Fate Reforged

Image Card Info Mana cost
Ugin, the Spirit Dragon

Ugin, the Spirit Dragon

Legendary Planeswalker — Ugin

[+2]: Ugin, the Spirit Dragon deals 3 damage to any target. [−X]: Exile each permanent with mana value X or less that's one or more colors. [−10]: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.

8
Abzan Advantage

Abzan Advantage

Instant

Target player sacrifices an enchantment. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)

"To survive, you must seize every opportunity." —Daghatar the Adamant

1 W
Abzan Runemark

Abzan Runemark

Enchantment — Aura

Enchant creature Enchanted creature gets +2/+2. Enchanted creature has vigilance as long as you control a black or green permanent.

2 W
Abzan Skycaptain

Abzan Skycaptain

Creature — Bird Soldier

Flying When Abzan Skycaptain dies, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)

"A tempest is coming. Turn your faces toward the wind!"

2/2

3 W
Arashin Cleric

Arashin Cleric

Creature — Human Cleric

When Arashin Cleric enters the battlefield, you gain 3 life.

"We'll have time to put out the fires when those trapped within the ruins are safe."

1/3

1 W
Aven Skirmisher

Aven Skirmisher

Creature — Bird Warrior

Flying

"We do not hide from the dragons that pretend to rule the skies. If we did, the dragons would become our rulers, and our way of life would be lost."

1/1

W
Channel Harm

Channel Harm

Instant

Prevent all damage that would be dealt to you and permanents you control this turn by sources you don't control. If damage is prevented this way, you may have Channel Harm deal that much damage to target creature.

5 W
Citadel Siege

Citadel Siege

Enchantment

As Citadel Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control. • Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.

2 W W
Citadel Siege

Citadel Siege

Enchantment

As Citadel Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control. • Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.

2 W W
Daghatar the Adamant

Daghatar the Adamant

Legendary Creature — Human Warrior

Vigilance Daghatar the Adamant enters the battlefield with four +1/+1 counters on it. : Move a +1/+1 counter from target creature onto a second target creature.

"Our victories will protect a thousand generations."

0/0

3 W
Dragon Bell Monk

Dragon Bell Monk

Creature — Human Monk

Vigilance Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

He has spent years training his eyes and ears to detect the subtle signs of a dragon's approach.

2/2

2 W
Dragonscale General

Dragonscale General

Creature — Human Warrior

At the beginning of your end step, bolster X, where X is the number of tapped creatures you control. (Choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.)

"Dragons seek war. I bring it to them."

2/3

3 W
Elite Scaleguard

Elite Scaleguard

Creature — Human Soldier

When Elite Scaleguard enters the battlefield, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.) Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.

2/3

4 W
Great-Horn Krushok

Great-Horn Krushok

Creature — Beast

Perfectly suited for life in the Shifting Wastes, the krushok is well protected by its horn, its hide, and its temper.

3/5

4 W
Honor's Reward

Honor's Reward

Instant

You gain 4 life. Bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)

It seldom rains in Abzan lands. When it does, the khan marks the occasion by honoring the families of the fallen.

2 W
Jeskai Barricade

Jeskai Barricade

Creature — Wall

Flash (You may cast this spell any time you could cast an instant.) Defender When Jeskai Barricade enters the battlefield, you may return another target creature you control to its owner's hand.

0/4

1 W
Lightform

Lightform

Enchantment

When Lightform enters the battlefield, it becomes an Aura with enchant creature. Manifest the top card of your library and attach Lightform to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Enchanted creature has flying and lifelink.

1 W W
Lotus-Eye Mystics

Lotus-Eye Mystics

Creature — Human Monk

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Lotus-Eye Mystics enters the battlefield, return target enchantment card from your graveyard to your hand.

Every action has a foreseen purpose.

3/2

3 W
Mardu Woe-Reaper

Mardu Woe-Reaper

Creature — Human Warrior

Whenever Mardu Woe-Reaper or another Warrior enters the battlefield under your control, you may exile target creature card from a graveyard. If you do, you gain 1 life.

"Those who died in battle deserve their rest."

2/1

W
Mastery of the Unseen

Mastery of the Unseen

Enchantment

Whenever a permanent you control is turned face up, you gain 1 life for each creature you control. : Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)

1 W
Monastery Mentor

Monastery Mentor

Creature — Human Monk

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, create a 1/1 white Monk creature token with prowess.

"Speak little. Do much."

2/2

2 W
Pressure Point

Pressure Point

Instant

Tap target creature. Draw a card.

By studying dragon anatomy, Jeskai monks have learned how to locate clusters of nerves that will incapacitate even the mightiest dragons.

1 W
Rally the Ancestors

Rally the Ancestors

Instant

Return each creature card with mana value X or less from your graveyard to the battlefield. Exile those creatures at the beginning of your next upkeep. Exile Rally the Ancestors.

"The family is a tree, and in times of need, every branch can be a weapon." —Daghatar the Adamant

X W W
Sage's Reverie

Sage's Reverie

Enchantment — Aura

Enchant creature When Sage's Reverie enters the battlefield, draw a card for each Aura you control that's attached to a creature. Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.

3 W
Sandblast

Sandblast

Instant

Sandblast deals 5 damage to target attacking or blocking creature.

In the Shifting Wastes, more are killed by sand than by steel.

