One white, tap: Tap target creature.
If you do, return this card from your graveyard to your hand.
(Look at three top card of your library.
You may put that card on the bottom.)
Stormbeacon Blade
One generic, one white artifact - Equipment - Uncommon
Equipped creature gets +3/+0.
Whenever equipped creature attacks, draw a card if you control three or more attacking creatures.
Deceptive Frostkite by Josu Solano
Equip two generic(Two generic: Attach to target creature you control.
Equip only as a sorcery.)
Flurry -Whenever you cast your second spell each turn, tap target creature an opponent controls.
(If a permanent with a stun counter would become untapped, remove one from it instead.)
Activate only as a sorcery.
Draw three cards, then discard a card.
Put one of them into your hand and the other into your graveyard.
Whenever this creature attacks, up to one target player mills cards equal to this creature’s power.
(They put that many cards from the top of their library into their graveyard.)
Renew -one black, Exile this card from your graveyard: Put a +1/+1 counter on target creature.
Activate only as a sorcery.
Aggressive Negotiations
Two generic, one black sorcery - Common
Target opponent reveals their hand.
You choose a nonland card from it and exile that card.
Put a +1/+1 counter on up to one target creature you control.
Activate only as a sorcery.
(Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
Sacrifice it at the beginning of the next end step,)
When this creature enters, surveil 1.
(Look at the top card of your library.
You may put it into your graveyard.)
Salt Road Skirmish
Three generic, one black sorcery - Uncommon
Destroy target creature.
Create two 1/1 red Warrior creature tokens.
They gain haste until end of turn.
Sacrifice them at the beginning of the next end step.
(Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
(Return it only if it’s on the battlefield.)
Two generic, one red: This creature gets +2/+0 until end of turn.
Destroy target noncreature artifact.
Harmonize four generic, one red(You may cast this card from your graveyard for its harmonize cost.
Then exile this spell.)
You may put a land card from among them into your hand.
If you dont, put a +1/+1 counter on this creature.
(To mill three cards, put the top three cards of your library into your graveyard.)
Activate only as a sorcery.
As long as you control a creature with a counter on it, this creature gets +1/+2.
(Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
(You may put the top three cards of your library into your graveyard.)
Tap: Add an amount of green equal to this creatures power.
Activate only as a sorcery.
Activate only as a sorcery.
If you dont draw a card this way, put a +1/+1 counter on this creature.
(Each card you exile from your graveyard while casting those spells pays for one generic.)
Whenever you cast a spell, you lose life equal to its mana value.
At the beginning of your end step, sacrifice those tokens.
Then it fights up to one target creature an opponent controls.
(Each deals damage equal to its power to the other.)
Sacrifice after III.)
I and II: Create a 5/5 green Elephant creature token.
III: Double the power and toughness of each creature you control until end of turn.
(Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
Four generic, one white: Creatures you control get +1/+1 until end of turn.
Sacrifice them at the beginning of the next end step.)
If you do, it endures 1.
(Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
Sacrifice it at the beginning of the next end step.)
Creatures you control gain indestructible until end of turn.
Put a +1/+1 counter on each creature you control.
(Damage and effects that say “destroy” don’t destroy those creatures.)
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control.
Those creatures gain flying until your next turn.
-3: Destroy target creature an opponent controls with mana value 3 or greater.
It gains flying and indestructible until end of turn.
(Damage and effects that say “destroy” dont destroy it.)
One generic: Add one red, one white, or one black.
Activate only once each turn.
Osseous Exhale
As an additional cost to cast this spell, you may behold a Dragon.
(You may choose a Dragon you control or reveal a Dragon card from your hand.)
Osseous Exhale deals 5 damage to target attacking or blocking creature.
If a Dragon was beheld, you gain 2 life.
Up to two target creatures you control each get +2/+2 until end of turn.
Destroy target creature with power 4 or greater.
Rebellious Strike
Target creature gets +3/+0 until end of turn.
Signaling Roar
One generic, one white Sorcery - Omen
Create a 2/2 white Soldier creature token.
(Then shuffle this card into its owner’s library.)
(The copy becomes a token.)
When this creature enters, draw a card.
Put a +1/+1 counter on each of those creatures.
Attacking tokens you control have flying.
When this enchantment enters, exile target artifact or creature an opponent controls until this enchantment leaves the battlefield.
If it’s a token, draw a card.
When a Dragon you control enters, return this enchantment to its owner’s hand.
A deck can have any number of cards named Tempest Hawk.
Put the rest on the bottom of your library in a random order.
Sacrifice them at the beginning of the next end step.)
