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.
Whenever this creature 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.)
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.
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.
This creature 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."
When this creature enters, choose one —
• Put a +1/+1 counter on this creature.
• Search your library for a basic land card, reveal it, then shuffle and put that card on top.
Trample
When this creature enters, return another creature you control to its owner's hand.
The Abzan merchants soon discovered why this route was clear of dragons.
Whenever this creature 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.)
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
This creature 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.
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.
Flying
When this creature 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.
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.
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.)
Ferocious — This creature enters 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.
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of each of your main phases, add .
• Dragons — Whenever a creature you control with flying enters, you may have it fight target creature you don't control.
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of each of your main phases, add .
• Dragons — Whenever a creature you control with flying enters, you may have it fight target creature you don't control.
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."
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.
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.)
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
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.
Reach
When this creature enters, 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.
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.
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
Enchant creature
Enchanted creature gets +2/+2.
Enchanted creature has trample as long as you control a blue or red permanent.
: You may return another creature you control to its owner's hand. If you do, this creature gains indestructible until end of turn.
The Temur see themselves as a pack, their bonds more primal than the Abzan's.
When this creature enters, 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.
: This creature becomes a Human Warrior with base power and toughness 3/3.
: If this creature is a Warrior, it becomes a Human Spirit Warrior with trample and lifelink.
: If this creature is a Spirit, put five +1/+1 counters on it.
: 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.
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 this creature: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library."
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.
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.
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.
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
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
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
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.
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 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.
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.)
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
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
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
At the beginning of your upkeep, sacrifice this artifact.
When this artifact 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.
Equipped creature gets +3/+2.
Whenever a legendary creature you control enters, you may attach this Equipment to it.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
The best swords are forged with dragonfire.
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
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.
Whenever you cast a noncreature spell, put a lore counter on this artifact.
, : Target creature you control gets +1/+1 until end of turn for each lore counter on this artifact.
When this creature enters, 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.
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
: Add .
, : Put a storage counter on this land.
, Remove X storage counters from this land: Add X mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .