|
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.
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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.)
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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.
|
|
|
Sandblast
Instant
Sandblast deals 5 damage to target attacking or blocking creature.
In the Shifting Wastes, more are killed by sand than by steel.
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
Fascination
Sorcery
Choose one —
• Each player draws X cards.
• Each player mills X cards.
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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.
|
|
|
Neutralizing Blast
Instant
Counter target multicolored spell.
"To defeat your enemies, you must remove their ability to make war against you."
|
|
|
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."
|
|
|
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.)
|
|
|
Refocus
Instant
Untap target creature.
Draw a card.
"Before you can open your third eye, you must prove you can open the first two."
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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.
|
|
|
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.
|
|
|
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.)
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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
|
|
|
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.
|
|
|
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.
|
|
|
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.)
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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.)
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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
|
|
|
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.)
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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.)
|
|
|
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
|
|
|
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.
|
|
|
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.
|
|
|
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."
|
|
|
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.
|
|
|
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.)
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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.
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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.
|
|
|
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
|
|
|
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
|
|
|
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.
|
|
|
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
|
|
|
Bloodfell Caves
Land
Bloodfell Caves enters the battlefield tapped.
When Bloodfell Caves enters the battlefield, you gain 1 life.
: Add or .
|
|
|
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
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
Land
Dismal Backwater enters the battlefield tapped.
When Dismal Backwater enters the battlefield, you gain 1 life.
: Add or .
|
|
|
Jungle Hollow
Land
Jungle Hollow enters the battlefield tapped.
When Jungle Hollow enters the battlefield, you gain 1 life.
: Add or .
|
|
|
Rugged Highlands
Land
Rugged Highlands enters the battlefield tapped.
When Rugged Highlands enters the battlefield, you gain 1 life.
: Add or .
|
|
|
Scoured Barrens
Land
Scoured Barrens enters the battlefield tapped.
When Scoured Barrens enters the battlefield, you gain 1 life.
: Add or .
|
|
|
Swiftwater Cliffs
Land
Swiftwater Cliffs enters the battlefield tapped.
When Swiftwater Cliffs enters the battlefield, you gain 1 life.
: Add or .
|
|
|
Thornwood Falls
Land
Thornwood Falls enters the battlefield tapped.
When Thornwood Falls enters the battlefield, you gain 1 life.
: Add or .
|
|
|
Tranquil Cove
Land
Tranquil Cove enters the battlefield tapped.
When Tranquil Cove enters the battlefield, you gain 1 life.
: Add or .
|
|
|
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
Basic Land — Plains
(: Add .)
|
|
|
Plains
Basic Land — Plains
(: Add .)
|
|
|
Island
Basic Land — Island
(: Add .)
|
|
|
Island
Basic Land — Island
(: Add .)
|
|
|
Swamp
Basic Land — Swamp
(: Add .)
|
|
|
Swamp
Basic Land — Swamp
(: Add .)
|
|
|
Mountain
Basic Land — Mountain
(: Add .)
|
|
|
Mountain
Basic Land — Mountain
(: Add .)
|
|
|
Forest
Basic Land — Forest
(: Add .)
|
|
|
Forest
Basic Land — Forest
(: Add .)
|
|