Your opponents can’t cast spells during your turn.
Blue
Blue’s focus on knowledge drives the Jeskai, Sultai, and Temur clans very differently.
Meanwhile, the Sultai like to pull resources from anywhere, including their dead.
At the beginning of your upkeep, you may exile two cards from your graveyard.
If you do, put a +1/+1 counter on this creature.
Activate only as a sorcery.
(If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you cast a Turtle spell, untap this creature.
Bewildering Blizzard
Four generic, two blue instant - Uncommon
Draw three cards.
Creatures your opponents control get -3/-0 until end of turn.
(Then shuffle this card into its owner’s library.)
If a Dragon was beheld, counter that spell unless its controller pays four generic instead.
Put the rest on the bottom of your library in a random order.
Untapped Dragons you control have hexproof.
(Look at the top card of your library.
You may put it into your graveyard.)
Tap: Create a 2/2 black Zombie Druid creature token.
Activate only during your turn and only if a card left your graveyard this turn.
When you do, return target instant or sorcery card from your graveyard to your hand.
Coil And Catch
Three generic, one blue instant - Omen
Draw three cards, then discard a card.
(Then shuffle this card into its owner’s library.)
Each other creature you control becomes a copy of that creature until end of turn.
Activate only as a sorcery.
Enchanted creature doesn’t untap during its controller’s untap step.
Enchanted create has “five generic: Untap this creature.”
Counter target noncreature spell.
Five generic, two blue: This creature can’t be blocked this turn.
Counter target spell unless its controller pays X generic.
If it doesnt havesuspend, it gainssuspend.
(At the beginning of its owners upkeep, they remove a time counter.
When the last is removed, they may play it without paying its mana cost.
If its a creature, it has haste.)
Activate only once each turn.
You may tap a creature you control to reduce that cost by X, where X is its power.
Then exile this spell.)
You may tap a creature you control to reduce that cost by X, where X is its power.
Then exile this spell.)
Wingspan Stride
Enchanted creature gets +1/+1 and has flying.
Two generic, one blue: Return this Aura to its owner’s hand.
Winternight Stories
Two generic, one blue sorcery - Rare
Draw three cards.
Then discard two cards unless you discard a creature card.
Harmonize four generic, one blue(You may cast this card from your graveyard for its harmonize cost.
Then exile this spell.)
Black
It’s a common misconception that black in Magic means evil.
Activate only once each turn.
Two generic, one black: Return this card from your graveyard to your hand.
(Damage and effects that say “destroy” dont destroy it.)
(Whenever this creature attacks, create X tapped and attacking 1/1 red Warrior creature tokens.
Sacrifice them at the beginning of the next end step.)
Target creature gets -3/-3 until end of turn.
When a Dragon you control enters, return this enchantment to its owners hand.
Cruel Truths
Three generic, one black instant - Common
Surveil 2, then draw two cards.
You lose 2 life.
Desperate Measures
One black instant - Uncommon
Target creature gets +1/-1 until end of turn.
Zurgo art by Steve Prescott
When it dies under your control this turn, draw two cards.
(Then shuffle this card into its owner’s library.)
You may cast this card from your graveyard.
If you do, it enters with a finality counter on it.
(If a creature with a finality counter on it would die, excile it instead.
would die, exile it instead.)
(Put X +1/+1 counters on it or create an X/X white Spirit creature token.)
Activate only as a sorcery.
When it attacks, sacrifice it at end of combat.)
Activate only as a sorcery.
Exude Toxin
X generic, two black sorcery - Omen
Each non-Dragon creature gets -X/-X until end of turn.
(Then shuffle this card into its owner’s library.)
Activate only as a sorcery.
(Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
(Damage and effects that say “destroy” don’t destroy it.)
Sacrifice it at the beginning of the next end step.)
Return up to two target creature cards from your graveyard to your hand.
Worthy Cost
One black sorcery - Common
Exile target creature or planeswalker.
Red
Fiery passion drives the Jeskai, Mardu, and Temur.
Sacrifice it at the beginning of the next end step.)
One generic, one red.
Sacrifice this creature: It deals damage equal to the number of creatures you control to target creature.
You may cast it without paying its mana cost if that spell’s mana value is 8 or less.
If you don’t put that card into your hand .
Channeled Dragonfire
One red sorcery - Uncommon
Channeled Dragonfire deals two damage to any target.
Flurry -Whenever you cast your second spell each turn, create a 1/1 white Monk creature token with prowess.
You may attach this Equipment to it.
(Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
Equip one generic, one red.
Until the end of your next turn, you may play that card.
