Creature — Zombie Rogue (3/2)
When Draugr Thought-Thief enters the battlefield, look at the top card of target player's library. You may put that card into their graveyard.
Creature — Zombie Horror (3/6)
When Drownyard Amalgam enters the battlefield, target player mills three cards. (They put the top three cards of their library into their graveyard.)
: Drownyard Amalgam can't be blocked this turn.
Creature — Zombie (1/1)
When Drunau Corpse Trawler enters the battlefield, create a 2/2 black Zombie creature token.
: Target Zombie gains deathtouch until end of turn.
Creature — Tiefling Wizard (2/2)
Flying
When Eccentric Apprentice enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)
At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.
Creature — Human Wizard (1/1)
When Elite Arcanist enters the battlefield, you may exile an instant card from your hand.
, : Copy the exiled card. You may cast the copy without paying its mana cost. X is the mana value of the exiled card.
Creature — Human (0/2)
When Enlightened Maniac enters the battlefield, create a 3/2 colorless Eldrazi Horror creature token.
Creature — Faerie Wizard (2/2)
Flash
Flying
When Faerie Harbinger enters the battlefield, you may search your library for a Faerie card, reveal it, then shuffle and put that card on top.
Artifact Creature — Faerie Artificer (2/2)
Flying
When Faerie Mechanist enters the battlefield, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Creature — Zombie Bird (2/2)
Flying
When Falcon Abomination enters the battlefield, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Creature — Merfolk Wizard (2/2)
Whenever Fallowsage becomes tapped, you may draw a card.
Creature — Orc Wizard (3/4)
When Feywild Caretaker enters the battlefield, you take the initiative.
At the beginning of your end step, if you have the initiative, create a 1/1 blue Faerie Dragon creature token with flying.
Creature — Moonfolk Wizard (3/2)
Flash
When Futurist Spellthief enters the battlefield, conjure a duplicate of target spell into your hand. That card perpetually gains "You may spend mana as though it were mana of any color to cast this spell."
Creature — Spirit (5/5)
Flying
When Geist of Regret enters the battlefield, put a random instant card from your library into your graveyard. Then put a random sorcery card from your library into your graveyard.
Whenever you cast an instant or sorcery spell from your graveyard, copy that spell. You may choose new targets for the copy.
Creature — Phyrexian Wizard (2/5)
When Gitaxian Anatomist enters the battlefield, you may tap it. If you do, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature — Faerie Performer (2/2)
Flying
When Glitterflitter enters the battlefield, you get , then you may put a sticker on a nonland permanent you own.
Creature — Jellyfish Beast (1/3)
When Glowing Anemone enters the battlefield, you may return target land to its owner's hand.
Creature — Elf Pilot (3/2)
Flash
When Grey Havens Navigator enters the battlefield, scry 1.
Creature — Snake Wizard (2/4)
Exploit (When this creature enters the battlefield, you may sacrifice a creature.)
When Gurmag Drowner exploits a creature, look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
Legendary Creature — Human Wizard (1/4)
Partner with Pako, Arcane Retriever (When this creature enters the battlefield, target player may put Pako into their hand from their library, then shuffle.)
You may play lands and cast noncreature spells from among cards you exiled that have fetch counters on them, and you may spend mana as though it were mana of any color to cast those spells.
Creature — Crab (4/4)
Defender
When Hightide Hermit enters the battlefield, you get (four energy counters).
Pay : Hightide Hermit can attack this turn as though it didn't have defender.
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