Here's the first pre-release card from Loki. It's called "Indoctrination", and it's an Aura (Enchant Creature) card. It simply gives +2/+2 to whichever creature it enchants, but here's the trick: it can enchant multiple creatures. In fact, it's an "enchant X target creatures" card, letting you pump a whole creature horde into a potent army.
One important point to note is that an enchantment which enchants multiple creatures doesn't go to the graveyard when one of the enchanted creatures leaves play. Instead, it simply becomes unattached from that creature, but remains attached to all the other creatures it was enchanting. It's only when the last enchanted creature leaves play that the Aura goes to the graveyard.
Indoctrination is part of a cycle of Auras in Loki's set which enchant more than one creature. Those which are more powerful are restricted to only enchanting "up to two target creatures", which helps balance their effect on the game, and also provides better game play (too many enchant X creature effects would make it difficult to keep track of which creatures they are attached to).
Let's compare Indoctrination with its close cousin, Glorious Anthem. For 

, Glorious Anthem gives you a global enchantment which pumps all your creatures by +1/+1. In early play, this lets you drop small unimportant creatures and do meaningful damage quickly. Once those creatures are stopped, in mid-game you can drop 3/3 creatures and they come into play as 4/4 creatures, which become hard to deal with by direct damage. Glorious Anthem is a fantastic card. How does Indoctrination measure up?
For a start, Indoctrination pumps to a greater level, +2/+2. That puts even a humble 2/2 creature out of range of a Lightning Bolt. It can be used in the early game to put pressure on: imagine a 4/4 creature by turn three. But it's risky using it that way, because if that 2/2 creature gets Bolted as you are casting the enchantment, you lose both the creature and the Aura. And you're not letting the card live up to its full potential, as an army creation mechanism. If your opponent destroys your small creatures, your large ones become very dangerous when you play this Aura on them. But if instead your opponent destroys your large creatures and relies on blockers to hold your small creatures at bay, you can suddenly make them all a lot bigger in the end game. Because it suits a creature horde deck well, such as might be seen in white weeny or red goblin decks, this spell is red/white.
As an Aura, this card has many of the disadvantages inherent to enchantments. It can be disenchanted, potentially wiping out your new army at a critical moment during combat. It must be played after you have some creatures to play it on, so creatures which come into play after it has been cast get no advantage from it (unlike Glorious Anthem, which is useful to cast even without any creatures in play, and when you do cast some creatures, they get the Anthem's benefit). Also, it must target the creatures it enchants, which means they can be Bolted by fast effects, bounced, or made untargetable (again unlike Glorious Anthem, which pumps creatures even as they are coming into play).
The main purpose for delving into this variant of enchantment mechanics is to try to make Auras a bit more useful. Wizards dabbled with bounce-able Auras to let players get more than one use out of them, but if you run out of mana to bounce them, they're gone. Auras have been neglected a bit by players since re-usable Equipment was invented, but an Aura which enchants multiple creatures gives you something not even Equipment can give you: an effect which can't easily be stopped by destroying the creature it is attached to, because the effect will still be attached to whichever other creatures it was played on!
A split-colour card has been used, because the effect is suited to both its base colours, red and white. Loki's set has many split-colour cards, and they all conform to the unwritten rules seen in Ravnica: a split-colour card always features only colourless or split-mana symbols in the casting cost, and always the same split-mana symbols, never mixed with other normal or differing split-mana symbols. A split-colour card is thus always signalling that you may spend either one colour, or the other colour, or both. This is the opposite of gold cards, which signal you must spend all the colours required.
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