Okay I'll bite and post mine too (171 at Sally, and there's Digges' underwhelming preview today).
DEFINITE:
Iona, Shield of the Emeria
Into the Roil
Lorthos, the Tidemaker
Mindbreak Trap
Rite of Replication
Electropotence
Summoning Trap
QUESTION MARKS:
Conqueror's Pledge?
Kalitas, Bloodchief of Ghet?
Needlebite Trap?
Elemental Appeal?
If there's a critical mass of good traps in the block, then also Trapmaker's Snare and Ravenous Trap.
Elemental Appeal
Conqueror's Pledge
Those two should definitively be in, simple big beats and extremely political.
Another one that might be worth a shot.
World Queller
3ww
Creature - Avatar Rare
At the beginning of your upkeep, you may choose a card type. If you do, each player sacrifices a permanent of that type.
Illus. James Paick #39/249 4/4
If easily deals with all those pesky lands/enchantments/artifacts that no one want to use removal for, since its a relatively small body, chances are it will stay on board a couple of turns. I think it's very good removal.
Sphinx of Lost Truths
3uu
Creature - Sphinx Rare
Kicker 1{U} (You may pay an additional 1{U} 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.
Illus. Shelly Wan #69/249 3/5
Better than Concentrate, pretty on par with Tidings, it's a good card draw with a medium creature attached.
Also, I can't believe no one commented on this.
Bloodchief Ascension
b
Enchantment Rare
At the beginning of each player's end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension.
Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
This is an auto-include to me, in multiplayer, chances are you will get the 3 counters before your next turn, after that, everything anyone does not only hurts them, but makes you harder and harder to kill. In a game with 4-5 people, you can easily get 2 cards in a graveyard per player turn, gaining you 6-8 life and draining everyone a bit with it.