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It’s been ten long years since we were last on Tarkir inMagic: The Gathering, and the plane’s changed a lot since then. The five dragonlords have been defeated, and the citizens of Tarkir have reconnected with their older clans, and the Abzan, Jeskai, Sultai, Mardu, and Temur have risen again.
Tarkir: Dragonstorm aims to combine the Dragons and stompiness of Dragons of Tarkir, with the clans and three-colour focus of Khans of Tarkir. With a gorgeous, Asian-inspired world, familiar faces, and already a few powerful cards, this is one of the most highly anticipated Magic sets ahead of its release on April 11.

Tarkir: Dragonstorm’s previews run through March 28, and we’ll be updating this article as new cards are revealed.
Updated June 01, 2025 at 08:07AM GMT by Joe Parlock:Tarkir: Dragonstorm’s previews are almost finished, but we still have a few more cards to see before it’s time to head off to Final Fantasy.

Latest Reveals - June 30, 2025
Here we are, at the final day of Tarkir: Dragonstorm’s previews. With only a few more cards left to reveal, it’s time to start brewing and theorycrafting before the prerelease events kick off next weekend. Right now it’s looking like the slower clans might be really solid in limited, so Sultai, Temuir, and Abzan could well be the ones to beat.
Name And Description

Arashin Sunshield
Three generic, one white creature - Human Warrior - 3/4 - Common
When this creature enters, exile up to two target cards from a single graveyard.

One white, tap: Tap target creature.
Furious Forebear
One generic, one white creature - Spirit Warrior - 3/1 - Uncommon
Whenever a creature you control dies while this card is in your graveyard, you may one generic, one white. If you do, return this card from your graveyard to your hand.
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Poised Practitioner
Two generic, one white creature - Human Monk - 2/3 - Common
Flurry -Whenever you cast your second spell each turn, put a +1/+1 counter on this creature. Scry 1.(Look at three top card of your library. You may put that card on the bottom.)

One generic, one white artifact - Equipment - Uncommon
Equipped creature gets +3/+0.
Whenever equipped creature attacks, draw a card if you control three or more attacking creatures.
Equip two generic(Two generic: Attach to target creature you control. Equip only as a sorcery.)

Wayspeaker Bodyguard
Three generic, one white creature - Orc Monk - 3/4 - Uncommon
When this creature enters, return target nonland permanent card with mana value 2 or less from your graveyard to your hand.

Flurry -Whenever you cast your second spell each turn, tap target creature an opponent controls.
Constrictor Sage
Four generic, one blue creature - Snake Wizard - 4/4 - Uncommon
When this creature enters, tap target creature an opponent controls and put a stun counter on it.(If a permanent with a stun counter would become untapped, remove one from it instead.)

Renew -Two generic, one blue, Exile this card from your graveyard: Tap target creature an opponent controls and put a stun counter on it. Activate only as a sorcery.
Focus the Mind
Four generic, one blue instant - Common
This spell costs two generic less to cast if you’ve cast another spell this turn.

Draw three cards, then discard a card.
Iceridge Serpent
Four generic, one blue creature - Serpent - 3/3 - Common
When this creature enters, return target creature an opponent controls to its owner’s hand.
Sibsig Appraiser
Two generic, one blue creature - Zombie Advisor - 2/1 - Common
When this creature enters, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
Veteran Ice Climber
One generic, one blue creature - Human Scout - 1/3 - Uncommon
Vigilance
This creature can’t be blocked.
Whenever this creature attacks, up to one target player mills cards equal to this creature’s power.(They put that many cards from the top of their library into their graveyard.)
Wingblade Disciple
Two generic, one blue creature - Human Monk - 2/2 - Uncommon
Flying
Flurry -Whenever you cast your second spell each turn, create a 1/1 white Bird creature token with flying.
Adorned Crocodile
Four generic, one black creature - Crocodile - 5/3 - Common
When this creature dies, create a 2/2 black Zombie Druid creature token.
Renew -one black, Exile this card from your graveyard: Put a +1/+1 counter on target creature. Activate only as a sorcery.
Aggressive Negotiations
Two generic, one black sorcery - Common
Target opponent reveals their hand. You choose a nonland card from it and exile that card. Put a +1/+1 counter on up to one target creature you control.
Alchemist’s Assistant
One generic, one black creature - Monkey - 2/1 - Uncommon
Lifelink
Renew -One generic, one black, Exile this card from your graveyard: Put a lifelink counter on target creature. Activate only as a sorcery.
Gurmag Rakshasa
Four generic, two black creature - Demon - 5/5 - Uncommon
Menace(This creature can’t be blocked except by two or more creatures.)
When this creature enters, target creature an opponent controls gets -2/-2 until end of turn and target creature you control gets +2/+2 until end of turn.
Kin-Tree Nurturer
Two generic, one black creature - Human Druid - 2/1 - Common
When this creature enters, it endures 1.(Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
Nightblade Brigade
Two generic, one black creature - Goblin Soldier - 1/3 - Common
Deathtouch
Mobilize 1(Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step,)
When this creature enters, surveil 1.(Look at the top card of your library. You may put it into your graveyard.)
Three generic, one black sorcery - Uncommon
Destroy target creature. Create two 1/1 red Warrior creature tokens. They gain haste until end of turn. Sacrifice them at the beginning of the next end step.
Sandskitter Outrider
Three generic, one black creature - Goblin Soldier - 2/1 - Common
When this creature enters, it endures 2.(Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
Unburied Earthcarver
One generic, one black creature - Human Warrior - 2/2 - Common
Two generic, Sacrifice another creature: Put a +1/+1 counter on this creature.
One red creature - Elemental - 2/2 - Uncommon
Haste
At the beginning of your end step, return this creature to its owner’s hand.(Return it only if it’s on the battlefield.)
Two generic, one red: This creature gets +2/+0 until end of turn.
Iridescent Tiger
Four generic, one red creature - Cat - 3/4 - Uncommon
When this creature enters, if you cast it, add one white, one blue, one black, one red, one green.
Two generic, one red instant - Uncommon
Choose one or both -
Twin Bolt
One generic, one red instant - Common
Twin Bolt deals 2 damage divided as you choose among one or two targets.
Wild Ride
One red sorcery - Common
Target creature gets +3/+0 and gains haste until end of turn.
Harmonize four generic, one red(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by X generic, where X is its power. Then exile this spell.)
Ainok Wayfarer
One generic, one green creature - Dog Scout - 1/1 - Common
When this creature enters, mill three cards. You may put a land card from among them into your hand. If you don’t, put a +1/+1 counter on this creature.(To mill three cards, put the top three cards of your library into your graveyard.)
Champion of Dusan
Two generic, one green creature - Human Warrior - 4/2 - Common
Trample
Renew— One generic, one green, exile this card from your graveyard: Put a +1/+1 counter and a trample counter on target creature. Activate only as a sorcery.
One green creature - Human Archer - 1/1 - Uncommon
Vigilance, reach, deathtouch
Formation Breaker
One generic, one green creature - Beast - 2/1 - Uncommon
Creatures with power less than this creature’s power can’t block it.
As long as you control a creature with a counter on it, this creature gets +1/+2.
Inspirited Vanguard
Four generic, one green creature - Human Soldier - 3/2 - Uncommon
Whenever this creature enters or attacks, it endures 2.(Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
Knockout Maneuver
Two generic, one green sorcery - Uncommon
Put a +1/+1 counter on target creature you control, then it deals damage equal to its power to target creature an opponent controls.
Rainveil Rejuvenator
Three generic, one green creature - Elephant Druid - 2/4 - Uncommon
When this creature enters, you maymill three cards.(You may put the top three cards of your library into your graveyard.)
Tap: Add an amount of green equal to this creature’s power.
Sage of the Fang
Two generic, one green creature - Human Druid - 2/2 - Uncommon
When this creature enters, put a +1/+1 counter on target creature.
Renew— Three generic, one green, exile this card from your graveyard: Put a +1/+1 counter on target creature, then double the number of +1/+1 counters on that creature. Activate only as a sorcery.
Sagu Pummeler
Three generic, one green creature - Beast - 4/4 - Common
Reach
Renew— Four generic, one green, exile this card from your graveyard: Put two +1/+1 counters and a reach counter on target creature. Activate only as a sorcery.
Like talking to a grokmaul
Trade Route Envoy
Three generic, one green creature - Dog Soldier - 4/3 - Common
When this creature enters, draw a card if you control a creature with a counter on it. If you don’t draw a card this way, put a +1/+1 counter on this creature.
Armament Dragon
Three generic, one white, one black, one green creature - Dragon - 3/4 - Uncommon
When this creature enters, distribute three +1/+1 counters among one, two, or three target creatures you control.
Teval, Arbiter of Virtue
Two generic, one black, one green, one blue legendary creature - Spirit Dragon - 6/6 - Mythic Rare
Flying, lifelink
Spells you cast have delve.(Each card you exile from your graveyard while casting those spells pays for one generic.)
Whenever you cast a spell, you lose life equal to its mana value.
Mardu Siegebreaker
One generic, one red, one white, one black creature - Human Warrior - 4/4 - Rare
Deathtouch, haste
When this creature enters, exile up to one other target creature you control until this creature leaves the battlefield.
