Ancestral Statue

When Ancestral Statue enters the battlefield, return a nonland permanent you control to its owner’s hand.

Momentous Fall

As an additional cost to cast this spell, sacrifice a creature.
You draw cards equal to the sacrificed creature’s power, then you gain life equal to its toughness.

Bloodhunter Bat

Flying
When Bloodhunter Bat enters the battlefield, target player loses 2 life and you gain 2 life.

Eternal Taskmaster

Eternal Taskmaster enters the battlefield tapped.
Whenever Eternal Taskmaster attacks, you may pay . If you do, return target creature card from your graveyard to your hand.

Branching Evolution

If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.

Timely Reinforcements

If you have less life than an opponent, you gain 6 life. If you control fewer creatures than an opponent, create three 1/1 white Soldier creature tokens.

Vadrok, Apex of Thunder

Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying, first strike
Whenever this creature mutates, you may cast target noncreature card with converted mana cost 3 or less from your graveyard without paying its mana cost.

Nethroi, Apex of Death

Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Deathtouch, lifelink
Whenever this creature mutates, return any number of target creature cards with total power 10 or less from your graveyard to the battlefield.

Dreamtail Heron

Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying
Whenever this creature mutates, draw a card.

Regal Leosaur

Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, other creatures you control get +2/+1 until end of turn.

Selective Adaptation

Reveal the top seven cards of your library. Choose from among them a card with flying, a card with first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance. Put one of the chosen cards onto the battlefield, the other chosen cards into your hand, and the rest into your graveyard.

Kalemne’s Captain

Vigilance
: Monstrosity 3. (If this creature isn’t monstrous, put three +1/+1 counters on it and it becomes monstrous.)
When Kalemne’s Captain becomes monstrous, exile all artifacts and enchantments.

Vitality Hunter

Lifelink
: Monstrosity X. (If this creature isn’t monstrous, put X +1/+1 counters on it and it becomes monstrous.)
When Vitality Hunter becomes monstrous, put a lifelink counter on each of up to X target creatures.

Flicker of Fate

Exile target creature or enchantment, then return it to the battlefield under its owner’s control.

Serpent of Yawning Depths

Krakens, Leviathans, Octopuses, and Serpents you control can’t be blocked except by Krakens, Leviathans, Octopuses, and Serpents.

Demon of Loathing

Flying, trample
Whenever Demon of Loathing deals combat damage to a player, that player sacrifices a creature.

Aspect of Manticore

Flash
Enchant creature
When Aspect of Manticore enters the battlefield, enchanted creature gains first strike until end of turn.
Enchanted creature gets +2/+0.

Sunlit Hoplite

As long as it’s your turn, Sunlit Hoplite has first strike.
Sunlit Hoplite gets +1/+0 as long as you control an Elspeth planeswalker.

Infuriate

Target creature gets +3/+2 until end of turn.

Thundering Spineback

Other Dinosaurs you control get +1/+1.
: Create a 3/3 green Dinosaur creature token with trample.

Nimble-Blade Khenra

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

Grasp of Fate

When Grasp of Fate enters the battlefield, for each opponent, exile up to one target nonland permanent that player controls until Grasp of Fate leaves the battlefield. (Those permanents return under their owners’ control.)