Supply Lines{G}{U} Tribal Enchantment — Horse (U) At the beginning of your end step, create a Food token.
At the beginning of your upkeep, if you control more Food than the number of cards in your hand, draw a card.
Gifts of the Pilgrims{1}{W} Tribal Sorcery — Human (U) You can't cast this spell unless two or more creatures have entered the battlefield under your control this turn.
Draw two cards.
Many Thoughts{X}{G}{U} Tribal Instant — Hydra (R) Draw a card for each counter on a creature you control, then choose X cards in your hand and discard the rest.
Gibbering Blockade{2}{W} Tribal Enchantment — Hyena Aura (U) Enchant creature you don't control
Enchanted creature can't attack or block.
When enchanted creature dies, create two Food tokens. {3}{G}: Target creature you control fights enchanted creature.
Insubstantial Insight{1}{U} Tribal Sorcery — Illusion (C) Draw two cards, then discard a card unless you control a creature with base power and/or base toughness equal to 0.
Snatch{1}{R} Tribal Sorcery — Imp (C) Gain control of target permanent until end of turn if its power, toughness and/or mana value is exactly equal to 2. Untap it. It gains haste until end of turn.
Pride{B}{B}{B} Tribal Enchantment — Incarnation (R) At the beginning of your upkeep, you lose 1 life and draw a card. {1}{B}, Exile ~ from your graveyard: You lose 1 life and draw a card.
Pointed Inquiry{2}{B} Tribal Sorcery — Inquisitor (U) Target player reveals two cards from their hand. You may have them discard those cards. If you don't, they discard a card at random from among the other cards in their hand.
Protective Iridescence{3}{G} Tribal Instant — Insect (C) Creatures you control get +0/+4 and gain hexproof until end of turn. If you control a creature with a +1/+1 counter on it, draw a card.
Blistertide{2}{U} Tribal Instant — Jellyfish (U) Return target creature to its owner's hand.
Return up to one target creature that entered the battlefield this turn to its owner's hand.
Fateful Encounter{1}{W} Tribal Sorcery — Kirin (U) Scry 4. As you do, you may reveal a creature card scried this way and pay {2}. If you do, put that card into your hand instead of anywhere else. If you revealed a legendary creature card this way, you gain 4 life.
Weave of Thoughts{3}{G/W} Tribal Sorcery — Kithkin (U) Mill four cards, then return a card milled this way to your hand of each mana value among creatures you control.
Search for the Grail{W} Tribal Sorcery — Knight (C) Look at the top four cards of your library. You may reveal a Knight, Aura, Equipment, or legendary artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Rules of Survival{W}{B} Tribal Instant — Kor (U) As an additional cost to cast this spell, sacrifice a creature.
You gain life equal to the sacrificed creature's toughness. When you do, if you have gained 10 or more life this turn, exile target nonland permanent.
Break the Hull{2}{U}{U} Tribal Instant — Kraken (U) Choose one or both —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
Drawn to Madness{3}{B} Tribal Sorcery — Lamia (U) Whenever an opponent casts a spell this turn, they lose 2 life.
Each player discards a card. Each opponent discards another card.
Portent of Justice{1}{W} Tribal Enchantment — Lammasu (U) {W}, Sacrifice ~: Exile target attacking creature. {2}{W}, Sacrifice ~: Exile up to one target artifact and up to one target enchantment. {4}{W}, Sacrifice ~: Exile up to one target creature and up to one target noncreature, nonland permanent.