Whenever this creature attacks, for each opponent, create a tapped token that’s a copy of the exiled card attacking that opponent. At the beginning of your end step, sacrifice those tokens.
Dragonclaw Strike
Two generic/one green hybrid, two generic/one blue hybrid, two generic/one red sorcery - Uncommon
Double the power and toughness of target creature you control until end of turn. Then it fights up to one target creature an opponent controls.(Each deals damage equal to its power to the other.)
Roar of Endless Song
Two generic, one green, one blue, one red enchantment - Saga - Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I and II: Create a 5/5 green Elephant creature token.
III: Double the power and toughness of each creature you control until end of turn.
White
Community drives all of Tarkir, but nobody comes close to the three white-using clans of the Abzan, Jeskai, and Mardu. Everything they do is for their clans, their ancestors, and their ways of life, as you can see from these white cards.
Anafenza, Unyielding Lineage
Two generic, one white legendary creature - Spirit Soldier - 2/2 - Rare
Flash
First strike
Whenever another nontoken creature you control dies, Anafenza endures 2.(Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
Bearer of Glory
One generic, one white creature - Human Soldier - 2/1 - Common
During your turn, this creature has first strike.
Four generic, one white: Creatures you control get +1/+1 until end of turn.
Clarion Conqueror
Two generic, one white creature - Dragon - 3/3 - Rare
Activated abilities of artifacts, creatures, and planeswalkers can’t be activated.
One generic, one white instant - Common
Choose one —
Coordinated Maneuver deals damage equal to the number of creatures you control to target creature or planeswalker.
Destroy target enchantment.
Dalkovan Packbeasts
Two generic, one white creature - Ox - 0/4 - Uncommon
Mobilize 3(Whenever this creature attacks, create three tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Descendant of Storms
One white creature - Human Soldier - 2/1 - Uncommon
Whenever this creature attacks, you may pay one generic and one white. If you do, it endures 1.(Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
Dragonback Lancer
Three generic, one white creature - Human Soldier - 3/3 - Common
Mobilize one generic(Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
Duty Beyond Death
One generic, one white instant - Uncommon
As an additional cost to cast this spell, sacrifice a creature.
Creatures you control gain indestructible until end of turn. Put a +1/+1 counter on each creature you control.(Damage and effects that say “destroy” don’t destroy those creatures.)
Elspeth, Storm Slayer
Three generic, two white legendary planeswalker - Elspeth - 5 Starting Loyalty - Mythic Rare
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
-3: Destroy target creature an opponent controls with mana value 3 or greater.
Fortress Kin-Guard
One generic, one white creature - Dog Soldier - 1/2 - Common
Lightfoot Technique
Put a +1/+1 counter on target creature. It gains flying and indestructible until end of turn.(Damage and effects that say “destroy” don’t destroy it.)
Loxodon Battle Priest
Four generic, one white creature - Elephant Cleric - 3/5 - Uncommon
At the beginning of combat on your turn, put a +1/+1 counter on another target creature you control.
Mardu Devotee
One white creature - Human Scout - 1/2 - Common
When this creature enters,scrytwo.(Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
One generic: Add one red, one white, or one black. Activate only once each turn.
Osseous Exhale
As an additional cost to cast this spell, you may behold a Dragon.(You may choose a Dragon you control or reveal a Dragon card from your hand.)
Osseous Exhale deals 5 damage to target attacking or blocking creature. If a Dragon was beheld, you gain 2 life.
Rally the Monastery
Three generic, one white instant - Uncommon
Choose one:
Create two 1/1 white Monk creature tokens with prowess.
Up to two target creatures you control each get +2/+2 until end of turn.
Destroy target creature with power 4 or greater.
Draw a card.
Riling Dawnbreaker // Signaling Roar
Four generic, one white creature - Dragon - 3/4 - Common
Flying, vigilance
At the beginning of combat on your turn, another target creature you control gets +1/+0 until end of turn.
Signaling Roar
One generic, one white Sorcery - Omen
Create a 2/2 white Soldier creature token.(Then shuffle this card into its owner’s library.)
Sage of the Skies
Two generic, one white creature - Human Monk - 2/3 - Rare
When you cast this spell, if you’ve cast another spell this turn, copy this spell.(The copy becomes a token.)
Five generic, one white creature - Beast - 4/3 - Common
This spell costs one generic less to cast for each creature you control.
Smile At Death
Three generic, two white enchantment - Mythic Rare
At the beginning of your upkeep, return up two target creature cards with power 2 or less from your graveyard to the battlefield. Put a +1/+1 counter on each of those creatures.
Starry-Eyed Skyrider
Two generic, one white creature - Human Scout - 1/3 - Uncommon
Whenever this creature attacks, another target creature you control gains flying until end of turn.
Four generic, one white enchantment - Uncommon
This spell costs one generic less to cast for each attacking creature.
When this enchantment enters, exile target artifact or creature an opponent controls until this enchantment leaves the battlefield.
Stormplain Detainment
Two generic, one white enchantment - Common
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Sunpearl Kirin
One generic, one white creature - Kirin - 2/1 - Uncommon
When this creature enters, return up to one other target nonland permenent you control to its owner’s hand. If it’s a token, draw a card.
Teeming Dragonstorm
Three generic, one white enchantment - Uncommon
When this enchantment enters, create two 2/2 white Soldier creature tokens.
When a Dragon you control enters, return this enchantment to its owner’s hand.
Tempest Hawk
Two generic, one white creature - Bird - 2/2 - Common
Whenever this creature deals combat damage to a player, you may search your library for a card named Tempest Hawk, reveal it, put it into your hand, then shuffle.
A deck can have any number of cards named Tempest Hawk.
United Battlefront
Three generic, one white sorcery - Rare
Look at the top seven cards of your library. Put up to two noncreature, nonland permanent cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Voice of Victory
One generic, one white creature - Human Bard - 1/3 - Rare
Mobilize 2(Whenever this creature attacks, create two tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Your opponents can’t cast spells during your turn.
Blue
Blue’s focus on knowledge drives the Jeskai, Sultai, and Temur clans very differently. In the Jeskai we see it as a flurry of spells cast one after the other, while the Temur like to go big with large, expensive spells. Meanwhile, the Sultai like to pull resources from anywhere, including their dead.
Aegis Sculptor
Three generic, one blue creature - Bird Wizard - 2/3 - Uncommon
Ward two generic(Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays two generic.)
At the beginning of your upkeep, you may exile two cards from your graveyard. If you do, put a +1/+1 counter on this creature.
Agent Of Kotis
One generic, one blue creature - Human Rogue - 2/1 - Common
Renew— Three generic, one blue, Exile this card from your graveyard: Put two +1/+1 counters on target creature. Activate only as a sorcery.
Ambling Stormshell
Three generic, two blue creature - Turtle - 5/9 - Rare
Ward two generic
Whenever this creature attacks, put three stun counters on it and draw three cards.(If a permanent with a stun counter would become untapped, remove one from it instead.)
Bewildering Blizzard
Four generic, two blue instant - Uncommon
Draw three cards. Creatures your opponents control get -3/-0 until end of turn.
Dirgur Island Dragon // Skimming Strike
Five generic, one blue creature - Dragon - 4/4 - Common
Skimming Strike
One generic, one blue instant-Omen
Tap up to one target creature. Draw a card.(Then shuffle this card into its owner’s library.)
Dispelling Exhale
One generic, one blue instant – Common
Counter target spell unless its controller pays two generic. If a Dragon was beheld, counter that spell unless its controller pays four generic instead.
Dragonologist
Two generic, one blue creature - Human Wizard - 1/3 - Rare
When this creature enters, look at the top six cards of your library. You may reveal an instant, sorcery, or Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Dragonstorm Forecaster
One blue creature - Human Scout - 0/3 - Uncommon
Two generic, Tap: Search your library for a card named Dragonstorm Globe or Boulderborn Dragon, reveal it, put it into your hand, then shuffle.
Essence Anchor
Two generic, one blue artifact - Uncommon
At the beginning of your upkeep, surveil 1.(Look at the top card of your library. You may put it into your graveyard.)
Tap: Create a 2/2 black Zombie Druid creature token. Activate only during your turn and only if a card left your graveyard this turn.
One generic, one blue Enchantment - Aura - Uncommon
Enchant creature
Enchanted creature gets -5/-0 and loses all abilities.
Highspire Bell-Ringer
Two generic, one blue creature - Djinn Monk - 1/4 - Common
The second spell you cast each turn costs one generic less to cast.
One blue creature - Human Monk - 1/2 - Common
When this creature enters , target creature an opponent controls gets -2/-0 until end of turn.
Kishla Trawlers
Two generic, one blue creature - Human Citizen - 3/2 - Uncommon
When this creature enters, you may exile a creature card from your graveyard. When you do, return target instant or sorcery card from your graveyard to your hand.
Marang River Regent//Coil And Catch
Four generic, two blue creature - Dragon - 6/7 - Rare
When this creature enters, return up to two other target nonland permanents to their owners' hands.