2 W
Sandsteppe Outcast

Sandsteppe Outcast

Creature — Human Warrior

When Sandsteppe Outcast enters the battlefield, choose one — • Put a +1/+1 counter on Sandsteppe Outcast. • Create a 1/1 white Spirit creature token with flying.

2/1

2 W
Soul Summons

Soul Summons

Sorcery

Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)

Ugin's magic reaches beyond the dragons. The clans have adapted it for war.

1 W
Soulfire Grand Master

Soulfire Grand Master

Creature — Human Monk

Lifelink Instant and sorcery spells you control have lifelink. : The next time you cast an instant or sorcery spell from your hand this turn, put that card into your hand instead of into your graveyard as it resolves.

2/2

1 W
Valorous Stance

Valorous Stance

Instant

Choose one — • Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) • Destroy target creature with toughness 4 or greater.

"Every choice alters the path of fate." —Sarkhan Vol

1 W
Wandering Champion

Wandering Champion

Creature — Human Monk

Whenever Wandering Champion deals combat damage to a player, if you control a blue or red permanent, you may discard a card. If you do, draw a card.

"Learn from your enemies, but do not tolerate them."

3/1

1 W
Wardscale Dragon

Wardscale Dragon

Creature — Dragon

Flying As long as Wardscale Dragon is attacking, defending player can't cast spells.

Dromoka's brood emerge from the dragon tempests covered with tough scales that protect them from most clan weapons and magic.

4/4

4 W W
Aven Surveyor

Aven Surveyor

Creature — Bird Scout

Flying When Aven Surveyor enters the battlefield, choose one — • Put a +1/+1 counter on Aven Surveyor. • Return target creature to its owner's hand.

2/2

3 U U
Cloudform

Cloudform

Enchantment

When Cloudform enters the battlefield, it becomes an Aura with enchant creature. Manifest the top card of your library and attach Cloudform to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Enchanted creature has flying and hexproof.

1 U U
Enhanced Awareness

Enhanced Awareness

Instant

Draw three cards, then discard a card.

"Study the topography of your enemies, and you will have a map to victory." —Shu Yun, the Silent Tempest

4 U
Fascination

Fascination

Sorcery

Choose one — • Each player draws X cards. • Each player mills X cards.

X U U
Frost Walker

Frost Walker

Creature — Elemental

When Frost Walker becomes the target of a spell or ability, sacrifice it.

"As the clans carved out their territories, we saw allies where the Mardu saw only obstacles." —Yasova Dragonclaw

4/1

1 U
Jeskai Infiltrator

Jeskai Infiltrator

Creature — Human Monk

Jeskai Infiltrator can't be blocked as long as you control no other creatures. When Jeskai Infiltrator deals combat damage to a player, exile it and the top card of your library in a face-down pile, shuffle that pile, then manifest those cards. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)

2/3

2 U
Jeskai Runemark

Jeskai Runemark

Enchantment — Aura

Enchant creature Enchanted creature gets +2/+2. Enchanted creature has flying as long as you control a red or white permanent.

2 U
Jeskai Sage

Jeskai Sage

Creature — Human Monk

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Jeskai Sage dies, draw a card.

"The one who conquers the mind is greater than the one who conquers the world."

1/1

1 U
Lotus Path Djinn

Lotus Path Djinn

Creature — Djinn Monk

Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

"The lotus takes root where body and mind intersect. It blooms when body and mind become one."

2/3

3 U
Marang River Prowler

Marang River Prowler

Creature — Human Rogue

Marang River Prowler can't block and can't be blocked. You may cast Marang River Prowler from your graveyard as long as you control a black or green permanent.

The currents of the Marang wash away both tracks and blood.

2/1

2 U
Mindscour Dragon

Mindscour Dragon

Creature — Dragon

Flying Whenever Mindscour Dragon deals combat damage to an opponent, target player mills four cards.

"The bells may one day ring as an anthem of our own end." —Kyu, Sage-Eye mystic

4/4

4 U U
Mistfire Adept

Mistfire Adept

Creature — Human Monk

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, target creature gains flying until end of turn.

"The quieter the skies, the calmer the mind."

3/3

3 U
Monastery Siege

Monastery Siege

Enchantment

As Monastery Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of your draw step, draw an additional card, then discard a card. • Dragons — Spells your opponents cast that target you or a permanent you control cost more to cast.

2 U
Monastery Siege

Monastery Siege

Enchantment

As Monastery Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of your draw step, draw an additional card, then discard a card. • Dragons — Spells your opponents cast that target you or a permanent you control cost more to cast.

2 U
Neutralizing Blast

Neutralizing Blast

Instant

Counter target multicolored spell.

"To defeat your enemies, you must remove their ability to make war against you."

1 U
Rakshasa's Disdain

Rakshasa's Disdain

Instant

Counter target spell unless its controller pays for each card in your graveyard.

"Every failure, every death only makes my strength greater."

2 U
Reality Shift

Reality Shift

Instant

Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)

1 U
Refocus

Refocus

Instant

Untap target creature. Draw a card.

"Before you can open your third eye, you must prove you can open the first two."

1 U
Renowned Weaponsmith

Renowned Weaponsmith

Creature — Human Artificer

: Add . Spend this mana only to cast artifact spells or activate abilities of artifacts. , : Search your library for a card named Heart-Piercer Bow or Vial of Dragonfire, reveal it, put it into your hand, then shuffle.

1/3

1 U
Rite of Undoing

Rite of Undoing

Instant

Delve (Each card you exile from your graveyard while casting this spell pays for .) Return target nonland permanent you control and target nonland permanent you don't control to their owners' hands.

4 U
Sage-Eye Avengers

Sage-Eye Avengers

Creature — Djinn Monk

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever Sage-Eye Avengers attacks, you may return target creature to its owner's hand if its power is less than Sage-Eye Avengers's power.

4/5

4 U U
Shifting Loyalties

Shifting Loyalties

Sorcery

Exchange control of two target permanents that share a card type. (Artifact, creature, enchantment, land, and planeswalker are card types.)

"Show the enemy the true path, and the spirit will yearn to follow it." —Houn, Jeskai elder

5 U
Shu Yun, the Silent Tempest

Shu Yun, the Silent Tempest

Legendary Creature — Human Monk

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, you may pay . If you do, target creature gains double strike until end of turn.

3/2

2 U
Sultai Skullkeeper

Sultai Skullkeeper

Creature — Naga Shaman

When Sultai Skullkeeper enters the battlefield, mill two cards.

A skullkeeper is the first to arrive after the palace archers strike down intruders, probing their brains for choice bits of knowledge.

2/1

1 U
Supplant Form

Supplant Form

Instant

Return target creature to its owner's hand. You create a token that's a copy of that creature.

"Ice can be shaped to any form, even the whisper of a memory." —Mytha, Temur shaman

4 U U
Temporal Trespass

Temporal Trespass

Sorcery

Delve (Each card you exile from your graveyard while casting this spell pays for .) Take an extra turn after this one. Exile Temporal Trespass.

Few truly live in the moment.

8 U U U
Torrent Elemental

Torrent Elemental

Creature — Elemental

Flying Whenever Torrent Elemental attacks, tap all creatures defending player controls. : Put Torrent Elemental from exile onto the battlefield tapped. Activate only as a sorcery.

3/5

4 U
Whisk Away

Whisk Away

Instant

Put target attacking or blocking creature on top of its owner's library.

The maneuvers of the Abzan formation intrigued Ojutai in both their complexity and their futility.

2 U
Will of the Naga

Will of the Naga

Instant

Delve (Each card you exile from your graveyard while casting this spell pays for .) Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.

The charm of a naga is undeniable.

4 U U
Write into Being

Write into Being

Sorcery

Look at the top two cards of your library. Manifest one of those cards, then put the other on the top or bottom of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)

2 U
Alesha's Vanguard

Alesha's Vanguard

Creature — Orc Warrior

Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)

Boundaries drawn on maps or marked with stone have no meaning for the Mardu.

3/3

3 B
Ancestral Vengeance

Ancestral Vengeance

Enchantment — Aura

Enchant creature When Ancestral Vengeance enters the battlefield, put a +1/+1 counter on target creature you control. Enchanted creature gets -1/-1.

The defenses of the Abzan extend well beyond the walls of their fortresses.

B B
Archfiend of Depravity

Archfiend of Depravity

Creature — Demon

Flying At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.

"Why would I kill you all? Who then would be left to worship me?"

5/4

3 B B
Battle Brawler

Battle Brawler

Creature — Orc Warrior

As long as you control a red or white permanent, Battle Brawler gets +1/+0 and has first strike.

Every time he returns from battle unscathed, he feels a tinge of disappointment.

2/2

1 B
Brutal Hordechief

Brutal Hordechief

Creature — Orc Warrior

Whenever a creature you control attacks, defending player loses 1 life and you gain 1 life. : Creatures your opponents control block this turn if able, and you choose how those creatures block.

3/3

3 B
Crux of Fate

Crux of Fate

Sorcery

Choose one — • Destroy all Dragon creatures. • Destroy all non-Dragon creatures.

Ugin's whispered summons led Sarkhan Vol to the moment that would echo down the centuries and seal Tarkir's fate: the primal battle between Ugin and Nicol Bolas.

3 B B
Crux of Fate

Crux of Fate

Sorcery

Choose one — • Destroy all Dragon creatures. • Destroy all non-Dragon creatures.

Ugin's whispered summons led Sarkhan Vol to the moment that would echo down the centuries and seal Tarkir's fate: the primal battle between Ugin and Nicol Bolas.

3 B B
Dark Deal

Dark Deal

Sorcery

Each player discards all the cards in their hand, then draws that many cards minus one.

The first khans of the Sultai relied on the magic of the rakshasa to ensure the survival of the clan.

2 B
Diplomacy of the Wastes

Diplomacy of the Wastes

Sorcery

Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. If you control a Warrior, that player loses 2 life.

"Our emissaries are gifted negotiators." —Alesha, Who Smiles at Death

2 B
Douse in Gloom

Douse in Gloom

Instant

Douse in Gloom deals 2 damage to target creature and you gain 2 life.

The Mardu warrior was overjoyed when Tasigur set him free and granted him passage through the jungle. He failed to notice the Sultai leader's cruel smile.

2 B
Fearsome Awakening

Fearsome Awakening

Sorcery

Return target creature card from your graveyard to the battlefield. If it's a Dragon, put two +1/+1 counters on it.

On Tarkir, dragons emerge from enormous tempests, phenomena tied to Ugin's very presence on the plane.

4 B
Ghastly Conscription

Ghastly Conscription

Sorcery

Exile all creature cards from target player's graveyard in a face-down pile, shuffle that pile, then manifest those cards. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)

5 B B
Grave Strength

Grave Strength

Sorcery

Choose target creature. Mill three cards, then put a +1/+1 counter on that creature for each creature card in your graveyard.

So long as death follows life, the supply lines of the Sultai will never be cut.

1 B
Gurmag Angler

Gurmag Angler

Creature — Zombie Fish

Delve (Each card you exile from your graveyard while casting this spell pays for .)

If everything in the Gurmag Swamp hungers for human flesh, what bait could be more effective?

5/5

6 B
Hooded Assassin

Hooded Assassin

Creature — Human Assassin

When Hooded Assassin enters the battlefield, choose one — • Put a +1/+1 counter on Hooded Assassin. • Destroy target creature that was dealt damage this turn.

1/2

2 B
Mardu Shadowspear

Mardu Shadowspear

Creature — Human Warrior

Whenever Mardu Shadowspear attacks, each opponent loses 1 life. Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)

1/1

B
Mardu Strike Leader

Mardu Strike Leader

Creature — Human Warrior

Whenever Mardu Strike Leader attacks, create a 2/1 black Warrior creature token. Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)

3/2

2 B
Merciless Executioner

Merciless Executioner

Creature — Orc Warrior

When Merciless Executioner enters the battlefield, each player sacrifices a creature.

He enjoys his work, for he sees only the worst Abzan criminals: those who betray their own kin.

3/1

2 B
Noxious Dragon

Noxious Dragon

Creature — Dragon

Flying When Noxious Dragon dies, you may destroy target creature with mana value 3 or less.

Dragons of Silumgar's brood begin to digest their prey even before consuming it, letting their caustic breath do much of the work.

4/4

4 B B
Orc Sureshot

Orc Sureshot

Creature — Orc Archer

Whenever another creature enters the battlefield under your control, target creature an opponent controls gets -1/-1 until end of turn.

"Words have yet to halt an arrow."

4/2

3 B
Palace Siege

Palace Siege

Enchantment

As Palace Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of your upkeep, return target creature card from your graveyard to your hand. • Dragons — At the beginning of your upkeep, each opponent loses 2 life and you gain 2 life.

3 B B
Palace Siege

Palace Siege

Enchantment

As Palace Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of your upkeep, return target creature card from your graveyard to your hand. • Dragons — At the beginning of your upkeep, each opponent loses 2 life and you gain 2 life.

3 B B
Qarsi High Priest

Qarsi High Priest

Creature — Human Cleric

, , Sacrifice another creature: Manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)

"Hear me, nameless, and obey."

0/2

B
Reach of Shadows

Reach of Shadows

Instant

Destroy target creature that's one or more colors.

"Is it better to be a fool or a coward? Fools may get things done occasionally, but cowards live longer." —Ghelesh Shadowmane, rakshasa mage

4 B
Sibsig Host

Sibsig Host

Creature — Zombie

When Sibsig Host enters the battlefield, each player mills three cards.

"They were your friends, your family, your clan. They want only to welcome you." —Tasigur, the Golden Fang

2/6

4 B
Sibsig Muckdraggers

Sibsig Muckdraggers

Creature — Zombie

Delve (Each card you exile from your graveyard while casting this spell pays for .) When Sibsig Muckdraggers enters the battlefield, return target creature card from your graveyard to your hand.

3/6

8 B
Soulflayer

Soulflayer

Creature — Demon

Delve (Each card you exile from your graveyard while casting this spell pays for .) If a creature card with flying was exiled with Soulflayer's delve ability, Soulflayer has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, reach, trample, and vigilance.

4/4

4 B B
Sultai Emissary

Sultai Emissary

Creature — Zombie Warrior

When Sultai Emissary dies, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)

To the Sultai, Ugin's power was just one more resource to be exploited.

1/1

1 B
Sultai Runemark

Sultai Runemark

Enchantment — Aura

Enchant creature Enchanted creature gets +2/+2. Enchanted creature has deathtouch as long as you control a green or blue permanent. (Any amount of damage it deals to a creature is enough to destroy it.)

2 B
Tasigur, the Golden Fang

Tasigur, the Golden Fang

Legendary Creature — Human Shaman

Delve (Each card you exile from your graveyard while casting this spell pays for .) : Mill two cards, then return a nonland card of an opponent's choice from your graveyard to your hand.

4/5

5 B
Tasigur's Cruelty

Tasigur's Cruelty

Sorcery

Delve (Each card you exile from your graveyard while casting this spell pays for .) Each opponent discards two cards.

The cruelest tortures leave no mark upon the flesh.

5 B
Typhoid Rats

Typhoid Rats

Creature — Rat

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

When Tasigur sent his ambassadors to the Abzan outpost, the true envoys were not the naga but the infectious rats they carried with them.

1/1

B
Alesha, Who Smiles at Death

Alesha, Who Smiles at Death

Legendary Creature — Human Warrior

First strike Whenever Alesha, Who Smiles at Death attacks, you may pay . If you do, return target creature card with power 2 or less from your graveyard to the battlefield tapped and attacking.

