"Do you hunt the yetis of the high peaks, stripling? They are as fierce as the bear that fears no foe and as sly as the mink that creeps unseen. You will be as much prey as they."
—Nitula, the Hunt Caller
Target creature you control gets +1/+0 until end of turn. It fights target creature you don't control.
Shintan sensed the malice in his opponent, but he did not strike until the orc's muscles tensed in preparation to throw the first punch.
As an additional cost to cast this spell, discard a card.
Draw two cards.
"Unwelcome thoughts crowd my mind. Are they my own madness, or the whispers of another?"
—Sarkhan Vol
Attacking creatures get +2/+0 until end of turn.
"Do you hear that, Sarkhan? The glory of the horde! I made a legend from what you abandoned."
—Zurgo, khan of the Mardu
Haste
This creature attacks each combat if able.
Mardu riders' greatest fear is that a battle might end before their weapons draw blood.
Raid — This creature enters with a +1/+1 counter on it if you attacked this turn.
This creature can't be blocked by creatures with power 1 or less.
No battle means more to a Mardu warrior than the one that earns her war name.
The Temur welcome bears into the clan, fighting alongside them in battle. The relationship dates back to when they labored side by side under Sultai rule.
Defender
, : Each opponent loses 1 life.
Every shaft is graven with a name from a kin tree, calling upon the spirits of the ancestors to make it fly true.
Target creature gets +3/+3 and gains trample until end of turn.
When Temur warriors enter the battle trance known as "awakening the bear," they lose all sense of enemy or friend, seeing only threats to the wilderness.
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Target creature gets +6/+6 until end of turn.
Put two +1/+1 counters on target creature and untap it.
"When we were lost and weary, the ainok showed us how to survive. They have earned the right to call themselves Abzan, and to wear the Scale."
—Anafenza, khan of the Abzan
You gain 5 life.
Ferocious — You gain 10 life instead if you control a creature with power 4 or greater.
The Temur believe three things only are needed in life: a hot fire, a full belly, and a strong companion.
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
"Naga shed their scales. We wear ours with pride."
—Golran, dragonscale captain
Deathtouch
Ferocious — Whenever this creature attacks, if you control a creature with power 4 or greater, this creature gets +1/+1 until end of turn.
In the high caves of the Qal Sisma mountains, young hunters quest to hear the echoes of their fierce ancestors.
When this creature dies, you gain 2 life.
"Bring down a stag and fix its horns upon her head. This one hears the whispers."
—Chianul, at the weaving of Arel
This creature enters with X +1/+1 counters on it.
When this creature dies, create a 1/1 green Snake creature token for each +1/+1 counter on it.
Morph
As this creature is turned face up, put five +1/+1 counters on it.
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Trample
Interlopers in Sultai territory usually end up as crocodile chow or baboon bait.
Put a +1/+1 counter on target creature, two +1/+1 counters on another target creature, and three +1/+1 counters on a third target creature.
The bonds of family cross the boundaries of race.
: Regenerate this creature.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
"The amber of the tree and the blood of my veins are the same."
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has reach. (A creature with reach can block creatures with flying.)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature attacks, exile it. Return it to the battlefield under your control tapped and attacking at the beginning of the declare attackers step on your next turn.
Destroy target artifact or enchantment.
The remains of ancient sky tyrants now feed the war-torn land.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Whenever this creature or another creature you control is turned face up, untap that creature.
: Add , , or .
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, add .
All creatures able to block target creature this turn do so.
Ferocious — That creature gains indestructible until end of turn if you control a creature with power 4 or greater.
Reach (This creature can block creatures with flying.)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
His arrows whistle like a serpent's hiss.
Target creature you control fights target creature you don't control.
Ferocious — The creature you control gets +2/+2 until end of turn before it fights if you control a creature with power 4 or greater.
Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard.
"I am in my element: the element of surprise."
—Mogai, Sultai scout
Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. Put the rest into your graveyard.
Ferocious — If you control a creature with power 4 or greater, you may put two creature cards onto the battlefield instead of one.