Flurry -Whenever you cast your second spell each turn, this creature gains double strike until end of turn.
Enchanted creature gets +2/+0.
One generic: Add one blue, one red, or one white.
Activate only once each turn.
(If a permanent with a stun counter would become untapped, remove one from it instead.)
When this creature enters, create a Treasure token.
Molten Exhale deals 4 damage to target creature or planeswalker.
Add one blue, one red, one white.
If that creature would die this turn, exile it instead.
If you do, draw a card.
One generic, one red, Discard your hand, Sacrifice this enchantment: Draw two cards.
If you do, create a Treasure token.
Whenever a Dragon you control enters, put a +1/+1 counter on Sarkhan.
Until end of turn, Sarkhan becomes a Dragon in addition to its other types and gains flying.
Until the end of your next turn, you may play those cards.
Up to two target creatures each get +2/+1 until end of turn.
Storm(When you cast this spell, copy it for each spell cast before it this turn.
Copies become tokens.)
Flush Out
One generic, one red Sorcery - Omen
Discard a card.
If you do, draw two cards.
(Then shuffle this card into its owner’s library.)
You may play that card this turn.
War Effort
Three generic, one red enchantment - Uncommon
Creature you control get +1/+0.
Whenever you attack, create a 1/1 red Warrior creature token that’s tapped and attacking.
Sacrifice it at the beginning of the next end step.
(Also shuffle this card.)
Activate only as a sorcery.
(Put three +1/+1 counters on it or create a 3/3 white Spirit creature token.)
Spend this mana only to cast a creature spell.
Heritage Reclamation
One generic, one green instant - Common
Destroy target artifact.
Exile up to one target card from a graveyard.
Activate only as a sorcery.
Harmonize X generic, four green(You may cast this card from your graveyard for its harmonize cost.
Then exile this spell.)
Piercing Exhale
Target creature you control deals damage equal to its power to target creature or planeswalker.
If a Dragon was beheld, surveil 2.
Target player shuffles up to four target cards from their graveyard into their library.
Exile Rite of Renewal.
Harmonize four generic, one green(You may cast this card from your graveyard for its harmonize cost.
You may tap a creature you control to reduce that cost by X, where X is its power.
Then exile this spell.)
(Also shuffle this card.)
Sarkhan’s Resolve
Target creature gets +3/+3 until end of turn.
Destroy target creature with flying.
Snakeskin Veil
One green instant - Common
Put a +1/+1 counter on target creature you control.
It gains hexproof until end of turn.
(It can’t be the target of spells or abilities your opponents control.)
Activate only once each turn.
Creatures you control with counters on them gain vigilance and trample until end of turn.
Harmonize four generic, one green(You may cast this card from your graveyard for its harmonize cost.
Then exile this spell.)
If its a land card, you may reveal it and put it into your hand.
If you dont put the card into your hand, you may put it into your graveyard.
(Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
As Tarkir is so heavily focused on its three-colour cards, we’ve split this section into each clan.
Charring Bite
Charring Bite deals 5 damage to target creature without flying.
(Then shuffle this card into its owners library.)
When this creature enters, remove all counters from up to one target creature.
(Then shuffle this card into its owner’s library.)
- Temur - Creatures you control get +1/+0 and have trample and haste.
When you discard a nonland card this way, Glacial Dragonhunt deals 3 damage to target creature.
Then exile this spell.)
Chilling Screech
One generic, one blue instant - Omen
Counter target spell with mana value 2 or less.
(Then shuffle this card into its owner’s library.)
Petty Revenge
Destroy target creature with power 3 or less.
(Then shuffle this card into its owner’s library.)
Sultai Whenever a counter is put on a creature you control, draw a card.
This ability triggers only once each turn.
Abzan Whenever you attack, put a +1/+1 counter on target attacking creature.
It gains menace until end of turn.
Frontline Rush
One red, one white instant - Uncommon
Create two 1/1 red Goblin creature tokens.
Target creature +X/+X until end of turn, where X is the number of creatures you control.
Jeskai At the beginning of your upkeep, create a 1/1 red Goblin creature token.
It gainslifelinkandhasteuntil end of turn.
Temur - Whenever you cast an instant or sorcery spell, target player mills four cards.
Sultai - You may play lands from your graveyard.
This ability triggers only once each turn.
Dynamic Soar
Put three +1/+1 counters on target creature you control.
(Then shuffle this card into its owner’s library.)
Then if creatures you control have total toughness 20 or greater, untap each creature you control.
When you do, put a +1/+1 counter on each creature you control.
II - Distribute three +1/+1 counters among one, two, or three target creatures you control.