"Greet death with sword in hand."

3/2

2 R
Arcbond

Arcbond

Instant

Choose target creature. Whenever that creature is dealt damage this turn, it deals that much damage to each other creature and each player.

"If you must die today, make your death worthy of legend." —Alesha, Who Smiles at Death

2 R
Bathe in Dragonfire

Bathe in Dragonfire

Sorcery

Bathe in Dragonfire deals 4 damage to target creature.

The scent of cooked flesh lingers in the charred landscape of Tarkir.

2 R
Bloodfire Enforcers

Bloodfire Enforcers

Creature — Human Monk

Bloodfire Enforcers has first strike and trample as long as an instant card and a sorcery card are in your graveyard.

Bloodfire practitioners train to focus their rage, building it deep inside themselves until they are ready to release it as a devastating attack.

5/2

3 R
Break Through the Line

Break Through the Line

Enchantment

: Target creature with power 2 or less gains haste until end of turn and can't be blocked this turn.

"If the Mardu were more in tune with their beasts, they would not scare so easily." —Jilaya, Temur whisperer

1 R
Collateral Damage

Collateral Damage

Instant

As an additional cost to cast this spell, sacrifice a creature. Collateral Damage deals 3 damage to any target.

It is much easier to create fire than to contain it.

R
Defiant Ogre

Defiant Ogre

Creature — Ogre Warrior

When Defiant Ogre enters the battlefield, choose one — • Put a +1/+1 counter on Defiant Ogre. • Destroy target artifact.

"I have no clan, but I still have purpose."

3/5

5 R
Dragonrage

Dragonrage

Instant

Add for each attacking creature you control. Until end of turn, attacking creatures you control gain ": This creature gets +1/+0 until end of turn."

"Dragons in the skies of Tarkir—for the first time, it feels like my home." —Sarkhan Vol

2 R
Fierce Invocation

Fierce Invocation

Sorcery

Manifest the top card of your library, then put two +1/+1 counters on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)

Anger can empower those who embrace it.

4 R
Flamerush Rider

Flamerush Rider

Creature — Human Warrior

Whenever Flamerush Rider attacks, create a token that's a copy of another target attacking creature and that's tapped and attacking. Exile the token at end of combat. Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)

3/3

4 R
Flamewake Phoenix

Flamewake Phoenix

Creature — Phoenix

Flying, haste Flamewake Phoenix attacks each combat if able. Ferocious — At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may pay . If you do, return Flamewake Phoenix from your graveyard to the battlefield.

2/2

1 R R
Friendly Fire

Friendly Fire

Instant

Target creature's controller reveals a card at random from their hand. Friendly Fire deals damage to that creature and that player equal to the revealed card's mana value.

"Never tell goblins to 'fire at will.'" —Urut Barzeel, Mardu hordechief

3 R
Goblin Heelcutter

Goblin Heelcutter

Creature — Goblin Berserker

Whenever Goblin Heelcutter attacks, target creature can't block this turn. Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)

3/2

3 R
Gore Swine

Gore Swine

Creature — Boar

"The Mardu are like the gore swine. We are wild, hunt in packs, and rarely clean the blood from our blades." —Vallash, Mardu warrior

4/1

2 R
Humble Defector

Humble Defector

Creature — Human Rogue

: Draw two cards. Target opponent gains control of Humble Defector. Activate only during your turn.

"You were once Mardu, so your body and will are strong. Now we must train your mind." —Houn, Jeskai elder

2/1

1 R
Hungering Yeti

Hungering Yeti

Creature — Yeti

As long as you control a green or blue permanent, you may cast Hungering Yeti as though it had flash. (You may cast it any time you could cast an instant.)

No clan is as adept at saying "go away" as the Temur.

4/4

4 R
Lightning Shrieker

Lightning Shrieker

Creature — Dragon

Flying, trample, haste At the beginning of the end step, Lightning Shrieker's owner shuffles it into their library.

Dragonslayers learned to keep silent about their deeds after seeing the terrible vengeance wrought by Kolaghan and her brood.

5/5

4 R
Mardu Runemark

Mardu Runemark

Enchantment — Aura

Enchant creature Enchanted creature gets +2/+2. Enchanted creature has first strike as long as you control a white or black permanent.

2 R
Mardu Scout

Mardu Scout

Creature — Goblin Scout

Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)

The Mardu all enjoy war, but only the goblins make a game of it.

3/1

R R
Mob Rule

Mob Rule

Sorcery

Choose one — • Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn. • Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.

4 R R
Outpost Siege

Outpost Siege

Enchantment

As Outpost Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, Outpost Siege deals 1 damage to any target.

3 R
Outpost Siege

Outpost Siege

Enchantment

As Outpost Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, Outpost Siege deals 1 damage to any target.

3 R
Pyrotechnics

Pyrotechnics

Sorcery

Pyrotechnics deals 4 damage divided as you choose among any number of targets.

"Take inspiration from your enemies, and make their strengths your own." —Alesha, Who Smiles at Death

4 R
Rageform

Rageform

Enchantment

When Rageform enters the battlefield, it becomes an Aura with enchant creature. Manifest the top card of your library and attach Rageform to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)

2 R R
Shaman of the Great Hunt

Shaman of the Great Hunt

Creature — Orc Shaman

Haste Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on it. Ferocious — : Draw a card for each creature you control with power 4 or greater.

