{2/U}{2/B}{2/R}{2/G}: Look at the top six cards of your library. You may reveal up to two Cleric, Rogue, Warrior, Wizard, and/or Ally cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
4/6
Charix, the Raging Isle

Charix, the Raging Isle {2}{U}{U}

Legendary Creature - Leviathan Crab
Spells your opponents cast that target Charix cost {2} more to cast.
{3}: Charix gets +X/-X until end of turn, where X is the number of Islands you control.
0/17
Confounding Conundrum

Confounding Conundrum {1}{U}

Enchantment
When this enchantment enters, draw a card.
Whenever a land an opponent controls enters, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.
Coralhelm Chronicler

Coralhelm Chronicler {2}{U}

Creature - Merfolk Wizard
Whenever you cast a kicked spell, draw a card, then discard a card.
When this creature enters, look at the top five cards of your library. You may reveal a card with a kicker ability from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2/2
Glasspool Mimic
Glasspool Shore

Glasspool Mimic {2}{U}

Creature - Shapeshifter Rogue
You may have this creature enter as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types.
0/0
Card has other part: Glasspool Shore
Glasspool Shore
Glasspool Mimic

Glasspool Shore

Land
This land enters tapped.
{T}: Add {U}.
Card has other part: Glasspool Mimic
Inscription of Insight

Inscription of Insight {3}{U}

Sorcery
Kicker {2}{U}{U}
Choose one. If this spell was kicked, choose any number instead.
• Return up to two target creatures to their owners' hands.
• Scry 2, then draw two cards.
• Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.
Maddening Cacophony

Maddening Cacophony {1}{U}

Sorcery
Kicker {3}{U}
Each opponent mills eight cards. If this spell was kicked, instead each opponent mills half their library, rounded up.
Master of Winds

Master of Winds {2}{U}{U}

Creature - Sphinx Wizard
Flying
When this creature enters, draw two cards, then discard a card.
Whenever you cast an instant, sorcery, or Wizard spell, you may have this creature's base power and toughness become 4/1 or 1/4 until end of turn.
1/4
Related card: Master of Winds (Alchemy)
Nimble Trapfinder

Nimble Trapfinder {1}{U}

Creature - Human Rogue
This creature can't be blocked if you had another Cleric, Rogue, Warrior, or Wizard enter the battlefield under your control this turn.
At the beginning of combat on your turn, if you have a full party, creatures you control gain "Whenever this creature deals combat damage to a player, draw a card" until end of turn.
2/1
Sea Gate Restoration
Sea Gate, Reborn

Sea Gate Restoration {4}{U}{U}{U}

Sorcery
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
Card has other part: Sea Gate, Reborn
Sea Gate, Reborn
Sea Gate Restoration

Sea Gate, Reborn

Land
As this land enters, you may pay 3 life. If you don't, it enters tapped.
{T}: Add {U}.
Card has other part: Sea Gate Restoration
Sea Gate Stormcaller

Sea Gate Stormcaller {1}{U}

Creature - Human Wizard
Kicker {4}{U}
When this creature enters, copy the next instant or sorcery spell with mana value 2 or less you cast this turn when you cast it. If this creature was kicked, copy that spell twice instead. You may choose new targets for the copies.
2/1
Thieving Skydiver

Thieving Skydiver {1}{U}

Creature - Merfolk Rogue
Kicker {X}. X can't be 0.
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
2/1