III - Creatures you control gaintrampleandlifelinkuntil end of turn.
You may choose a nonland card from it.
If you do, exile that card.
You may choose new targets for the copy.
(A copy of a permanent spell becomes a token.)
Jeskai Revelation deals 4 damage to any target.
Create two 1/1 white Monk creature tokens with prowess.
You gain 4 life.
If you do, draw cards equal to the number of spells you’ve cast this turn.
Put one of them into your hand and the rest on the bottom of your library in any order.
Put three stun counters on it.
(If a permanent with a stun counter would become untapped, remove one from it instead.)
Exile the top two cards of your library.
Choose one of them.
Until the end of your next turn, you may play that card.
Copy it, then you may cast the copy without paying its mana cost.
(A copy of a permanent spell becomes a token.)
Eshki Dragonclaw by Tryan Nguyen
2 - Mill three cards.
3 - You may discard a card.
When you do, return target creature or land card from your graveyard to your hand.
Draw a card for each permanent destroyed this way.
Counter target creature spell.
You may put one of those cards back on top of your library.
Put the rest into your graveyard.
Activate only as a sorcery.
Lie in Wait deals damage equal to that card’s power to target creature.
Put those cards into your graveyard, then shuffle.
Put two of them into your hand and the rest into your graveyard.
When you next attack this turn, untap each creature you control.
Its controller loses 3 life and you gain 3 life.
If a player is dealt damage this way, they discard a card.
Landfall- Whenever a land you control enters, create a 4/4 red Dragon creature token with flying.
(It can’t be the target of spells or abilities your opponents control.)
Then exile this spell.)
Its harmonize cost is equal to its mana cost.
(You may cast that card from your graveyard for its harmonize cost.
You may tap a creature you control to reduce that cost by X, where X is its power.
Then exile the spell.)
If you put +1/+1 counters on five Dragons this way, you win the game.
We’ve also got a new Mox.
Activate only as a sorcery.
(Look at the top card of your library.
You may put it into your graveyard.)
This ability costs one generic less to activate for each color of the creature it targets.
Tap: Add one mana of any color.
If you control a Dragon, put that card onto the battlefield tapped instead.
Activate only as a sorcery.
Mox Jasper
Zero generic legendary artifact - Mythic Rare
Tap: Add one mana of any color.
Activate only if you control a Dragon.
They gain menace and haste until end of turn.
Activate only as a sorcery.
(A creature with menace can’t be blocked except by two or more creatures.)
Activate only as a sorcery.
Activate only as a sorcery.
Whenever you cast a colorless spell, exile up to one target permanent that’s one or more colors.
+2: You gain 3 life and draw a card.
0: Add three colorless mana.
-11: Search your library for any number of colorless nonland cards, exile them, then shuffle.
Until end of turn, you may cast those cards without paying their mana costs.
You gain 2 life.
Lands
Bloodfell Caves
Land - Common
This land enters tapped.
When this land enters, you gain one life.
Tap: Add one black or one red.
Blossoming Sands
Tap: Add one green or one white.
Tap: Add red.
Three generic, one red, one blue, Tap: Exile the top card of your library.
Until the end of your next turn, you may play that card.
Dismal Backwater
When this land enters, you gain 1 life.
Tap: Add one blue or one black.
Dalkovan Encampment
This land enters tapped unless you control a Swamp or a Mountain.
Tap: Add white.
Sacrifice them at the beginning of the next end step.
Frontier Bivouac
Land - Uncommon
Tap: Add one green, one blue, or one red.
Great Arashin City
This land enters tapped unless you control a Forest or a Plains.
Tap: Add black.
Jungle Hollow
Tap: Add one black or one green.
Kishla Village
This land enters tapped unless you control an Island or a Swamp.
Tap: Add green.
Three generic, one black, one green, Tap: Surveil 2.
Maelstrom of the Spirit Dragon
Tap: Add one colorless mana.
Tap: Add one mana of any color.
Spend this mana only to cast a Dragon spell or an Omen spell.
Mistrise Village
This land enters tapped unless you control a Mountain or a Forest.
Tap: Add blue.
One blue, Tap: The next spell you cast this turn can’t be countered.
Mystic Monastery
Tap: Add one blue, one red, or one white.
Nomad Outpost
Tap: Add one red, one white, or one black.
Opulent Palace
Tap: Add one black, one green, or one blue.
Rugged Highlands
Tap: Add one red or one green.
Sandsteppe Citadel
Tap: Add one white, one black, or one green.
Scoured Barrens
When this lands enters, you gain 1 life.