Coil And Catch
Three generic, one blue instant - Omen
Draw three cards, then discard a card.(Then shuffle this card into its owner’s library.)
Naga Fleshcrafter
Three generic, one blue creature - Snake Shapeshifter - 0/0 - Rare
You may have this creature enter as a copy of any creature on the battlefield.
Renew -Two generic, one blue, Exile this card from your graveyard: Put a +1/+1 counter on target nonlegendary creature you control. Each other creature you control becomes a copy of that creature until end of turn. Activate only as a sorcery.
One blue enchantment - Aura - Common
Enchanted create has “five generic: Untap this creature.”
Three generic, one blue instant - Common
Choose one -
This owner of target nonland permanent puts it on their choice of the top or bottom of their library.
Roiling Dragonstorm
Enchantment - Uncommon
When this enchantment enters, draw two cards, then discard a card.
Snowmelt Stag
Three generic, one blue creature - Elemental Elk - 2/5 - Common
During your turn, this creature has base power and toughness 5/2.
Five generic, two blue: This creature can’t be blocked this turn.
Spectral Denial
X generic, one blue instant - Uncommon
This spell costs one generic less to cast for each creature you control with power 4 or greater.
Stillness In Motion
One generic, one blue enchantment - Rare
At the beginning of your upkeep, mill three cards. Then if your library has no cards in it, exile this enchantment and put five cards from your graveyard on top of your library in any order.
Taigam, Master Opportunist
One generic, one blue legendary creature - Human Monk - 2/2 - Mythic Rare
Flurry— Whenever you cast your second spell each turn, copy it, then exile the spell you cast withfourtime counters on it. If it doesn’t havesuspend, it gainssuspend.(At the beginning of its owner’s upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it’s a creature, it has haste.)
Temur Devotee
One generic, one blue creature - Human Druid - 3/3 - Common
Defender
One generic: Add one green, one blue, or one red. Activate only once each turn.
One blue sorcery - Common
Harmonize five generic, one blue(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by X, where X is its power. Then exile this spell.)
One generic, one blue sorcery - Uncommon
Return target creature of its owner’s hand.
Harmonize: five generic, one blue(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by X, where X is its power. Then exile this spell.)
Enchanted creature gets +1/+1 and has flying.
Two generic, one blue: Return this Aura to its owner’s hand.
Winternight Stories
Two generic, one blue sorcery - Rare
Draw three cards. Then discard two cards unless you discard a creature card.
Harmonize four generic, one blue(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by one X generic, where X is its power. Then exile this spell.)
Black
It’s a common misconception that black in Magic means evil. The Abzan, Mardu, and Sultai aren’t evil, but they’re fiercly protective of their own, and are ready to do anything it takes to look after themselves.
Abzan Devotee
One generic, one black creature - Dog Cleric - 2/1 - Common
One generic: Add one white, one black, or one green. Activate only once each turn.
Two generic, one black: Return this card from your graveyard to your hand.
Alesha’s Legacy
One generic, one black instant - Common
Target creature you control gains deathtouch and indestructible until end of turn.(Damage and effects that say “destroy” don’t destroy it.)
Avenger of the Fallen
Two generic, one black creature - Human Warrior - 2/4 - Rare
Mobilize X, where X is the number of creature cards in your graveyard.(Whenever this creature attacks, create X tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Caustic Exhale
One black instant - Common
As an additional cost to cast this spell, behold a Dragon or pay one generic.(To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.)
Corroding Dragonstorm
One generic, one black enchantment - Uncommon
When this enchantment enters, each opponent loses 2 life and you gain 2 life.
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.)
When a Dragon you control enters, return this enchantment to its owner’s hand.
Cruel Truths
Three generic, one black instant - Common
Surveil 2, then draw two cards. You lose 2 life.(To 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.)
Delta Bloodflies
One generic, one black creature - Insect - 1/2 - Common
Whenever this creature attacks, if you control a creature with a counter on it, each opponent loses 1 life.
Desperate Measures
One black instant - Uncommon
Target creature gets +1/-1 until end of turn. When it dies under your control this turn, draw two cards.
Dragon’s Prey
Two generic, one black instant - Common
This spell costs two generic more to cast if it targets a Dragon.
Destroy target creature.
Feral Deathgorger // Dusk Sight
Five generic, one black creature - Dragon - 3/5 - Common
Flying, deathtouch
Dusk Sight
One generic, one black sorcery - Omen
Put a +1/+1 counter on up to one target creature. Draw a card.(Then shuffle this card into its owner’s library.)
Hundred-Battle Veteran
Three generic, one black creature - Zombie Warrior - 4/2 - Uncommon
As long as there are three or more different kinds of counters among creatures you control, this creature gets +2/+4.
You may cast this card from your graveyard. If you do, it enters with a finality counter on it.(If a creature with a finality counter on it would die, excile it instead. would die, exile it instead.)
Krumar Initiate
One generic, one black creature - Human Cleric - 2/2 - Uncommon
X generic, one black, tap, Pay X life: This creature endures X. Activate only as a sorcery.(Put X +1/+1 counters on it or create an X/X white Spirit creature token.)
Qarsi Revenant
One generic, two black creature - Vampire - 3/3 - Rare
Flying, deathtouch, lifelink
Renew -Two generic, one black, Exile this card from your graveyard: Put a flying counter, a deathtouch counter, and a lifelink counter on target creature. Activate only as a sorcery.
Rot-Curse Rakshasa
One generic, one black creature - Demon - 5/5 - Mythic Rare
Decayed (This creature can’t block. When it attacks, sacrifice it at end of combat.)
Renew— X generic, two black, Exile this card from your graveyard: Put a decayed counter on each of X target creatures. Activate only as a sorcery.
Scavenger Regent//Exude Toxin
Three generic, one black creature - Dragon - 4/4 - Rare
Exude Toxin
X generic, two black sorcery - Omen
Each non-Dragon creature gets -X/-X until end of turn.(Then shuffle this card into its owner’s library.)
One generic, one black sorcery - Uncommon
Target opponent exiles a creature they control and their graveyard.
Sidisi, Regent of the Mire
One generic, one black legendary creature - Zombie Snake Warlock - 1/3 - Rare
Tap, Sacrifice a creature you control with mana value X other than Sidisi: Return target creature with mana value X plus 1 from your graveyard to the battlefield. Activate only as a sorcery.
Sinkhole Surveyor
One generic, one black creature - Bird Scout - 1/3 - Rare
Whenever this creature attacks, you lose 1 life and this creature endures 1.(Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
Three black Legendary Enchantment - Rare
Creature spells you cast cost two generic less to cast.
Whenever a creature you control enters, if you cast it, destroy that creature, then create a 2/2 black Zombie Druid creature token.
Unrooted Ancestor
Two generic, one black creature - Spirit Cleric - 3/2 - Uncommon
One generic, Sacrifice another creature: This creature gains indestructible until end of turn. Tap it.(Damage and effects that say “destroy” don’t destroy it.)
Venerated Stormsinger
Three generic, one black creature - Orc Cleric - 3/3 - Uncommon
Mobilize 1(Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
Whenever this creature or another creature you control dies, each opponent loses 1 life and you gain 1 life.
Two generic, one black instant - Uncommon
Creatures target opponent controls get -1/-1 until end of turn.
Return up to two target creature cards from your graveyard to your hand.
Worthy Cost
One black sorcery - Common
Exile target creature or planeswalker.
Yathan Tombguard
Two generic, one black creature - Human Warrior - 2/3 - Uncommon
Whenever a creature you control with a counter on it deals combat damage to a player, you draw a card and you lose 1 life.
Red
Fiery passion drives the Jeskai, Mardu, and Temur. In the Jeskai it comes out in fast-paced spellcasting and living in the moment with mechanics like prowess, but in the Mardu it is direct, focused damage against their foes. The Temur make use of one of red’s most iconic creature types, with Dragons a large part of their gameplan.
Stadium Headliner
One red creature - Goblin Warrior - 1/1 - Rare
Mobilize 1(Whenever this creature attacks, create a tapped and attacking 1/1 red warrior creature token. Sacrifice it at the beginning of the next end step.)
One generic, one red. Sacrifice this creature: It deals damage equal to the number of creatures you control to target creature.
Breaching Dragonstorm
Four generic, one red enchantment - Uncommon
When this enchantment enters, exile cards from the top of your library until you exile a nonland card. You may cast it without paying its mana cost if that spell’s mana value is 8 or less. If you don’t put that card into your hand .
One red sorcery - Uncommon
Harmonize five generic, two red
One generic, one red artifact - Equipment - Rare
Equipped creature gets +1/+1 and has trample and haste.
Flurry -Whenever you cast your second spell each turn, create a 1/1 white Monk creature token with prowess. You may attach this Equipment to it.(Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
Equip one generic, one red.
Devoted Duelist
One generic, one red creature - Goblin Monk - 2/1 - Common
Flurry— Whenever you cast your second spell each turn, this creature deals one damage to each opponent.
Six generic, two red enchantment - Mythic Rare
You may cast Dragon spells without paying their mana costs.
Equilibrium Adept
Three generic, one red creature - Dog Monk - 2/4 - Uncommon
When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card.
