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.)
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.
Enchant creature
When this Aura enters, 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.
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?"
As long as you control a red or white permanent, this creature gets +1/+0 and has first strike.
Every time he returns from battle unscathed, he feels a tinge of disappointment.
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.
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.
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.
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.
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 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.
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.
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.)
Choose target creature. Mill three cards, then put a +1/+1 counter on that creature for each creature card in your graveyard. (To mill three cards, put the top three cards of your library into your graveyard.)
So long as death follows life, the supply lines of the Sultai will never be cut.
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?
When this creature enters, choose one —
• Put a +1/+1 counter on this creature.
• Destroy target creature that was dealt damage this turn.
Whenever this creature 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.)
Whenever this creature 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.)
When this creature enters, each player sacrifices a creature of their choice.
He enjoys his work, for he sees only the worst Abzan criminals: those who betray their own kin.
Flying
When this creature 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.
Whenever another creature you control enters, target creature an opponent controls gets -1/-1 until end of turn.
"Words have yet to halt an arrow."
As this enchantment enters, 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.
As this enchantment enters, 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.
, , 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."
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
When this creature enters, each player mills three cards.
"They were your friends, your family, your clan. They want only to welcome you."
—Tasigur, the Golden Fang
Delve (Each card you exile from your graveyard while casting this spell pays for .)
When this creature enters, return target creature card from your graveyard to your hand.
Delve (Each card you exile from your graveyard while casting this spell pays for .)
If a creature card with flying was exiled with this creature's delve ability, this creature has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, reach, trample, and vigilance.
When this creature 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.
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.)
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.
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.
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.
First strike
Whenever Alesha 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."
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 deals 4 damage to target creature.
The scent of cooked flesh lingers in the charred landscape of Tarkir.
This creature 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.
: 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
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.
When this creature enters, choose one —
• Put a +1/+1 counter on this creature.
• Destroy target artifact.
"I have no clan, but I still have purpose."
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
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.
Whenever this creature 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.)
Flying, haste
This creature 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 this card from your graveyard to the battlefield.
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
Whenever this creature 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.)
"The Mardu are like the gore swine. We are wild, hunt in packs, and rarely clean the blood from our blades."
—Vallash, Mardu warrior
: Draw two cards. Target opponent gains control of this creature. 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
As long as you control a green or blue permanent, you may cast this spell 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.
Flying, trample, haste
At the beginning of the end step, this creature'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.
Enchant creature
Enchanted creature gets +2/+2.
Enchanted creature has first strike as long as you control a white or black permanent.
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.
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.
As this enchantment enters, 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, this enchantment deals 1 damage to any target.
As this enchantment enters, 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, this enchantment deals 1 damage to any target.
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
When this enchantment enters, it becomes an Aura with enchant creature. Manifest the top card of your library and attach this enchantment 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.)
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.
Flying
Whenever this creature 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.
When this creature 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.