Human sacrifice is a standout theme in the story, suggesting that whatever these orphans are getting up to is likely not good
Brotherhood Agents Creature (24) Achilles Davenport Ezio, Blade of Vengeance Hookblade Veteran x2 Brotherhood Spy x3 Assassin Den x2 Merciless Harlequin x3 Brotherhood Patriarch x2 Poison-Blade Mentor x2 Brotherhood Ambushers x3 Hired Blade x3 Assassin Initiate Towering Viewpoint Instant (3) Sorcery (7) Auditore Ambush x2 Tranquilize x3 Restart Sequence Eagle Vision Enchantment (1) Land (25) Submerged Boneyard x3 Island x11 Swamp x11 This is a cool little Dimir deck focused on evasive assassin creatures, tricky interaction, and the freerunning mechanic to pull it all together
Previous Mystery Booster products had a 121-card sheet for every booster slot, and considering that this set has 20 cards in each booster, the math leads to 2420 possible cards

Abzan Lands | Gladiator | RedHot19 Creatures (30) 1 Acolyte of Affliction 1 Azusa, Lost but Seeking 1 Dryad of the Ilysian Grove 1 Elvish Reclaimer 1 Fiend Artisan 1 Gilded Goose 1 Golgari Findbroker 1 Gonti, Lord of Luxury 1 Gravebreaker Lamia 1 Ilysian Caryatid 1 Incubation Druid 1 Knight of Autumn 1 Knight of the Reliquary 1 Llanowar Elves 1 Multani, Yavimaya's Avatar 1 Murderous Rider 1 Nethroi, Apex of Death 1 Oracle of Mul Daya 1 Paradise Druid 1 Polukranos, Unchained 1 Scavenging Ooze 1 Shefet Monitor 1 Skull Prophet 1 Solemn Simulacrum 1 Sylvan Ranger 1 The Gitrog Monster 1 Ulvenwald Hydra 1 Underrealm Lich 1 Wayward Swordtooth 1 World Shaper Planeswalkers (2) 1 Vraska, Golgari Queen 1 Vraska, Relic Seeker Instants (9) 1 Assassin's Trophy 1 Cast Down 1 Deathsprout 1 Eat to Extinction 1 Erebos's Intervention 1 Heartless Act 1 Mythos of Nethroi 1 Once Upon a Time 1 Veil of Summer Sorceries (13) 1 Agonizing Remorse 1 Blood for Bones 1 Casualties of War 1 Cultivate 1 Eerie Ultimatum 1 Explore 1 Final Parting 1 Find // Finality 1 Languish 1 Mastermind's Acquisition 1 Scapeshift 1 Thoughtseize 1 Unburial Rites Enchantments (5) 1 Death's Oasis 1 Fall of the Thran 1 Mirari's Wake 1 The Mending of Dominaria 1 Zendikar's Roil Artifacts (2) 1 Crucible of Worlds 1 Indatha Crystal Lands (39) 2 Plains 2 Swamp 3 Forest 1 Barren Moor 1 Blossoming Sands 1 Bojuka Bog 1 Bonders' Enclave 1 Cryptic Caves 1 Desert of the Glorified 1 Desert of the Indomitable 1 Desert of the True 1 Evolving Wilds 1 Fabled Passage 1 Field of Ruin 1 Godless Shrine 1 Hashep Oasis 1 Ifnir Deadlands 1 Indatha Triome 1 Isolated Chapel 1 Jungle Hollow 1 Overgrown Tomb 1 Savai Triome 1 Scoured Barrens 1 Secluded Steppe 1 Sunpetal Grove 1 Temple Garden 1 Temple of Malady 1 Temple of Plenty 1 Temple of Silence 1 Thriving Grove 1 Thriving Heath 1 Thriving Moor 1 Tranquil Thicket 1 Woodland Cemetery 1 Zagoth Triome I couldn't find a better idea to reflect my Gladiator combo deck principles from last week: Make sure your cards are pretty good on their own, then surround them with other pretty good cards that combine to win

Zell saved his spiciest ability till last