Flurry -Whenever you cast your second spell each turn, this creature gains double strike until end of turn.
One generic, one red enchantment - Aura - Common
When this Aura enters, enchanted creature gains first strike until end of turn.
Jeskai Devotee
One generic, one red creature - Orc Monk - 2/2 - Common
Flurry— Whenever you cast your second spell each turn, this creature gets +1/+1 until end of turn.
One generic: Add one blue, one red, or one white. Activate only once each turn.
Magmatic Hellkite
Two generic, two red creature - Dragon - 4/5 - Rare
When this creature enters, destroy target nonbasic land an opponent controls. Its controller searches their library for a basic land card, puts it onto the battlefield tapped with a stun counter on it, then shuffles.(If a permanent with a stun counter would become untapped, remove one from it instead.)
Meticulous Artisan
Three generic, one red creature - Djinn Artificer - 3/3 - Common
Prowess(Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, create a Treasure token.(It’s an artifact with “tap, Sacrifice this token: Add one mana of any color.")
Molten Exhale
One generic, one red sorcery - Common
You may cast this spell as though it had flash if you behold a Dragon as an additional cost to cast it.(To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.)
Molten Exhale deals 4 damage to target creature or planeswalker.
Narset’s Rebuke
Four generic, one red instant - Common
Narset’s Rebuke deals 5 damage to target creature. Add one blue, one red, one white. If that creature would die this turn, exile it instead.
Destroy target noncreature artifact.
Rescue Leopard
Two generic, one red creature - Cat - 4/2 - Common
Whenever this creature becomes tapped, you may discard a card. If you do, draw a card.
Reverberating Summons
One generic, one red enchantment - Uncommon
At the beginning of each combat, if you’ve cast two or more spells this turn, this enchantment becomes a 3/3 Monk creature with haste in addition to its other types until end of turn.
One generic, one red, Discard your hand, Sacrifice this enchantment: Draw two cards.
Sarkhan, Dragon Ascendant
One generic, one red legendary creature - Human Druid - 2/2 - Rare
When Sarkhan enters, you may behold a Dragon. If you do, create a Treasure token.(To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.)
Whenever a Dragon you control enters, put a +1/+1 counter on Sarkhan. Until end of turn, Sarkhan becomes a Dragon in addition to its other types and gains flying.
Two generic, one red instant - Common
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Up to two target creatures each get +2/+1 until end of turn.
Shock Brigade
One generic, one red creature - Goblin Soldier - 1/3 - Common
Shocking Sharpshooter
One generic, one red creature - Human Archer - 1/3 - Uncommon
Whenever another creature you control enters, this creature deals 1 damage to target opponent.
Stormscale Scion
Four generic, two red creature - Dragon - 4/4 - Mythic Rare
Other Dragons you control get +1/+1.
Storm(When you cast this spell, copy it for each spell cast before it this turn. Copies become tokens.)
Stormshriek Feral//Flush Out
Four generic, one red creature - Dragon - 3/3 - Uncommon
Flying, haste
One generic, one red: This creature gets +1/+0 until end of turn.
Flush Out
One generic, one red Sorcery - Omen
Discard a card. If you do, draw two cards.(Then shuffle this card into its owner’s library.)
Summit Intimidator
Three generic, one red creature - Yeti - 4/3 - Common
When this creature enters, target creature can’t block this turn.
Sunset Strikemaster
One generic, one red creature - Human Monk - 3/1 - Uncommon
Tap: Add one red.
Two generic, one red, Tap, Sacrifice this creature: It deals 6 damage to target creature with flying.
Tersa Lightshatter
Two generic, one red legendary creature - Orc Wizard - 3/3 - Rare
When Tersa Lightshatter enters, discard up to two cards, then draw that many cards.
Whenever Tersa Lightshatter attacks, if there are seven or more cards in your graveyard, exile a card at random from your graveyard. You may play that card this turn.
Underfoot Underdogs
Two generic, one red creature - Goblin Warrior - 1/2 - Common
When this creature enters, create a 1/1 red Goblin creature token.
One generic, tap: Target creature you control with power 2 or less can’t be blocked this turn.
Unsparing Boltcaster
Two generic, one red creature - Orge Wizard - 3/3 - Uncommon
When this creature enters, it deals 5 damage to target creature an opponent controls that was dealt damage this turn.
Three generic, one red enchantment - Uncommon
Creature you control get +1/+0.
Whenever you attack, create a 1/1 red Warrior creature token that’s tapped and attacking. Sacrifice it at the beginning of the next end step.
Zurgo’s Vanguard
Two generic, one red creature - Dog Soldier - */3 - Uncommon
This creature’s power is equal to the number of creatures you control.
Green
Green is a reverent colour, respecting the gradual growth of all things and the conservation of what once was. The Abzan and Sultai honour their dead in very different ways, but this respect ofr history is a big part of both clans. Meanwhile, the Temur respect the forces of nature, and call upon the fierceness of the wild for their protection.
Attuned Hunter
Two generic, one green creature - Human Ranger - 3/3 - Uncommon
Whenever one or more cards leave your graveyard during your turn, put a +1/+1 counter on this creature.
Bloomvine Regent//Claim Territory
Three generic, two green creature - Dragon - 4/5 - Rare
Whenever this creature or another Dragon you control enters, you gain 3 life.
Claim Territory
Two generic, one green sorcery - Omen
Search your library for up to two basic Forest cards, reveal them, put one onto the battlefield tapped and the other into your hand, then shuffle.(Also shuffle this card.)
Craterhoof Behemoth
Five generic, three green creature - Beast - 5/5 - Mythic Rare
When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
Dragonbroods' Relic
One generic, one green artifact - Uncommon
Tap, Tap an untapped creature you control: Add one mana of any color.
Three generic, one white, one blue, one black, one red, one green, Sacrifice this artifact: Create a 4/4 Dragon creature token named Reliquary Dragon that’s all colors. It has flying, lifelink, and “When this token enters, it deals 3 damage to any target.” Activate only as a sorcery.
Dusyut Earthcarver
Five generic, one green creature - Elephant Druid - 4/4 - Common
When this creature enters, it endures three.(Put three +1/+1 counters on it or create a 3/3 white Spirit creature token.)
Encroaching Dragonstorm
Three generic, one green enchantment - Uncommon
When this enchantment enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Herd Heirloom
One generic, one green artifact - Rare
Tap: Add one mana of any color. Spend this mana only to cast a creature spell.
Tap: Until end of turn, target creature you control with power 4 or greater gains trample and “Whenever this creature deals combat damage to a player, draw a card.”
One generic, one green instant - Common
Destroy target artifact.
Exile up to one target card from a graveyard. Draw a card.
Krotiq Nestguard
Two generic, one green creature - Insect - 4/4 - Common
Two generic, one green: This creature can attack this turn as though it didn’t have defender.
Lasyd Prowler
Two generic, two green creature - Snake Ranger - 5/5 - Rare
When this creature enters, you may mill cards equal to the number of lands you control.
Renew— One generic and one green, Exile this card from your graveyard: Put X +1/+1 counters on target creature, where X is the number of land cards in your graveyard. Activate only as a sorcery.
Nature’s Rhythm
X generic, two green sorcery - Rare
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Harmonize X generic, four green(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Piercing Exhale
Target creature you control deals damage equal to its power to target creature or planeswalker. If a Dragon was beheld, surveil 2.
Rite of Renewal
Three generic, one green sorcery - Uncommon
Return up to two target permanent cards from your graveyard to your hand. Target player shuffles up to four target cards from their graveyard into their library. Exile Rite of Renewal.
Roamer’s Routine
Two generic, one green sorcery - Common
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Harmonize four generic, one green(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by X, where X is its power. Then exile this spell.)
Sagu Wildling//Roost Seek
Four generic, one green creature - Dragon - 3/3 - Common
Roost Seek
Sorcery - Omen
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.(Also shuffle this card.)
Snakeskin Veil
One green instant - Common
Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn.(It can’t be the target of spells or abilities your opponents control.)
Sultai Devotee
One generic, one green creature - Zombie Snake Druid - 2/1 - Common
One generic: Add one black, one green, or one blue. Activate only once each turn.
Surrak, Elusive Hunter
Two generic, one green legendary creature - Human Warrior - 4/3 - Rare
This spell can’t be countered.
Whenever a creature you control or a creatue spell you control becomes the target of a spell or ability an opponent controls, draw a card.
Synchronized Charge
One generic, one green sorcery - Uncommon
Distribute two +1/+1 counters among one or two target creatures you control. Creatures you control with counters on them gain vigilance and trample until end of turn.
Harmonize four generic, one green(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by X generic, where X is its power. Then exile this spell.)
Traveling Botanist
One generic, one green creature - Dog Scout - 2/3 - Uncommon
Whenever this creature becomes tapped, look at the top card of your library. If it’s a land card, you may reveal it and put it into your hand. If you don’t put the card into your hand, you may put it into your graveyard.
Undergrowth Leopard
One generic, one green creature - Cat - 2/2 - Common
One generic, Sacrifice this creature: Destroy target artifact or enchantment.
Warden of the Grove
Two generic, one green creature - Hydra - 2/2 - Rare
At the beginning of your end step, put a +1/+1 counter on this creature.