4/2

3 R
Shockmaw Dragon

Shockmaw Dragon

Creature — Dragon

Flying Whenever Shockmaw Dragon deals combat damage to a player, it deals 1 damage to each creature that player controls.

Dragons of the Kolaghan brood are always on the move. They are the driving force behind the Mardu's nomadic way of life.

4/4

4 R R
Smoldering Efreet

Smoldering Efreet

Creature — Efreet Monk

When Smoldering Efreet dies, it deals 2 damage to you.

The efreet are drawn to the Kaisham Wanderers, a loosely organized Jeskai school where trickery is employed to challenge the status quo and upend the belief systems of others.

2/2

1 R
Temur Battle Rage

Temur Battle Rage

Instant

Target creature gains double strike until end of turn. Ferocious — That creature also gains trample until end of turn if you control a creature with power 4 or greater.

1 R
Vaultbreaker

Vaultbreaker

Creature — Orc Rogue

Whenever Vaultbreaker attacks, you may discard a card. If you do, draw a card. Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)

4/2

3 R
Wild Slash

Wild Slash

Instant

Ferocious — If you control a creature with power 4 or greater, damage can't be prevented this turn. Wild Slash deals 2 damage to any target.

Never mistake deception for cleverness.

R
Abzan Beastmaster

Abzan Beastmaster

Creature — Dog Shaman

At the beginning of your upkeep, draw a card if you control the creature with the greatest toughness or tied for the greatest toughness.

His beasts move the great siege towers of the Abzan across the endless sands.

2/1

2 G
Abzan Kin-Guard

Abzan Kin-Guard

Creature — Human Warrior

Abzan Kin-Guard has lifelink as long as you control a white or black permanent.

"The Mardu rush headlong toward extinction. We ensure the longevity of our clan by protecting our territory, not rampaging through it."

3/3

3 G
Ainok Guide

Ainok Guide

Creature — Dog Scout

When Ainok Guide enters the battlefield, choose one — • Put a +1/+1 counter on Ainok Guide. • Search your library for a basic land card, reveal it, then shuffle and put that card on top.

1/1

1 G
Ambush Krotiq

Ambush Krotiq

Creature — Insect

Trample When Ambush Krotiq enters the battlefield, return another creature you control to its owner's hand.

The Abzan merchants soon discovered why this route was clear of dragons.

5/5

5 G
Arashin War Beast

Arashin War Beast

Creature — Beast

Whenever Arashin War Beast deals combat damage to one or more blocking creatures, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)

6/6

5 G G
Archers of Qarsi

Archers of Qarsi

Creature — Naga Archer

Defender Reach (This creature can block creatures with flying.)

"We think of the naga as creeping cutthroats, slitherers in the swamps. But they are equally at home in the trees." —Goton, Qal Sisma shaman

5/2

3 G
Battlefront Krushok

Battlefront Krushok

Creature — Beast

Battlefront Krushok can't be blocked by more than one creature. Each creature you control with a +1/+1 counter on it can't be blocked by more than one creature.

Krushoks clear debris from fertile fields, fallow fields, and battlefields.

3/4

4 G
Cached Defenses

Cached Defenses

Sorcery

Bolster 3. (Choose a creature with the least toughness among creatures you control and put three +1/+1 counters on it.)

The glittering scales in the Abzan vaults represent mighty deeds of the past and protection for generations to come.

2 G
Destructor Dragon

Destructor Dragon

Creature — Dragon

Flying When Destructor Dragon dies, destroy target noncreature permanent.

After countless attacks on the Salt Road where it passes through the frozen tundra, the Abzan began to refer to the area as Atarka territory rather than Temur lands.

4/4

4 G G
Feral Krushok

Feral Krushok

Creature — Beast

In a stunning act of diplomacy, Yasova Dragonclaw ceded a portion of Temur lands to the Sultai. Her clan protested until they saw she had given the Sultai the breeding grounds of the krushoks. They hadn't realized she had a sense of humor.

5/4

4 G
Formless Nurturing

Formless Nurturing

Sorcery

Manifest the top card of your library, then put a +1/+1 counter on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)

3 G
Frontier Mastodon

Frontier Mastodon

Creature — Elephant

Ferocious — Frontier Mastodon enters the battlefield with a +1/+1 counter on it if you control a creature with power 4 or greater.

Each bronze disk on its harness is an offering from a young Temur hunter, a sign of respect to the spirits of the wild.

3/2

2 G
Frontier Siege

Frontier Siege

Enchantment

As Frontier Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of each of your main phases, add . • Dragons — Whenever a creature with flying enters the battlefield under your control, you may have it fight target creature you don't control.

3 G
Frontier Siege

Frontier Siege

Enchantment

As Frontier Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of each of your main phases, add . • Dragons — Whenever a creature with flying enters the battlefield under your control, you may have it fight target creature you don't control.

3 G
Fruit of the First Tree

Fruit of the First Tree

Enchantment — Aura

Enchant creature When enchanted creature dies, you gain X life and draw X cards, where X is its toughness.

"I will be the ancestor my descendants call upon for aid. On that day I will take up my sword for my family once more."

3 G
Hunt the Weak

Hunt the Weak

Sorcery

Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)

Dragons scorn the weak, even among their own kind.

