Creature — Beast (1/5)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Scalpelexis deals combat damage to a player, that player exiles the top four cards of their library. If two or more of those cards have the same name, repeat this process.
Creature — Human Wizard (3/3)
When Scholar of the Ages enters the battlefield, return up to two target instant and/or sorcery cards from your graveyard to your hand.
Creature — Dragon (5/6)
Flying
As long as you control four or more artifacts, Shimmer Dragon has hexproof.
Tap two untapped artifacts you control: Draw a card.
Creature — Dinosaur (4/4)
When Sinuous Benthisaur enters the battlefield, look at the top X cards of your library, where X is the number of Caves you control plus the number of Cave cards in your graveyard. Put two of those cards into your hand and the rest on the bottom of your library in a random order.
Creature — Zombie Giant (6/9)
As an additional cost to cast this spell, exile two creature cards from your graveyard.
Trample
Legendary Creature — Spirit (0/0)
Flying
Soramaro, First to Dream's power and toughness are each equal to the number of cards in your hand.
, Return a land you control to its owner's hand: Draw a card.
Creature — Sphinx (6/6)
Flying
When Sphinx Mindbreaker enters the battlefield, each opponent mills ten cards.
Creature — Sphinx (3/5)
Kicker (You may pay an additional as you cast this spell.)
Flying
When Sphinx of Lost Truths enters the battlefield, draw three cards. Then if it wasn't kicked, discard three cards.
Legendary Creature — Human Wizard (3/4)
, : Each player mills three cards. Exile up to two creature cards put into graveyards this way. Create an X/X blue Zombie creature token, where X is the total power of the cards exiled this way.
Creature — Serpent (5/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Cycling (, Discard this card: Draw a card.)
Creature — Spirit (0/0)
Flying
Sturmgeist's power and toughness are each equal to the number of cards in your hand.
Whenever Sturmgeist deals combat damage to a player, draw a card.
Legendary Creature — Human Wizard (3/4)
Flash
Creature cards you own that aren't on the battlefield have flash.
Each opponent can cast spells only any time they could cast a sorcery.
Enchantment Creature — Elemental (2/6)
Constellation — Whenever Thassa's Devourer or another enchantment enters the battlefield under your control, target player mills two cards.
Legendary Creature — Kraken (9/9)
The Watcher in the Water enters the battlefield tapped with nine stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token.
Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
Legendary Creature — Spirit (1/5)
If you would draw a card, look at the top three cards of your library instead. Put one of those cards into your hand and the rest on the bottom of your library in any order.
Creature — Spirit (3/4)
Flying
When Watcher in the Mist enters the battlefield, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Creature — Phyrexian Jellyfish (4/4)
Flying
Watchful Blisterzoa enters the battlefield with an oil counter on it.
When Watchful Blisterzoa dies, draw cards equal to the number of oil counters on it.
Creature — Merfolk Wizard (4/3)
Flying
Whenever Windrider Patrol deals combat damage to a player, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Creature — Human Wizard (3/2)
This spell costs less to cast if you control a Wizard.
When Academy Journeymage enters the battlefield, return target creature an opponent controls to its owner's hand.
Legendary Creature — Sphinx (5/5)
Flying
As Alhammarret, High Arbiter enters the battlefield, each opponent reveals their hand. You choose the name of a nonland card revealed this way.
Your opponents can't cast spells with the chosen name (as long as this creature is on the battlefield).
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