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature.
(Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Multicolour
A set on Tarkir without its five clans would almost be as bad as a set on Ravnica where everyone is inexplicably detectives. Fortunately, Tarkir: Dragonstorm is all-in on the clans, giving them slightly new looks while maintaining their unique mechanics and identities.
As Tarkir is so heavily focused on its three-colour cards, we’ve split this section into each clan.
Two generic, one white, one black enchantment - Rare
As this enchantment enters, choose Abzan or Mardu.
Abzan - At the beginning of your end step, put a +1/+1 counter on each creature you control.
Mardu - At the beginning of your end step, if a creature died under your control this turn, each opponent sacrifices a creature of their choice.
Hardened Tactician
One generic, one white, one black creature - Human Warrior - 2/4 - Uncommon
One generic, Sacrifice a token: Draw a card.
Marshal of the Lost
Two generic, one white, one black creature - Orc Warrior - 3/3 - Uncommon
Whenever you attack, target creature gets +X/+X until end of turn, where X is the number of attacking creatures.
Twinmaw Stormbrood // Charring Bite
Five generic, one white creature - Dragon - 5/4 - Uncommon
Charring Bite
Charring Bite deals 5 damage to target creature without flying.(Then shuffle this card into its owner’s library.)
Purging Stormbrood//Absorb Essence
Four generic, one black creature - Dragon - 4/4 - Uncommon
Ward - Pay 2 life.
When this creature enters, remove all counters from up to one target creature.
Absorb Essence
One generic, one white instant - Omen
Target creature gets +2/+2 and gains lifelink and hexproof until end of turn.(Then shuffle this card into its owner’s library.)
Effortless Master
Two generic, one blue, one red creature - Orc Monk - 4/3 - Uncommon
This creature enters with two +1/+1 counters on it if you’ve cast two or more spells this turn.
One generic, one blue, one red enchantment - Rare
As this enchantment enters, choose Jeskai or Temur.
Jeskai - Whenever one or more creatures you control deal combat damage to a player, draw a card.
Temur - Creatures you control get +1/+0 and have trample and haste.
Glacial Dragonhunt
One blue, one red sorcery - Uncommon
Draw a card, then you may discard a card. When you discard a nonland card this way, Glacial Dragonhunt deals 3 damage to target creature.
Harmonize four generic, one blue, one red(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by X generic, where X is its power. Then exile this spell.)
Runescale Stormbrood//Chilling Screech
Three generic, one red creature - Dragon - 2/4 - Uncommon
Whenever you cast a noncreature spell or a Dragon spell, this creature gest +2/+0 until end of turn.
Chilling Screech
One generic, one blue instant - Omen
Counter target spell with mana value 2 or less.(Then shuffle this card into its owner’s library.)
Disruptive Stormbrood//Petty Revenge
Four generic, one green creature - Dragon - 3/3 - Uncommon
When this creature enters, destroy up to one target artifact or enchantment.
Petty Revenge
Destroy target creature with power 3 or less.(Then shuffle this card into its owner’s library.)
One black, one green enchantment - Rare
As this enchantment enters, choose Sultai or Abzan.
Sultai – Whenever a counter is put on a creature you control, draw a card. This ability triggers only once each turn.
Abzan – Whenever you attack, put a +1/+1 counter on target attacking creature. It gains menace until end of turn.
Host of the Hereafter
Two generic, one black, one green creature - Zombie Warlock - 2/2 - Uncommon
This creature enters with two +1/+1 counters on it.
Whenever this creature or another creature you control dies, if it had counters on it, put its counters on up to one target creature you control.
Stalwart Successor
One generic, one black, one green creature - Human Warrior - 3/2 - Uncommon
Whenever one or more counters are put on a creature you control, if it’s the first time counters have been put on that creature this turn, put a +1/+1 counter on that creature.
Cori Mountain Stalwart
One generic, one red, one white creature - Human Monk - 3/3 - Uncommon
Flurry - Whenever you cast your second spell each turn, this creature deals 2 damage to each opponent and you gain 2 life.
One red, one white instant - Uncommon
Create two 1/1 red Goblin creature tokens.
Target creature +X/+X until end of turn, where X is the number of creatures you control.
One generic, one red, one white enchantment - Rare
As this enchantment enters, choose Mardu or Jeskai.
Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gainslifelinkandhasteuntil end of turn.
One green, one blue instant - Uncommon
One generic, one green, one blue enchantment - Rare
As this enchantment enters, choose Temur or Sultai.
Temur - Whenever you cast an instant or sorcery spell, target player mills four cards.
Sultai - You may play lands from your graveyard.
Kishla Skimmer
One green, one blue creature - Bird Scout - 2/2 - Uncommon
Whenever a card leaves your graveyard during your turn, draw a card. This ability triggers only once each turn.
Whirlwing Stormbrood//Dynamic Soar
Four generic, one blue creature - Dragon - 4/3 - Uncommon
You may cast sorcery spells and Dragon spells as though they had flash.
Dynamic Soar
Put three +1/+1 counters on target creature you control.(Then shuffle this card into its owner’s library.)
Abzan
Betor, Kin To All
Two generic, one white, one black, one green legendary creature - Spirit Dragon - 5/7 - Mythic Rare
At the beginning of your end step, if creatures you control have total toughness 10 or greater, draw a card. Then if creatures you control have total toughness 20 or greater, untap each creature you control. Then if creatures you control have total toughness 40 or greater, each opponent loses half their life, rounded up.
Felothar, Dawn of the Abzan
One white, one black, one green legendary creature - Human Warrior - 3/3 - Rare
Whenever Felothar enters or attacks, you may sacrifice a nonland permanent. When you do, put a +1/+1 counter on each creature you control.
Kin-Tree Severance
Two generic/one white hybrid, two generic/one black hybrid, two generic/one green hybrid instant - Uncommon
Exile target permanent with mana value 3 or greater.
Perennation
Three generic, one white, one black, one green sorcery - Mythic Rare
Return target permanent card from your graveyard to the battlefield with a hexproof counter and an indestructible counter on it.
Revival of the Ancestors
One generic, one white, one black, one green enchantment - Saga - Rare
I - Create three 1/1 white Spirit creature tokens.
II - Distribute three +1/+1 counters among one, two, or three target creatures you control.
III - Creatures you control gaintrampleandlifelinkuntil end of turn.
Severance Priest
One white, one black, one green creature - Djinn Cleric - 3/3 - Rare
When this creature enters, target opponent reveals their hand. You may choose a nonland card from it. If you do, exile that card.
When this creature leaves the battlefield, the exiled card’s owner creates an X/X white Spirit creature token, where X is the mana value of the exiled card.
Skirmish Rhino
One white, one black, one green creature - Rhino - 3/4 - Uncommon
When this creature enters, each opponent loses 2 life and you gain 2 life.
Yathan Roadwatcher
One generic, one white, one black, one green creature - Human Scout - 3/3 - Rare
When this creature enters, if you cast it, mill four cards. When you do, return target creature card with mana value three or less from your graveyard to the battlefield.
Jeskai
Flamehold Grappler
One blue, one red, one white creature - Human Monk - 3/3 - Rare
When this creature enters, copy the next spell you cast this turn when you cast it. You may choose new targets for the copy.(A copy of a permanent spell becomes a token.)
Jeskai Brushmaster
One generic, one blue, one red, one white creature - Orc Monk - 2/4 - Uncommon
Double strike
Jeskai Revelation
Four generic, one blue, one red, one white instant - Mythic Rare
Return target spell or permanent to its owner’s hand. Jeskai Revelation deals 4 damage to any target. Create two 1/1 white Monk creature tokens with prowess. Draw two cards. You gain 4 life.
Jeskai Shrinekeeper
Two generic, one blue, one red, one white creature - Dragon - 3/3 - Uncommon
Whenever this creature deals combat damage to a player, you gain 1 life and draw a card.
Monastery Messenger
Two generic, one blue/red hybrid, one blue/red hybrid, one white creature - Bird Scout - 2/3 - Common
When this creature enters, put up to one target noncreature, nonland card from your graveyard on top of your library.
Narset, Jeskai Waymaster
One blue, one red, one white legendary creature - Human Monk - 3/4 - Rare
At the beginning of your end step, you may discard your hand. If you do, draw cards equal to the number of spells you’ve cast this turn.
New Way Forward
Two generic, one blue, one red, one white instant - Rare
The next time a source of your choice would deal damage to you this turn, prevent that damage. When damage is prevented this way, New Way Forward deals that much damage to that source’s controller and you draw that many cards.
Rediscover The Way
One blue, one red, one white enchantment - Saga - Rare
I and II: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
III: Whenever you cast a noncreature spell this turn, target creature you control gains double strike until end of turn.
Riverwheel Sweep
Two generic/one blue hybrid, two generic/red hybrid, two generic/ one white hybrid sorcery - Uncommon
Tap target creature. Put three stun counters on it.(If a permanent with a stun counter would become untapped, remove one from it instead.)
Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
Shiko, Paragon of the Way
Two generic, one blue, one red, one white legendary creature - Spirit Dragon - 4/5 - Mythic Rare
When Shiko enters, exile target nonland card with mana value 3 or less from your graveyard. Copy it, then you may cast the copy without paying its mana cost.(A copy of a permanent spell becomes a token.)
Sultai
Awaken the Honored Dead
One black, one green, one blue enchantment - Saga - Rare
1 - Destroy target nonland permanent.
2 - Mill three cards.
3 - You may discard a card. When you do, return target creature or land card from your graveyard to your hand.
Death Begets Life
Five generic, one black, one green, one blue sorcery - Mythic Rare
Destroy all creatures and enchantments.
Draw a card for each permanent destroyed this way.
Fangkeeper’s Familiar
One generic, one black, one green, one blue creature - Snake - 3/3 - Rare
When this creature enters, choose one -
You gain 3 life and surveil 3.(Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Counter target creature spell.
Gurmag Nightwatch
Two generic/one black hybrid, two generic/one green hybrid, two generic/one blue hybrid creature - Human Ranger - 3/3 - Common
When this creature enters, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.
Kheru Goldkeeper
One generic, one black, one green, one blue creature - Dragon - 3/3 - Uncommon
Whenever one or more cards leave your graveyard during your turn, create a Treasure token.(It’s an artifact with “{T}, Sacrifice this token: Add one mana of any color.”)
Renew— Two generic, one black, one green, one blue,Exile this card from your graveyard:Put two +1/+1 counters and a flying counter on target creature. Activate only as a sorcery.
Kotis, The Fangkeeper
One generic, one black, one green, one blue legendary creature - Zombie Warrior - 2/1 - Rare
Indestructible.
Whenever Kotis deals combat damage to a player, exile the top X cards of their library, where X is the amount of damage dealt. You may cast any number of spells with mana value X or less from among them without paying their mana costs.
Lie in Wait
One black, one green, one blue sorcery - Uncommon
Return target creature card from your graveyard to your hand. Lie in Wait deals damage equal to that card’s power to target creature.
Lotuslight Dancers
Two generic, one black, one green, one blue creature - Zombie Bard - 3/6 - Rare
When this creature enters, search your library for a black card, a green card, and a blue card. Put those cards into your graveyard, then shuffle.
Rakshasa’s Bargain
Two generic/one black hybrid, two generic/one green hybrid, two generic/one blue hybrid instant - Uncommon
Look at the top four cards of your library. Put two of them into your hand and the rest into your graveyard.
Reputable Merchant
Two generic/one white hybrid, two generic/one black hybrid, two generic/one green creature - Human Citizen - 2/2 - Common
When this creature enters or dies, put a +1/+1 counter on target creature you control.
Mardu
All-Out Assault
Two generic, one red, one white, one black enchantment - Mythic Rare
Creatures you control get +1/+1 and have deathtouch.
When this enchantment enters, if it’s your main phase, there is an additional combat phase after this phase followed by an additional main phase. When you next attack this turn, untap each creature you control.
Bone-Cairn Butcher
One generic, one red, one white, one black creature - Demon - 4/4 - Uncommon
Attacking tokens you control have deathtouch.
Defibrillating Current
Two generic/one red hybrid, two generic/one white hybrid, two generic/one black sorcery - Uncommon
Defibrillating Current deals 4 damage to target creature or planeswalker and you gain 2 life.
Inevitable Defeat
One generic, one red, one white, one black instant - Rare
Exile target nonland permanent. Its controller loses 3 life and you gain 3 life.
Neriv, Heart of the Storm
One generic, one red, one white, one black legendary creature - Spirit Dragon - 4/5 - Mythic Rare
If a creature you control that entered this turn would deal damage, it deals twice that much damage instead.
Reigning Victor
Two generic/one red hybrid, two generic/one white hybrid, two generic/one black hybrid creature - Orc Warrior - 3/3 - Common
When this creature enters, target creature gets +1/+0 and gains indestructible until end of turn,(Damage and effects that say “destroy” don’t destroy it.)
Sonic Shrieker
Two generic, one red, one white, one black creature - Dragon - 4/4 - Uncommon
When this creature enters, it deals 2 damage to any target and you gain 2 life. If a player is dealt damage this way, they discard a card.
Thunder of Unity
One red, one white, one black
1 - You draw two cards and you lose 2 life.
2 and 3 - Whenever a creature you control enters this turn, each opponent loses 1 life and you gain 1 life.
Zurgo, Thunder’s Decree
One red, one white, one black legendary creature - Orc Warrior - 2/4 - Rare
During your end step, Warrior tokens you control have “This token can’t be sacrificed.”
Temur
Dragonback Assault
Three generic, one green, one blue, one red enchantment - Mythic Rare
When this enchantment enters, it deals 3 damage to each creature and each planeswalker.
Landfall- Whenever a land you control enters, create a 4/4 red Dragon creature token with flying.
Eshki Dragonclaw
One generic, one green, one blue, one red legendary creature - Human Warrior - 4/4 - Rare
Vigilance, trample, ward one generic
At the beginning of combat on your turn, if you’ve cast both a creature spell and a noncreature spell this turn, draw a card and put two +1/+1 counters on Eshki Dragonclaw.
Karakyk Guardian
Three generic, one green, one blue, one red creature - Dragon - 6/5 - Uncommon
Flying, vigilance, trample
This creature has hexproof if it hasn’t dealt damage yet.(It can’t be the target of spells or abilities your opponents control.)
Mammoth Bellow
Two generic, one green, one blue, one red sorcery - Uncommon
Create a 5/5 green Elephant creature token.
Harmonize five generic, one green, one blue, one red(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by X generic, where X is its power. Then exile this spell.)
Songcrafter Mage
One green, one blue, one red creature - Human Bard - 3/2 - Rare
When this creature enters, target instant or sorcery card in your graveyard gains harmonize until end of turn. Its harmonize cost is equal to its mana cost.(You may cast that card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by X, where X is its power. Then exile the spell.)
Temur Battlecrier
One green, one blue, one red creature - Orc Ranger - 4/3 - Rare
During your turn, spells you cast cost one generic less to cast for each creature you control with power four or greater.
Temur Tawnyback
Two generic, one green/blue hybrid, one green, one blue/red hybrid creature - Beast - 4/3 - Common
When this creature enters, draw a card, then discard a card.
Ureni, the Song Unending
Five generic, one green, one blue, one red legendary creature - Spirit Dragon - 10/10 - Mythic Rare
Flying, protection from white and from black.
When Ureni enters, it deals X damage divided as you choose among any number of target creatures and/or planeswalkers your opponents control, where X is the number of lands you control.
Call the Spirit Dragons
One white, one blue, one black, one red, one green enchantment - Mythic Rare
Dragons you control have indestructible.
At the beginning of your upkeep, for each color, put a +1/+1 counter on a Dragon you control of that color. If you put +1/+1 counters on five Dragons this way, you win the game.
Colourless
Though Tarkir is known for its three-colour clans, it’s also largely known for being the home of the spirit dragon planeswalker Ugin. He’s back in this set after a few years babysitting Nicol Bolas in the Meditation Realm, and his card is a must-have for colourless decks.
We’ve also got a new Mox. This one is severely nerfed compared to the power nine, though, as it does require you to have a Dragon in play. Still, a zero-mana artifact is nothing to sneeze at, even if you can’t use it to produce mana.
Abzan Monument
Two generic artifact - Uncommon
When this artifact enters, search your library for a basic Plains, Swamp, or Forest card, reveal it, put it into your hand, then shuffle.
One generic, one white, one black, one green, Tap, Sacrifice this artifact: Create an X/X white Spirit creature token, where X is the greatest toughness among creatures you control. Activate only as a sorcery.
Five generic artifact creature - Dragon - 3/3 - Common
Whenever this creature attacks, surveil one.(Look at the top card of your library. You may put it into your graveyard.)
One generic artifact - Equipment - Rare
Equipped creature gets +2/+2 and has hexproof from monocolored.
Equip four generic. This ability costs one generic less to activate for each color of the creature it targets.
Dragonstorm Globe
Three generic artifact - Common
Each Dragon you control enters with an additional +1/+1 counter on it.
Embermouth Sentinel
Two generic artifact creature - Chimera - 2/1 - Common
When this creature enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top. If you control a Dragon, put that card onto the battlefield tapped instead.
Jeskai Monument
When this artifact enters, search your library for a basic Island, Mountain, or Plains card, reveal it, put it into your hand, then shuffle.
One generic, one blue, one red, one white, Tap, Sacrifice this artifact: Create two 1/1 white Bird creature tokens with flying. Activate only as a sorcery.
Jade-Cast Sentinel
Four generic artifact creature - Ape Snake - 1/5 - Common
Two generic, one tap: Put target card from your graveyard on the bottom of its owner’s library.
Mox Jasper
Zero generic legendary artifact - Mythic Rare
Tap: Add one mana of any color. Activate only if you control a Dragon.
Mardu Monument
When this artifact enters, search your library for a basic Mountain, Plains, or Swamp card, reveal it, put it into your hand, then shuffle.
Two generic, one red, one white, one black, Tap, Sacrifice this artifact: Create three 1/1 red Warrior creature tokens. They gain menace and haste until end of turn. Activate only as a sorcery.(A creature with menace can’t be blocked except by two or more creatures.)