3 G
Map the Wastes

Map the Wastes

Sorcery

Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)

2 G
Return to the Earth

Return to the Earth

Instant

Destroy target artifact, enchantment, or creature with flying.

"Dragons are feared for their breath and their bite, but it is their wings that make them unconquerable. Bring them to earth, and they die like any other beast." —Kassur, Sultai hunter

3 G
Ruthless Instincts

Ruthless Instincts

Instant

Choose one — • Target nonattacking creature gains reach and deathtouch until end of turn. Untap it. • Target attacking creature gets +2/+2 and gains trample until end of turn.

A single battle affects countless others.

2 G
Sandsteppe Mastodon

Sandsteppe Mastodon

Creature — Elephant

Reach When Sandsteppe Mastodon enters the battlefield, bolster 5. (Choose a creature with the least toughness among creatures you control and put five +1/+1 counters on it.)

A mastodon's path always leads to an oasis.

5/5

5 G G
Shamanic Revelation

Shamanic Revelation

Sorcery

Draw a card for each creature you control. Ferocious — You gain 4 life for each creature you control with power 4 or greater.

First, whispers of ancient days. Then, visions of things to come.

3 G G
Sudden Reclamation

Sudden Reclamation

Instant

Mill four cards, then return a creature card and a land card from your graveyard to your hand.

"There is no secret buried so deep that we will never find it." —Kurtar, Sultai necromancer

3 G
Temur Runemark

Temur Runemark

Enchantment — Aura

Enchant creature Enchanted creature gets +2/+2. Enchanted creature has trample as long as you control a blue or red permanent.

2 G
Temur Sabertooth

Temur Sabertooth

Creature — Cat

: You may return another creature you control to its owner's hand. If you do, Temur Sabertooth gains indestructible until end of turn.

The Temur see themselves as a pack, their bonds more primal than the Abzan's.

4/3

2 G G
Temur War Shaman

Temur War Shaman

Creature — Human Shaman

When Temur War Shaman enters the battlefield, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Whenever a permanent you control is turned face up, if it's a creature, you may have it fight target creature you don't control.

4/5

4 G G
Warden of the First Tree

Warden of the First Tree

Creature — Human

: Warden of the First Tree becomes a Human Warrior with base power and toughness 3/3. : If Warden of the First Tree is a Warrior, it becomes a Human Spirit Warrior with trample and lifelink. : If Warden of the First Tree is a Spirit, put five +1/+1 counters on it.

1/1

G
Whisperer of the Wilds

Whisperer of the Wilds

Creature — Human Shaman

: Add . Ferocious — : Add . Activate only if you control a creature with power 4 or greater.

She speaks only in whispers but can be heard over the fiercest storm.

0/2

1 G
Whisperwood Elemental

Whisperwood Elemental

Creature — Elemental

At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Sacrifice Whisperwood Elemental: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library."

4/4

3 G G
Wildcall

Wildcall

Sorcery

Manifest the top card of your library, then put X +1/+1 counters on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)

A howl on the wind hides many dangers.

X G G
Winds of Qal Sisma

Winds of Qal Sisma

Instant

Prevent all combat damage that would be dealt this turn. Ferocious — If you control a creature with power 4 or greater, instead prevent all combat damage that would be dealt this turn by creatures your opponents control.

1 G
Yasova Dragonclaw

Yasova Dragonclaw

Legendary Creature — Human Warrior

Trample At the beginning of combat on your turn, you may pay . If you do, gain control of target creature an opponent controls with power less than Yasova Dragonclaw's power until end of turn, untap that creature, and it gains haste until end of turn.

4/2

2 G
Atarka, World Render

Atarka, World Render

Legendary Creature — Dragon

Flying, trample Whenever a Dragon you control attacks, it gains double strike until end of turn.

"Her hunger knows no limit. Left unchecked, she would feast on all of Tarkir." —Yasova Dragonclaw

6/4

5 R G
Cunning Strike

Cunning Strike

Instant

Cunning Strike deals 2 damage to target creature and 2 damage to target player or planeswalker. Draw a card.

"The opponent who blocks the path, becomes the path." —Shu Yun, the Silent Tempest

3 U R
Dromoka, the Eternal

Dromoka, the Eternal

Legendary Creature — Dragon

Flying Whenever a Dragon you control attacks, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)

"The bane of countless shattered weapons, each a failure to slay her." —Daghatar the Adamant

5/5

3 G W
Ethereal Ambush

Ethereal Ambush

Instant

Manifest the top two cards of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)

The energies of the Temur lands are readily unleashed upon intruders.

3 G U
Grim Contest

Grim Contest

Instant

Choose target creature you control and target creature an opponent controls. Each of those creatures deals damage equal to its toughness to the other.

The invader hoped he could survive the beast's jaws and emerge through its rotting skin.

1 B G
Harsh Sustenance

Harsh Sustenance

Instant

Harsh Sustenance deals X damage to any target and you gain X life, where X is the number of creatures you control.

The Shifting Wastes provide refuge to those who know where to look for it.

