Tarkir: Dragonstorm Commander

TDC · 413 cards · Released

Betor, Ancestor's Voice
Legendary Creature — Spirit Dragon

Flying, lifelink

At the beginning of your end step, put a number of +1/+1 counters on up to one other target creature you control equal to the amount of life you gained this turn. Return up to one target creature card with mana value less than or equal to the amount of life you lost this turn from your graveyard to the battlefield.

3/5
Elsha, Threefold Master
Legendary Creature — Djinn Monk

Trample

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

Whenever Elsha deals combat damage to a player, create that many 1/1 white Monk creature tokens with prowess.

1/1
Eshki, Temur's Roar
Legendary Creature — Human Warrior

Whenever you cast a creature spell, put a +1/+1 counter on Eshki. If that spell's power is 4 or greater, draw a card. If that spell's power is 6 or greater, Eshki deals damage equal to Eshki's power to each opponent.

2/2
Felothar the Steadfast
Legendary Creature — Human Warrior

Each creature you control assigns combat damage equal to its toughness rather than its power.

Creatures you control can attack as though they didn't have defender.

, , Sacrifice another creature: Draw cards equal to the sacrificed creature's toughness, then discard cards equal to its power.

0/5
Kotis, Sibsig Champion
Legendary Creature — Zombie Warrior

Once during each of your turns, you may cast a creature spell from your graveyard by exiling three other cards from your graveyard in addition to paying its other costs.

Whenever one or more creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put two +1/+1 counters on Kotis.

3/3
Neriv, Crackling Vanguard
Legendary Creature — Spirit Dragon

Flying, deathtouch

When Neriv enters, create two 1/1 red Goblin creature tokens.

Whenever Neriv attacks, exile a number of cards from the top of your library equal to the number of differently named tokens you control. During any turn you attacked with a commander, you may play those cards.

4/4
Shiko and Narset, Unified
Legendary Creature — Human Spirit Dragon

Flying, vigilance

Flurry — Whenever you cast your second spell each turn, copy that spell if it targets a permanent or player, and you may choose new targets for the copy. If you don't copy a spell this way, draw a card.

For peace, lead by example.

4/4
Teval, the Balanced Scale
Legendary Creature — Spirit Dragon

Flying

Whenever Teval attacks, mill three cards. Then you may return a land card from your graveyard to the battlefield tapped.

Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token.

4/4
Ureni of the Unwritten
Legendary Creature — Spirit Dragon

Flying, trample

Whenever Ureni enters or attacks, look at the top eight cards of your library. You may put a Dragon creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

7/7
Zurgo Stormrender
Legendary Creature — Orc Warrior

Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)

Whenever a creature token you control leaves the battlefield, draw a card if it was attacking. Otherwise, each opponent loses 1 life.

3/3
Ainok Strike Leader
Creature — Dog Warrior

Whenever you attack with this creature and/or your commander, for each opponent, create a 1/1 red Goblin creature token that's tapped and attacking that player.

Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.

When dalkovans need protecting, all respond.

2/2
Aligned Heart
Enchantment

Flurry — Whenever you cast your second spell each turn, put a rally counter on this enchantment. 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.)

When hearts and minds align, so too do actions.

Ironwill Forger
Creature — Orc Artificer

Lieutenant — At the beginning of combat on your turn, if you control your commander, target nonlegendary creature you control gains myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)

3/3
Protector of the Wastes
Creature — Dragon

Flying

When this creature enters or becomes monstrous, exile up to two target artifacts and/or enchantments controlled by different players.

: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)

5/5
Reunion of the House
Sorcery

Return any number of target creature cards with total power 10 or less from your graveyard to the battlefield. Exile Reunion of the House.

"We stand or fall as a family. All of us."

—Betor

Tempest Technique
Enchantment — Aura

Storm (When you cast this spell, copy it for each spell cast before it this 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.

Will of the Mardu
Instant

Choose one. If you control a commander as you cast this spell, you may choose both instead.

• Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.

• Will of the Mardu deals damage to target creature equal to the number of creatures you control.

Adaptive Training Post
Artifact

Whenever you cast an instant or sorcery spell, if this artifact has fewer than three charge counters on it, put a charge counter on it.

Remove three charge counters from this artifact: When you next cast an instant or sorcery spell this turn, copy it and you may choose new targets for the copy.

Deceptive Frostkite
Creature — Dragon

Flying

You may have this creature enter as a copy of a creature you control with power 4 or greater, except it's a Dragon in addition to its other types and it has flying.

"That's not a dragon. Can't be. It's too small, isn't it?"

—Askar, Temur scout, last words

1/1
Diviner of Mist
Creature — Dragon

Flying

Whenever this creature attacks, mill four cards. You may cast an instant or sorcery spell from your graveyard with mana value 4 or less without paying its mana cost. If that spell would be put into your graveyard, exile it instead.

4/5
Hammerhead Tyrant
Creature — Dragon

Flying

Whenever you cast a spell, return up to one target nonland permanent an opponent controls with mana value less than or equal to that spell's mana value to its owner's hand.

Without subjects, but a tyrant nonetheless.

6/6
Transcendent Dragon
Creature — Dragon

Flash

Flying

When this creature enters, if you cast it, counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard, then you may cast it without paying its mana cost.

