The List

PLST · 5045 cards · Released

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.

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
Destructor Dragon
Creature — Dragon

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.

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.)

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
Frontier Mastodon
Creature — Elephant

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.

3/2
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.)

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.

Temur Sabertooth
Creature — Cat

: 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.

4/3
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.

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
Scroll of the Masters
Artifact

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.

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.

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
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.

Fascination
Sorcery

Choose one —

• Each player draws X cards.

• Each player mills X cards.

Jeskai Sage
Creature — Human Monk

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

When this creature dies, draw a card.

"The one who conquers the mind is greater than the one who conquers the world."

1/1
Refocus
Instant

Untap target creature.

Draw a card.

"Before you can open your third eye, you must prove you can open the first two."

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
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 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.

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.

Merciless Executioner
Creature — Orc Warrior

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.

3/1
Noxious Dragon
Creature — Dragon

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.

4/4
Orc Sureshot
Creature — Orc Archer

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."

4/2
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.)

Alesha, Who Smiles at Death
Legendary Creature — Human Warrior

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."

3/2
Defiant Ogre
Creature — Ogre Warrior

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."

3/5
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.

Magus of the Moon
Creature — Human Wizard

Nonbasic lands are Mountains.

Tidal forces of the blood moon wrench and buckle the land, drawing monoliths of stone and soil toward the flaming orb.

2/2
Fomori Nomad
Creature — Nomad Giant
4/4
Magus of the Moat
Creature — Human Wizard

Creatures without flying can't attack.

"The spirits of the mythic ones ever circle their beloved keep, forbidding entry to all who come with the heavy tread of hate."

0/3
Storm Entity
Creature — Elemental

Haste

This creature enters with a +1/+1 counter on it for each other spell cast this turn.

Dweldian magi don't enter the Realm of Thrones when they die. Instead their souls are drawn to great works of magic.

1/1
Force of Savagery
Creature — Elemental

Trample

"Life cannot be created and then abandoned. It must be nurtured and fed so that it may express its ripened might."

—Freyalise

8/0
Heartwood Storyteller
Creature — Treefolk

Whenever a player casts a noncreature spell, each of that player's opponents may draw a card.

His roots reach deep, nurtured not by soil and rain, but by millennia of experience.

2/3
Magus of the Vineyard
Creature — Human Wizard

At the beginning of each player's first main phase, that player adds .

Battered and beaten by years of salt and claw, he never ceased to walk, and to seed. Only now, in this time of rebirth, do his seeds take root.

1/1
Sprout Swarm
Instant

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)

Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)

Create a 1/1 green Saproling creature token.

Wrap in Vigor
Instant

Regenerate each creature you control.

Some nature mages unknowingly took advantage of the temporal energies still swirling on Dominaria. What they mistook for healing magic was in fact the manipulation of time.

Muraganda Petroglyphs
Enchantment

Creatures with no abilities get +2/+2.

Some mages forsake their scrolls and libraries to learn at the feet of ancient trees and sacred stones.

Nacatl War-Pride
Creature — Cat Warrior

This creature must be blocked by exactly one creature if able.

Whenever this creature attacks, create X tokens that are copies of it and that are tapped and attacking, where X is the number of creatures defending player controls. Exile the tokens at the beginning of the next end step.

3/3
Tarmogoyf
Creature — Lhurgoyf

Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.

*/1+*
Virulent Sliver
Creature — Sliver

All Sliver creatures have poisonous 1. (Whenever a Sliver deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.)

1/1
Glittering Wish
Sorcery

You may reveal a multicolored card you own from outside the game and put it into your hand. Exile Glittering Wish.

She wished for gold, but not for the strength to carry it.

Jhoira of the Ghitu
Legendary Creature — Human Wizard

, Exile a nonland card from your hand: Put four time counters on the exiled card. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.)

2/2
Akroma's Memorial
Legendary Artifact

Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.

"No rest. No mercy. No matter what."

—Memorial inscription

Cloud Key
Artifact

As this artifact enters, choose artifact, creature, enchantment, instant, or sorcery.

Spells you cast of the chosen type cost less to cast.

The musical sound of its turning triggers the tumblers of revelation.

Coalition Relic
Artifact

: Add one mana of any color.

: Put a charge counter on this artifact.

At the beginning of your first main phase, remove all charge counters from this artifact. Add one mana of any color for each charge counter removed this way.

Darksteel Garrison
Artifact — Fortification

Fortified land has indestructible.

Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn.

Fortify (: Attach to target land you control. Fortify only as a sorcery. This card enters unattached and stays on the battlefield if the land leaves.)

Spirit en-Dal
Creature — Spirit

Shadow (This creature can block or be blocked by only creatures with shadow.)

Forecast , Reveal this creature from your hand: Target creature gains shadow until end of turn. (Activate only during your upkeep and only once each turn.)

2/1
Tolaria West
Land

This land enters tapped.

: Add .

Transmute (, Discard this card: Search your library for a card with mana value 0, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)

Dryad Arbor
Land Creature — Forest Dryad

(This land isn't a spell, it's affected by summoning sickness, and it has ": Add .")

"Touch no tree, break no branch, and speak only the question you wish answered."

—Von Yomm, elder druid, to her initiates

1/1
Lumithread Field
Enchantment

Creatures you control get +0/+1.

Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)

Having conquered the Bastion of Suns, the Ota took its light for their own.

Seht's Tiger
Creature — Cat

Flash (You may cast this spell any time you could cast an instant.)

When this creature enters, you gain protection from the color of your choice until end of turn. (You can't be targeted, dealt damage, or enchanted by anything of the chosen color.)

3/3
Delay
Instant

Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)

Mystic Speculation
Sorcery

Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)

Scry 3. (Look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)