1 W B
Kolaghan, the Storm's Fury

Kolaghan, the Storm's Fury

Legendary Creature — Dragon

Flying Whenever a Dragon you control attacks, creatures you control get +1/+0 until end of turn. Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)

4/5

3 B R
Ojutai, Soul of Winter

Ojutai, Soul of Winter

Legendary Creature — Dragon

Flying, vigilance Whenever a Dragon you control attacks, tap target nonland permanent an opponent controls. That permanent doesn't untap during its controller's next untap step.

"When I battled Ojutai, I realized my learning had only begun." —Shu Yun, the Silent Tempest

5/6

5 W U
Silumgar, the Drifting Death

Silumgar, the Drifting Death

Legendary Creature — Dragon

Flying, hexproof Whenever a Dragon you control attacks, creatures defending player controls get -1/-1 until end of turn.

"No machinations, no puppet strings, no plots. Just pure, sweeping death." —Tasigur, the Golden Fang

3/7

4 U B
War Flare

War Flare

Instant

Creatures you control get +2/+1 until end of turn. Untap those creatures.

"No sun or fire can warm my blood quite like a war flare." —Urut Barzeel, Mardu hordechief

2 R W
Goblin Boom Keg

Goblin Boom Keg

Artifact

At the beginning of your upkeep, sacrifice Goblin Boom Keg. When Goblin Boom Keg is put into a graveyard from the battlefield, it deals 3 damage to any target.

Dragonfire spawned many imitations. Some were more dramatic than others.

4
Hero's Blade

Hero's Blade

Artifact — Equipment

Equipped creature gets +3/+2. Whenever a legendary creature enters the battlefield under your control, you may attach Hero's Blade to it. Equip (: Attach to target creature you control. Equip only as a sorcery.)

The best swords are forged with dragonfire.

2
Hewed Stone Retainers

Hewed Stone Retainers

Artifact Creature — Golem

Cast this spell only if you've cast another spell this turn.

"Their origins are shrouded in mystery. I believe they are the protectors of the lost secrets of our world." —Jilaya, Temur whisperer

4/4

3
Pilgrim of the Fires

Pilgrim of the Fires

Artifact Creature — Golem

First strike, trample

The most skilled Jeskai artisans can craft imposing golems with such precision that they will last an eternity—the time believed necessary to master the Fires of the Jeskai Way.

6/4

7
Scroll of the Masters

Scroll of the Masters

Artifact

Whenever you cast a noncreature spell, put a lore counter on Scroll of the Masters. , : Target creature you control gets +1/+1 until end of turn for each lore counter on Scroll of the Masters.

2
Ugin's Construct

Ugin's Construct

Artifact Creature — Construct

When Ugin's Construct enters the battlefield, sacrifice a permanent that's one or more colors.

While trapping the Eldrazi on Zendikar, Ugin learned little from Sorin, but he gleaned the rudiments of lithomancy from Nahiri.

4/5

4
Bloodfell Caves

Bloodfell Caves

Land

Bloodfell Caves enters the battlefield tapped. When Bloodfell Caves enters the battlefield, you gain 1 life. : Add or .

Blossoming Sands

Blossoming Sands

Land

Blossoming Sands enters the battlefield tapped. When Blossoming Sands enters the battlefield, you gain 1 life. : Add or .

Crucible of the Spirit Dragon

Crucible of the Spirit Dragon

Land

: Add . , : Put a storage counter on Crucible of the Spirit Dragon. , Remove X storage counters from Crucible of the Spirit Dragon: Add X mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.

Dismal Backwater

Dismal Backwater

Land

Dismal Backwater enters the battlefield tapped. When Dismal Backwater enters the battlefield, you gain 1 life. : Add or .

Jungle Hollow

Jungle Hollow

Land

Jungle Hollow enters the battlefield tapped. When Jungle Hollow enters the battlefield, you gain 1 life. : Add or .

Rugged Highlands

Rugged Highlands

Land

Rugged Highlands enters the battlefield tapped. When Rugged Highlands enters the battlefield, you gain 1 life. : Add or .

Scoured Barrens

Scoured Barrens

Land

Scoured Barrens enters the battlefield tapped. When Scoured Barrens enters the battlefield, you gain 1 life. : Add or .

Swiftwater Cliffs

Swiftwater Cliffs

Land

Swiftwater Cliffs enters the battlefield tapped. When Swiftwater Cliffs enters the battlefield, you gain 1 life. : Add or .

Thornwood Falls

Thornwood Falls

Land

Thornwood Falls enters the battlefield tapped. When Thornwood Falls enters the battlefield, you gain 1 life. : Add or .

Tranquil Cove

Tranquil Cove

Land

Tranquil Cove enters the battlefield tapped. When Tranquil Cove enters the battlefield, you gain 1 life. : Add or .

Wind-Scarred Crag

Wind-Scarred Crag

Land

Wind-Scarred Crag enters the battlefield tapped. When Wind-Scarred Crag enters the battlefield, you gain 1 life. : Add or .

Plains

Plains

Basic Land — Plains

(: Add .)

Plains

Plains

Basic Land — Plains

(: Add .)

Island

Island

Basic Land — Island

(: Add .)

Island

Island

Basic Land — Island

(: Add .)

Swamp

Swamp

Basic Land — Swamp

(: Add .)

Swamp

Swamp

Basic Land — Swamp

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)

Forest

Forest

Basic Land — Forest

(: Add .)

Forest

Forest

Basic Land — Forest

(: Add .)