Search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
The Temur call the flickering lights the Path of Whispers, believing that they lead the way to ancestral knowledge.
: Look at target face-down creature.
"See your enemies from a thousand sides. Then you will find a thousand ways to kill them."
Whenever a creature you control with toughness 4 or greater dies, you gain 4 life.
"You can have the body, necromancer. I just want the skin."
Morph—Reveal a green card in your hand. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, target creature gains trample until end of turn.
Whenever a face-down creature you control enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Whenever a permanent you control is turned face up, if it's a creature, it gets +2/+2 until end of turn.
A band of Temur hunters, fleeing the Mardu, dug a hideout beneath such a creature as it slept. The horde found them and attacked. For three days the Temur held them at bay, and all the while the great beast slumbered.
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has trample.
One quiet word sets off the stampede.
Windstorm deals X damage to each creature with flying.
"When the last dragon fell, its spirit escaped as a roar into the wind."
—Temur tale
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Even among the hardiest warriors of the Temur, loxodons are respected for their adaptation to the mountain snows.
Flying
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this enchantment enters, put a +1/+1 counter on each creature you control.
Whenever a nontoken creature you control dies, create a 1/1 white Spirit creature token with flying.
Choose one —
• Exile target creature with power 3 or greater.
• You draw two cards and you lose 2 life.
• Distribute two +1/+1 counters among one or two target creatures.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
"These roads are desolate and changeable. Follow me, or die in the wastes."
Whenever Anafenza attacks, put a +1/+1 counter on another target tapped creature you control.
If a nontoken creature an opponent owns would die or a creature card not on the battlefield would be put into an opponent's graveyard, exile that card instead.
Rarely at rest on the Amber Throne, Anafenza always leads the Abzan Houses to battle.
Haste
Whenever this creature attacks, creatures you control gain first strike and deathtouch until end of turn.
The stature of the fighter matters less than the depth of the cut.
When this creature enters, distribute two +1/+1 counters among one or two target creatures you control.
The Abzan avoid extended supply lines by incorporating weapons stores into their battle formations.
Whenever this creature attacks, target creature defending player controls blocks it this combat if able.
"Hold the high ground, then bring it to your enemy."
—Surrak, khan of the Temur
When this creature enters, create a 4/4 green Bear creature token.
"The Sultai came hunting for a bear hide. Now I have a belt of naga skin, and my friend has a full belly."
Flying
Sacrifice another creature: This creature gains your choice of vigilance, lifelink, or haste until end of turn.
Other Warrior creatures you control get +1/+0.
"We are the swift, the strong, the blade's sharp shriek! Fear nothing, and strike!"
Other Warrior creatures you control get +0/+1.
"We are the shield unbroken. If we fall today, we will die well, and our trees will bear our names in honor."
Crackling Doom deals 2 damage to each opponent. Each opponent sacrifices a creature with the greatest power among creatures that player controls.
Do not fear the lightning. Fear the one it obeys.
All creatures get -2/-2 until end of turn. Whenever a creature dies this turn, you gain 1 life.
The crocodiles' putrid jaws swallow everything but the screams.
The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller.
Choose up to one creature. Destroy the rest.
The Abzan turn to this spell only as a last resort, for its inevitable result is what they most dread: to be alone.
First strike
When this creature enters or is turned face up, another target creature you control gets +3/+0 until end of turn.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Untap all creatures you control. They gain flying and double strike until end of turn.
There are many Jeskai styles: Riverwalk imitates flowing water, Dragonfist the ancient hellkites, and Flying Crane the wild aven of the high peaks.
Flying, trample
Its wings produce a high-pitched, barely audible whirring sound in flight. Only Jeskai masters are quiet enough to hear one coming.
Flying
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, you may return another target creature to its owner's hand.
Untap each creature you control with a +1/+1 counter on it during each other player's untap step.
Abzan soldiers march to war confident that their Houses march with them.
Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn. Untap those creatures.
Whenever you cast a noncreature spell, you may draw a card. If you do, discard a card.