Mulldrifter

Flying
When Mulldrifter enters, draw two cards.
Evoke (You may cast this spell for its evoke cost. If you do, it’s sacrificed when it enters.)

Martyr of Frost

, Reveal X blue cards from your hand, Sacrifice Martyr of Frost: Counter target spell unless its controller pays .

Prismwake Merrow

Flash
When Prismwake Merrow enters, target permanent becomes the color or colors of your choice until end of turn.

Memory Sluice

Target player mills four cards.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Counterbore

Counter target spell. Search its controller’s graveyard, hand, and library for all cards with the same name as that spell and exile them. Then that player shuffles.

Fate Transfer

Move all counters from target creature onto another target creature.

Moonglove Changeling

Changeling (This card is every creature type.)
: Moonglove Changeling gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy that creature.)

Diviner’s Wand

Equipped creature has “Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn” and “: Draw a card.”
Whenever a Wizard creature enters, you may attach Diviner’s Wand to it.
Equip

Dewdrop Spy

Flash
Flying
When Dewdrop Spy enters, look at the top card of target player’s library.

Mogg War Marshal

Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Mogg War Marshal enters or dies, create a 1/1 red Goblin creature token.

Incendiary Command

Choose two —
• Incendiary Command deals 4 damage to target player or planeswalker.
• Incendiary Command deals 2 damage to each creature.
• Destroy target nonbasic land.
• Each player discards all the cards in their hand, then draws that many cards.

Austere Command

Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.

Primal Command

Choose two —
• Target player gains 7 life.
• Put target noncreature permanent on top of its owner’s library.
• Target player shuffles their graveyard into their library.
• Search your library for a creature card, reveal it, put it into your hand, then shuffle.

Profane Command

Choose two —
• Target player loses X life.
• Return target creature card with mana value X or less from your graveyard to the battlefield.
• Target creature gets -X/-X until end of turn.
• Up to X target creatures gain fear until end of turn. (They can’t be blocked except by artifact creatures and/or black creatures.)

Oblivion Ring

When Oblivion Ring enters, exile another target nonland permanent.
When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner’s control.

Cryptic Command

Choose two —
• Counter target spell.
• Return target permanent to its owner’s hand.
• Tap all creatures your opponents control.
• Draw a card.

Crafty Pathmage

: Target creature with power 2 or less can’t be blocked this turn.

Deluge

Tap all creatures without flying.

Righteousness

Target blocking creature gets +7/+7 until end of turn.

Psionic Sliver

All Sliver creatures have “: This creature deals 2 damage to any target and 3 damage to itself.”

Mogg War Marshal

Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Mogg War Marshal enters or dies, create a 1/1 red Goblin creature token.

Paradise Plume

As Paradise Plume enters, choose a color.
Whenever a player casts a spell of the chosen color, you may gain 1 life.
: Add one mana of the chosen color.

Knight of the Holy Nimbus

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
If Knight of the Holy Nimbus would be destroyed, regenerate it. (Tap it, remove it from combat, and heal all damage on it.)
: Knight of the Holy Nimbus can’t be regenerated this turn. Only your opponents may activate this ability.