Venser, the Sojourner

Planeswalker — Venser 3/, (5)

+2: Exile target permanent you own. Return it to the battlefield under your control at the beginning of the next end step.

−1: Creatures can't be blocked this turn.

−8: You get an emblem with "Whenever you cast a spell, exile target permanent."

Illus. Eric Deschamps


Whitemane Lion

Creature — Cat 2/2, (2)

Flash (You may cast this spell any time you could cast an instant.)

When Whitemane Lion enters the battlefield, return a creature you control to its owner's hand.

Saltfield nomads call a sudden storm a "whitemane."

Illus. Zoltan Boros & Gabor Szikszai


Augury Owl

Creature — Bird 1/1, (2)

Flying

When Augury Owl enters the battlefield, scry 3. (Look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Illus. Jim Nelson


Coral Fighters

Creature — Merfolk Soldier 1/1, (2)

Whenever Coral Fighters attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library.

Illus. Steve Luke


Minamo Sightbender

Creature — Human Wizard 1/2, (2)

, : Target creature with power X or less can't be blocked this turn.

Woven from threads of the spirit world, the mistcloak rendered its wearer invisible, but quickly fell to tatters.

Illus. Luca Zontini


Mistmeadow Witch

Creature — Kithkin Wizard 1/1, (2)

: Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.

Olka collected the evening mist for years, studying its secrets. Once she learned its essence, she could vanish with a thought.

Illus. Greg Staples


Scroll Thief

Creature — Merfolk Rogue 1/3, (3)

Whenever Scroll Thief deals combat damage to a player, draw a card.

I've learned how to disable wards, pick locks, and decode the Agaran language—all before even reading the scroll!

Illus. Alex Horley-Orlandelli


Neurok Invisimancer

Creature — Human Wizard 2/1, (3)

Neurok Invisimancer can't be blocked.

When Neurok Invisimancer enters the battlefield, target creature can't be blocked this turn.

"They won't see your shadow or hear your breath, but they will feel your blade."

Illus. Izzy


Slith Strider

Creature — Slith 1/1, (3)

Whenever Slith Strider becomes blocked, draw a card.

Whenever Slith Strider deals combat damage to a player, put a +1/+1 counter on it.

A slith's form and function are determined by the color of the sun under which it's born.

Illus. Justin Sweet


Sky Spirit

Creature — Spirit 2/2, (3)

Flying, first strike

"Like a strain of music: easy to remember but impossible to catch."—Mirri of the Weatherlight

Illus. Rebecca Guay


Wall of Denial

Creature — Wall 0/8, (3)

Defender, flying

Shroud (This creature can't be the target of spells or abilities.)

It provides what every discerning mage requires—time to think.

Illus. Howard Lyon


Galepowder Mage

Creature — Kithkin Wizard 3/3, (4)

Flying

Whenever Galepowder Mage attacks, exile another target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.

Illus. Jeremy Jarvis


Kor Cartographer

Creature — Kor Scout 2/2, (4)

When Kor Cartographer enters the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.

Kor have no concept of exploration. They return to homelands forgotten.

Illus. Ryan Pancoast


Clone

Creature — Shapeshifter , (4)

You may have Clone enter the battlefield as a copy of any creature on the battlefield.

The shapeshifter mimics with a twin's esteem and a mirror's cruelty.

Illus. Kev Walker


Cryptic Annelid

Creature — Worm Beast 1/4, (4)

When Cryptic Annelid enters the battlefield, scry 1, then scry 2, then scry 3. (To scry X, look at the top X cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Illus. Anthony S. Waters


Primal Plasma

Creature — Elemental Shapeshifter */*, (4)

As Primal Plasma enters the battlefield, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender.

Tocasia brushed the gears and cogs from the table. There, before two wide
eyed brothers, she began a lesson on raw elemental magic.

Illus. Luca Zontini


Sawtooth Loon

Creature — Bird 2/2, (4)

Flying

When Sawtooth Loon enters the battlefield, return a white or blue creature you control to its owner's hand.

When Sawtooth Loon enters the battlefield, draw two cards, then put two cards from your hand on the bottom of your library.

Illus. Heather Hudson


Cache Raiders

Creature — Merfolk Rogue 4/4, (5)

At the beginning of your upkeep, return a permanent you control to its owner's hand.

What the current doesn't take, they do.

Illus. Pete Venters


Windreaver

Creature — Elemental 1/3, (5)

Flying

: Windreaver gains vigilance until end of turn.

: Windreaver gets +0/+1 until end of turn.

: Switch Windreaver's power and toughness until end of turn.

: Return Windreaver to its owner's hand.

Illus. Aleksi Briclot


Jedit's Dragoons

Creature — Cat Soldier 2/5, (6)

Vigilance

When Jedit's Dragoons enters the battlefield, you gain 4 life.

After Efrava was destroyed, the cat warriors scattered across Dominaria. Those who followed Jedit's example were strong enough to survive the ravages of apocalypse.

Illus. John Matson