Tap: Add one white or one black.
Swiftwater Cliffs
Tap: Add one blue or one red.
Thornwood Falls
Tap: Add one green or one blue.
Tranquil Cove
Tap: Add one white or one blue.
Wind-Scarred Crag
Tap: Add one red or one white.
Special Guests
This set’s special guests include two all-timer cycles of cards for three-colour decks.
These are a great way to smooth your mana, which is vital when running decks with three colours.
Second are a cycle of cards we first saw in Ikoria: Lair of Behemoths.
These are the ultimatums, expensive three-colour game finishers in each of the five clan’s colours.
While some are certainly better than others, art by Dominik Mayer never, ever misses.
An opponent chooses one of those cards.
Shuffle that card into your library.
You may cast the other cards without paying their mana costs.
Put any number of permanent cards from among them onto the battlefield and the rest into your hand.
Commander Decks
Tarkir: Dragonstorm’s commander precons work a little differently to previous sets.
Creatures you control can attack as though they didn’t have defender.
Four generic, one white: Monstrosity 3.
(If this creature isn’t monstrous, put three +1/+1 counters on it and it becomes monstrous.)
Exile Reunion of the House.
Tip the Scales
Two generic, one black sorcery - Rare
Sacrifice a creature.
Will of the Abzan
Three generic, one black sorcery - Rare
Choose one.
If you control a commander as you cast this spell, you may choose both instead.
Return target creature card from your graveyard to the battlefield.
If you don’t copy a spell this way, draw a card.
Then create a 1/1 white Monk creature token with prowess for each rally counter on it.
(Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
You may choose new targets for the copies.
Copies become tokens.)
Enchant creature you control
Enchanted creature gets +1/+1 for each enchantment you control.
Then this creature deals damage equal to its power to target opponent.
If you do, choose an opponent to also copy it.
Players may choose new targets for their copies.)
Destroy target artifact or creature you dont control.
Each instant and sorcery card in your graveyard gains flashback until end of turn.
The flashback cost is equal to its mana cost.
You’re filling the graveyard and flooding the board with Zombie tokens.
Kotis lets you effectively escape creatures each turn, whule buffing Kotis up in the process.
Then you may return a land card from your graveyard ot the battlefield tapped.
Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token.
If that spell would be put into your graveyard, exile it instead.
Felothar, Dawn of the Abzan by Victor Adame Minguez
For each player, choose up to one target creature card in that player’s graveyard.
Put those cards onto the battlefield under your control.
They’re Zombies in addition to their other types.
Create a 2/2 black Zombie Druid creature token.
Welcome the Dead
Draw two cards, then discard a card and you lose 2 life.
Flashback five generic, one black(You may cast this card from your graveyard for its flashback cost.
Then exile it.)
One green, Discard a creature card: Return target land card from your graveyard to the battlefield tapped.
Creatures you control have all activated abilities of all land cards exiled with this creature.
Will of the Sultai
Four generic, one green sorcery - Rare
Target player mills three cards.
Return all land cards from your graveyard to the battlefield tapped.
Put X +1/+1 counters on target creature, where X is the number of lands you control.
It gains trample until end of turn.
Otherwise, each opponent loses 1 life.
During any turn you attacked with a commander, you may play those cards.
Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.
Exile the tokens at end of combat.)
Will of the Mardu deals damage to target creature equal to the number of creatures you control.
Within Range
When this enchantment enters, create two 1/1 red Warrior creature tokens.
Whenever you attack, each opponent loses life equal to the number of creatures attacking them.
Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, create a Treasure token.
(Whenever it attacks, create X tapped and attacking 1/1 red Warrior creature tokens.
Sacrifice them at the beginning of the next end step.)
At the beginning of the next end step, sacrifice those tokens.
Temur Roar
Temur love two things: big mana and bigger spells.
If that spell’s power is 4 or greater, draw a card.
You may put a Dragon creature from among them onto the battlefield.
Put the rest on the bottom of your library in a random order.
Target player draws cards equal to the greatest mana value among permanents you control.
This creature deals 4 damage to each other opponent.
Exile the top card of your library.
You may play it this turn.
You may cast creature spells with power 4 or greater from the top of your library.
If you cast a creature spell this way, it gains haste until end of turn.
You may play them until the end of turn next turn.
Harmonize X generic, two red.
Narset, Jeskai Waymaster by Randy Vargas
Kotis, the Fangkeeper by Evyn Fong
Teval, Arbiter of Virtue by Alexander Ostrowski
Ugin, Eye of the Storm by Joshua Raphael
Ruinous Ultimatum by Dominik Mayer