Sultai Monument
When this artifact enters, search your library for a basic Swamp, Forest, or Island card, reveal it, put it into your hand, then shuffle.
Two generic, one black, one green, one blue, Tap, Sacrifice this artifact: Create two 2/2 black Zombie Druid creature tokens. Activate only as a sorcery.
Temur Monument
When this artifact enters, search your library for a basic Forest, Island, or Mountain card, reveal it, put it into your hand, then shuffle.
Three generic, one green, one blue, one red, Tap, Sacrifice this artifact: Create a 5/5 green Elephant creature token. Activate only as a sorcery.
Ugin, Eye of the Storms
Seven generic legendary planeswalker - Ugin - 7 Starting Loyalty - Mythic Rare
When you cast this spell, exile up to one target permanent that’s one or more colors.
Whenever you cast a colorless spell, exile up to one target permanent that’s one or more colors.
+2: You gain 3 life and draw a card.
0: Add three colorless mana.
-11: Search your library for any number of colorless nonland cards, exile them, then shuffle. Until end of turn, you may cast those cards without paying their mana costs.
Watcher of the Wayside
Three generic artifact creature - Golem - 3/2 - Common
When this creature enters, target player mills two cards. You gain 2 life.(To mill two cards, a player puts the top two cards of their library into their graveyard.)
Tap: Add one black or one red.
Tap: Add one green or one white.
Cori Mountain Monastery
Land - Rare
This land enters tapped unless you control a Plains or an Island.
Tap: Add red.
Three generic, one red, one blue, Tap: Exile the top card of your library. Until the end of your next turn, you may play that card.
Tap: Add one blue or one black.
Dalkovan Encampment
This land enters tapped unless you control a Swamp or a Mountain.
Tap: Add white.
Two generic, one red, Tap: Whenever you attack this turn, create two 1/1 red Warrior creature tokens that are tapped and attacking. Sacrifice them at the beginning of the next end step.
Evolving Wilds
Land - Common
Tap, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Tap: Add one green, one blue, or one red.
Great Arashin City
This land enters tapped unless you control a Forest or a Plains.
Tap: Add black.
One generic, one white, one black, Tap, Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token.
Tap: Add one black or one green.
Kishla Village
This land enters tapped unless you control an Island or a Swamp.
Tap: Add one colorless mana.
Tap: Add one mana of any color. Spend this mana only to cast a Dragon spell or an Omen spell.
Four generic, Tap, Sacrifice this land: Search your library for a Dragon card, reveal it, put it into your hand, then shuffle.
Mistrise Village
This land enters tapped unless you control a Mountain or a Forest.
Tap: Add blue.
One blue, Tap: The next spell you cast this turn can’t be countered.
Tap: Add one blue, one red, or one white.
Tap: Add one red, one white, or one black.
Tap: Add one black, one green, or one blue.
Tap: Add one red or one green.
Tap: Add one white, one black, or one green.
Tap: Add one white or one black.
Tap: Add one blue or one red.
Tap: Add one green or one blue.
Tap: Add one white or one blue.
Tap: Add one red or one white.
Special Guests
This set’s special guests include two all-timer cycles of cards for three-colour decks. First are the enemy fetchlands, which can also be found in Collector boosters in an exclusive dragonscale foiling treatment. These are a great way to smooth your mana, which is vital when running decks with three colours.
Second are a cycle of cards we first saw in Ikoria: Lair of Behemoths. These are the ultimatums, expensive three-colour game finishers in each of the five clan’s colours. While some are certainly better than others, art by Dominik Mayer never, ever misses.
Marsh Flats
Land - Mythic Rare
Tap, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Scalding Tarn
Tap, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Verdant Catacombs
Tap, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Arid Mesa
Tap, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Misty Rainforest
Tap, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Eerie Ultimatum
Two white, three black, two green sorcery - Mythic Rare
Return any number of permanent cards with different names from your graveyard to the battlefield.
Inspired Ultimatum
Two blue, three red, two white sorcery - Mythic Rare
Target player gains 5 life, Inspired Ultimatum deals 5 damage to any target, then you draw five cards.
Emergent Ultimatum
Two black, three green, two blue sorcery - Mythic Rare
Search your library for up to three monocolored cards with different names and exile them. An opponent chooses one of those cards. Shuffle that card into your library. You may cast the other cards without paying their mana costs. Exile Emergent Ultimatum.
Two red, three white, two black sorcery - Mythic Rare
Genesis Ultimatum
Two green, three blue, two red sorcery - Mythic Rare
Look at the top five cards of your library. Put any number of permanent cards from among them onto the battlefield and the rest into your hand. Exile Genesis Ultimatum.
Commander Decks
Tarkir: Dragonstorm’s commander precons work a little differently to previous sets. For starters, we’re returning to the bumper crop of five decks of old, with, as you’d expect, one deck focused on each of the clans.
However, a more interesting part of these releases is that, instead of having one face commander and one backup,both commanders are given equal billing. Both are designed to work with the deck just as well as the other, so it’s entirely up to you who you run.
Abzan Armor
The Abzan Armor deck is all about the big butts, with a toughness-matters theme that wants you to play defenders and use their meaty toughness to deal big damage. Alternatively, Betor, Ancestor’s Voice, turns the deck into more of a recursion-focused one, with a way to reliably bring creatures back from the graveyard.
Felothar the Steadfast
One generic, one white, one black, one green legendary creature - Human Warrior - 0/5 - Mythic Rare
Each creature you control assigns combat damage equal to its toughness rather than its power.
Creatures you control can attack as though they didn’t have defender.
Three generic, Tap, Sacrifice another creature: Draw cards equal to the sacrificed creature’s toughness, then discard cards equal to its power.
Betor, Ancestor’s Voice
Two generic, one white, one black, one green legendary creature - Spirit Dragon - 3/5 - Mythic Rare
At the beginning of your end step, put a number of +1/+1 counters on up to one other target creature you control equal to the amount of life you gained this turn. Return up to one target creature card with mana value less than or equal to the amount of life you lost this turn from your graveyard to the battlefield.
Protector of the Wastes
Four generic, two white creature - Dragon - 5/5 - Rare
When this creature enters or becomes monstrous, exile up to two target artifacts and/or enchantments controlled by different players.
Four generic, one white: Monstrosity 3.(If this creature isn’t monstrous, put three +1/+1 counters on it and it becomes monstrous.)
Reunion of the House
Five generic, two white sorcery - Rare
Return any number of target creature cards with toal power 10 or less from your graveyard to the battlefield. Exile Reunion of the House.
Jaws of Defeat
Three generic, one black enchantment - Rare
Whenever a creature you control enters, target opponent loses life equal to the difference between that creature’s power and its toughness.
Tip the Scales
Two generic, one black sorcery - Rare
Sacrifice a creature. When you do, all creatures get -X/-X until end of turn, where X is the sacrificed creature’s toughness.
Will of the Abzan
Three generic, one black sorcery - Rare
Choose one. If you control a commander as you cast this spell, you may choose both instead.
Any number of target opponents each sacrifice a creature with th greatest power among creatures that player controls and lose 3 life.
Return target creature card from your graveyard to the battlefield.
Arbor Adherent
Three generic, one green creature - Dog Druid - 2/4 - Rare
Tap: Add one mana of any color.
Tap: Add X mana of any one color, where X is the greatest toughness among other creatures you control.
Canopy Gargantuan
Five generic, two green creature - Dragon - 7/7 - Rare
Flying, ward two generic
At the beginning of your upkeep, put a number of +1/+1 counters on each other creature you control equal to that creature’s toughness.
Rampart Architect
Three generic, one green creature - Elephant Advisor - 3/4 - Rare
Whenever this creature enters or attacks, create a 1/3 white Wall creature token with defender.
Whenever a creature you control with defender dies, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Full Decklist
Jeskai Striker
Flurry is the new Jeskai mechanic of Tarkir: Dragonstorm, and this deck leans into that theme hard by having you cast multiple spells each turn. Elsha pays off using the more traditional prowess, producing a ton of Monk tokens when they connect eith an opponent. Meanwhile, Shiko and Narset has a flurry trigger that lets you copy the second spell you cast each turn.
Elsha, Threefold Master
One blue, one red, one white legendary creature - Djinn Monk - 1/1 - Mythic Rare
Whenever Elsha deals combat damage to a player, create that many 1/1 white Monk creature tokens with prowess.
Shiko and Narset, Unified
One generic, one blue, one red, one white legendary creature - Human Spirit Dragon - 4/4 - Mythic Rare
Flurry -Whenever you cast your second spell each turn, copy that spell if it targets a permanent or player, and you may choose new targets for the copy. If you don’t copy a spell this way, draw a card.
Aligned Heart
Two generic, one white enchantment - Rare
Flurry— Whenever you cast your second spell each turn, put a rally counter on this enchantment. Then create a 1/1 white Monk creature token with prowess for each rally counter on it.(Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
Tempest Technique
Three generic, one white enchantment - Aura - Rare
Storm(When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature you control
Adaptive Training Post
Two generic, one blue artifact - Rare
Whenever you cast an instant or sorcery spell, if this artifact has fewer than three charge counters on it, put a charge counter on it.
