Rix Maadi Guildmage

: Target blocking creature gets -1/-1 until end of turn.
: Target player who lost life this turn loses 1 life.

Armory Guard

Armory Guard has vigilance as long as you control a Gate.

New Prahv Guildmage

: Target creature gains flying until end of turn.
: Detain target nonland permanent an opponent controls. (Until your next turn, that permanent can’t attack or block and its activated abilities can’t be activated.)

Cancel

Counter target spell.

Ogre Jailbreaker

Defender
Ogre Jailbreaker can attack as though it didn’t have defender as long as you control a Gate.

Slum Reaper

When Slum Reaper enters the battlefield, each player sacrifices a creature.

Krenko, Mob Boss

: Create X 1/1 red Goblin creature tokens, where X is the number of Goblins you control.

Elvish Archdruid

Other Elf creatures you control get +1/+1.
: Add for each Elf you control.

Stormtide Leviathan

Islandwalk (This creature can’t be blocked as long as defending player controls an Island.)
All lands are Islands in addition to their other types.
Creatures without flying or islandwalk can’t attack.

Acidic Slime

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When Acidic Slime enters the battlefield, destroy target artifact, enchantment, or land.

Second Guess

Counter target spell that’s the second spell cast this turn.

Goldnight Redeemer

Flying
When Goldnight Redeemer enters the battlefield, you gain 2 life for each other creature you control.

Defy Death

Return target creature card from your graveyard to the battlefield. If it’s an Angel, put two +1/+1 counters on it.

Cathars’ Crusade

Whenever a creature enters the battlefield under your control, put a +1/+1 counter on each creature you control.

Slayers’ Stronghold

: Add .
, : Target creature gets +2/+0 and gains vigilance and haste until end of turn.

Pillar of Flame

Pillar of Flame deals 2 damage to any target. If a creature dealt damage this way would die this turn, exile it instead.

Wild Hunger

Target creature gets +3/+1 and gains trample until end of turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Break of Day

Creatures you control get +1/+1 until end of turn.
Fateful hour — If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say “destroy” don’t destroy them.)