Remove three charge counters from this artifact: When you next cast an instant or sorcery spell this turn, copy it and you may choose new targets for the copy.
Transcendent Dragon
Four generic, two blue creature - Dragon - 4/3 - Rare
When this creature enters, if you cast it, counter target spell. If that spell is countered this way, exile it instead of putting it into its owner’s graveyard, then you may cast it without paying its mana cost.
Voracious Bibliophile
Three generic, one blue creature - Dragon - 3/3 - Rare
Whenever you cast a spell with one or more targets, draw that many cards.
Caldera Pyremaw
Three generic, two red creature - Dragon - 3/3 - Rare
Whenever you cast an instant or sorcery spell, put a+1/+1 counter on this creature. Then this creature deals damage equal to its power to target opponent.
Transforming Flourish
Two generic, one red instant - Rare
Demonstrate(When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.)
Destroy target artifact or creature you don’t control. If that permanent is destroyed this way, its controller exiles cards from the top of their library until they exile a nonland card, then they may cast that card without paying its mana cost.
Will of the Jeskai
Three generic, one red sorcery - Rare
Each player may discard their hand and draw five cards.
Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Sultai Arisen
The Sultai probably received the most radical overhaul in this new visit to Tarkir, but this deck is as classic Sultai as it gets. You’re filling the graveyard and flooding the board with Zombie tokens. Kotis lets you effectively escape creatures each turn, whule buffing Kotis up in the process. Teval leans into that too, by having you mill cards and pulling lands back, all while making those Zombies the Sultai love so much.
Kotis, Sibsig Champion
One black, one green, one blue legendary creature - Zombie Warrior - 3/3 - Mythic Rare
Once during each of your turns, you may cast a creature spell from your graveyard by exiling three other cards in your graveyard in addition to paying its other costs.
Whenever one or more creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put two +1/+1 counters on Kotis.
Teval, the Balanced Scale
One generic, one black, one green, one blue legendary creature - Spirit Dragon - 4/4 - Mythic Rare
Whenever Teval attacks, mill three cards. Then you may return a land card from your graveyard ot the battlefield tapped.
Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token.
Diviner of Mist
Four generic, one blue creature - Dragon - 4/5 - Rare
Whenever this creature attacks, mill four cards. You may cast an instant or sorcery spell from your graveyard with mana value 4 or less without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Afterlife from the Loam
Five generic, three black sorcery - Rare
Delve(Each card you exile from your graveyard while casting this spell pays for one generic.)
For each player, choose up to one target creature card in that player’s graveyard. Put those cards onto the battlefield under your control. They’re Zombies in addition to their other types.
Teval’s Judgment
Two generic, one black enchantment - Rare
Whenever one or more cards leave your graveyard, choose one that hasn’t been chosen this turn -
Welcome the Dead
Draw two cards, then discard a card and you lose 2 life. Create X tapped 2/2 black Zombie Druid creature tokens, where X is the number of cards that were put into your graveyard from your hand or library this turn.
Flashback five generic, one black(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Floral Evoker
Two generic, one green creature - Snake Druid - 2/3 - Rare
Landfall -Whenever a land you control enters, put a +1/+1 counter on this creature.
One green, Discard a creature card: Return target land card from your graveyard to the battlefield tapped.
Steward of the Harvest
Three generic, one green creature - Human Druid - 3/3 - Rare
When this creature enters, exile up to three target land cards from your graveyard.
Creatures you control have all activated abilities of all land cards exiled with this creature.
Will of the Sultai
Four generic, one green sorcery - Rare
Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped.
Put X +1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
Colossal Grave-Reaver
Six generic, one black, one green creature - Dragon - 7/6 - Rare
Whenever this creature enters or attacks, mill three cards.
Whenever one or more creature cards are put into your graveyard from your library, put one of them onto the battlefield.
Mardu Surge
The Mardu are all about coordinated attacks, and Mardue Surge plays into that with a go-wide token deck that not only wants you to swing, but also sacrifice those tokens for extra profit. Zurgo can easily produce and kill off tokens with his mobilize keyword, while Neriv wants you to spread things out and make as many tokens as you may for big hand advantage.
Zurgo Stormrender
One red, one white, one black legendary creature - Orc Warrior - 3/3 - Mythic Rare
Whenever a creature token you control leaves the battlefield, draw a card if it was attacking. Otherwise, each opponent loses 1 life.
Neriv, Crackling Vanguard
Two generic, one red, one white, one black legendary creature - Spirit Dragon - 4/4 - Mythic Rare
When Neriv enters, create two 1/1 red Goblin creature tokens.
When Neriv attacks, exile any number of cards from the top of your library equal to the number of differently named tokens you control. During any turn you attacked with a commander, you may play those cards.
Ainok Strike Leader
One generic, one white creature - Dog Warrior - 2/2 - Rare
Whenever you attack with this creature and/or your commander, for each opponent, create a 1/1 red Goblin creature token that’s tapped and attacking that player.
Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.
Ironwill Forger
Three generic, one white creature - Orc Artificer - 3/3 - Rare
Lieutenant— At the beginning of combat on your turn, if you control your commander, target nonlegendary creature you control gainsmyriaduntil end of turn.
(Whenever it attacks, for each opponent other than defending player, you may create a token copy that’s tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Will of the Mardu
Two generic, one white instant - Rare
Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.
Will of the Mardu deals damage to target creature equal to the number of creatures you control.
Bone Devourer
Three generic, one black creature - Dragon - 2/2 - Rare
This creature enters with a number of +1/+1 counters on it equal to the number of creatures that died this turn.
When this creature dies, you draw X cards and you lose X life, where X is the number of +1/+1 counters on it.
Within Range
When this enchantment enters, create two 1/1 red Warrior creature tokens.
Whenever you attack, each opponent loses life equal to the number of creatures attacking them.
Goldlust Triad
Four generic, one red creature - Dragon - 4/3 - Rare
Myriad(Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that’s tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, create a Treasure token.
Infantry Shield
Two generic, one red artifact - Equipment - Rare
Equipped creature has menace and mobilize X, where X is its power.(Whenever it attacks, create X tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Equip two generic.
Redoubled Stormsinger
Two generic, one red creature - Orc Wizard - 3/3 - Rare
Whenever this creature attacks, for each creature token you control that entered this turn, create a tapped and attacking token that’s a copy of that token. At the beginning of the next end step, sacrifice those tokens.
Temur Roar
Temur love two things: big mana and bigger spells. But this take on Temur doesn’t just want you to ramp and play big stompers, it has a subtheme focused entirely on Dragon kindred. Ureni filters through your deck for a Dragon and puts it into play for free, while Ehsiki prefers you play them more fairly, rewarding you with direct damage, card draw, and +1/+1 counters for the Temur khan.
Eshiki, Temur’s Roar
One green, one blue, one red legendary creature - Human Warrior - 2/2 - Mythic Rare
Whenever you cast a creature spell, put a +1/+1 counter on Eshki. If that spell’s power is 4 or greater, draw a card. If that spell’s power is 6 or greater, Eshki deals damage equal to Eshki’s power to each opponent.
Ureni of the Unwritten
Four generic, one green, one blue, one red legendary creature - Spirit Dragon - 7/7 - Mythic Rare
Flying, trample
Whenever Ureni enters or attacks, look at the top eight cards of your library. You may put a Dragon creature from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Two blue creature - Dragon - 1/1 - Rare
You may have this creature enter as a copy of a creature you control with power 4 or greater, except it’s a Dragon in addition to its other types and it has flying.
Four generic, two blue creature - Dragon - 6/6 - Rare
Whenever you cast a spell, return up to one target nonland permanent an opponent controls with mana value less than or equal to that spell’s mana value to its owner’s hand.
Will of the Temur
Five generic, one blue sorcery - Rare
Create a token that’s a copy of target permanent, except it’s a 4/4 Dragon creature with flying in addition to its other types.
Target player draws cards equal to the greatest mana value among permanents you control.
Parapet Thrasher
Two generic, two red creature - Dragon - 4/3 - Rare
Whenever one or more Dragons you control deal combat damage to an opponent, choose one that hasn’t been chosen this turn -
Destroy target artifact that opponent controls.
This creature deals 4 damage to each other opponent.
Exile the top card of your library. You may play it this turn.
Thundermane Dragon
Three generic, one red creature - Dragon - 4/4 - Rare
You may look at the top card of your library any time.
You may cast creature spells with power 4 or greater from the top of your library. If you cast a creature spell this way, it gains haste until end of turn.
Zenith Festival
X generic, two red sorcery - Rare
Exile the top X cards of your library. You may play them until the end of turn next turn.
Become the Avalanche
Four generic, two green sorcery - Rare
Draw a card for each creature you control with power 4 or greater. Then creatures you control get +X/+X until end of turn, where X is the number of cards in your hand.
Broodcaller Scourge
Five generic, two green creature - Dragon - 5/7 - Rare
Whenever one or more Dragons you control deal combat damage to a player, you may put a permanent card with mana value less than or equal to that damage from your hand onto the battlefield.