4/3
Voracious Bibliophile
Creature — Dragon

Flying, vigilance

Whenever you cast a spell with one or more targets, draw that many cards.

Finding all of the lost Jeskai archives was merely the first step to restoration. Wresting them from their draconic keeper proved much more challenging.

3/3
Will of the Temur
Sorcery

Choose one. If you control a commander as you cast this spell, you may choose both instead.

• Create a token that's a copy of target permanent, except it's a 4/4 Dragon creature with flying in addition to its other types.

• Target player draws cards equal to the greatest mana value among permanents you control.

Afterlife from the Loam
Sorcery

Delve (Each card you exile from your graveyard while casting this spell pays for .)

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.

Bone Devourer
Creature — Dragon

Flash

Flying

This creature enters with a number of +1/+1 counters on it equal to the number of creatures that died this turn.

When this creature dies, you draw X cards and you lose X life, where X is the number of +1/+1 counters on it.

2/2
Jaws of Defeat
Enchantment

Whenever a creature you control enters, target opponent loses life equal to the difference between that creature's power and its toughness.

"The Jeskai like talking about their Way? Let's see them talk their way out of this dilemma."

—Girdah, Abzan beastrider

Teval's Judgment
Enchantment

Whenever one or more cards leave your graveyard, choose one that hasn't been chosen this turn —

• Draw a card.

• Create a Treasure token.

• Create a 2/2 black Zombie Druid creature token.

Tip the Scales
Sorcery

Sacrifice a creature. When you do, all creatures get -X/-X until end of turn, where X is the sacrificed creature's toughness.

"Remember, wait till they're near the top. We don't just want them gone—we want them demoralized."

—Vennra, earthcarver tactician

Welcome the Dead
Sorcery

Draw two cards, then discard a card and you lose 2 life. Create X tapped 2/2 black Zombie Druid creature tokens, where X is the number of cards that were put into your graveyard from your hand or library this turn.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Will of the Abzan
Sorcery

Choose one. If you control a commander as you cast this spell, you may choose both instead.

• Any number of target opponents each sacrifice a creature with the greatest power among creatures that player controls and lose 3 life.

• Return target creature card from your graveyard to the battlefield.

Within Range
Enchantment

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.

Caldera Pyremaw
Creature — Dragon

Flying

Whenever you cast an instant or sorcery spell, put a +1/+1 counter on this creature. Then this creature deals damage equal to its power to target opponent.

It's the reason monks gave up on mapping Qadat.

3/3
Goldlust Triad
Creature — Dragon

Flying

Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)

Whenever this creature deals combat damage to a player, create a Treasure token.

4/3
Infantry Shield
Artifact — Equipment

Equipped creature has menace and mobilize X, where X is its power. (Whenever it attacks, create X tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)

Equip

Parapet Thrasher
Creature — Dragon

Flying

Whenever one or more Dragons you control deal combat damage to an opponent, choose one that hasn't been chosen this turn —

• Destroy target artifact that opponent controls.

• This creature deals 4 damage to each other opponent.

• Exile the top card of your library. You may play it this turn.

4/3
Redoubled Stormsinger
Creature — Orc Wizard

First strike

Whenever this creature attacks, for each creature token you control that entered this turn, create a tapped and attacking token that's a copy of that token. At the beginning of the next end step, sacrifice those tokens.

"Blink or don't. You'll get hit either way."

3/3
Thundermane Dragon
Creature — Dragon

Flying

You may look at the top card of your library any time.

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.

4/4
Transforming Flourish
Instant

Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.)

Destroy target artifact or creature you don't control. If that permanent is destroyed this way, its controller exiles cards from the top of their library until they exile a nonland card, then they may cast that card without paying its mana cost.

Will of the Jeskai
Sorcery

Choose one. If you control a commander as you cast this spell, you may choose both instead.

• Each player may discard their hand and draw five cards.

• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.

Zenith Festival
Sorcery

Exile the top X cards of your library. You may play them until the end of your next turn.

Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)

Arbor Adherent
Creature — Dog Druid

: Add one mana of any color.

: Add X mana of any one color, where X is the greatest toughness among other creatures you control.

"Many hands make light work! Or two hands and a trunk, as the case may be."

—Sanzar, Kin-Tree Warden

2/4
Become the Avalanche
Sorcery

Draw a card for each creature you control with power 4 or greater. Then creatures you control get +X/+X until end of turn, where X is the number of cards in your hand.

"You had your warning. Now you get us."

—Eshki Dragonclaw

Broodcaller Scourge
Creature — Dragon

Flying

Whenever one or more Dragons you control deal combat damage to a player, you may put a permanent card with mana value less than or equal to that damage from your hand onto the battlefield.

Younger dragons bow to its will, not out of respect, but out of fear.

5/7
Canopy Gargantuan
Creature — Dragon

Flying, ward

At the beginning of your upkeep, put a number of +1/+1 counters on each other creature you control equal to that creature's toughness.

Its very presence forces nature to adapt.

7/7
Floral Evoker
Creature — Snake Druid

Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature.

, Discard a creature card: Return target land card from your graveyard to the battlefield tapped.

"Death is a natural thing. It replenishes the land's energy and nourishes the growth of all life."

2/3
Rampart Architect
Creature — Elephant Advisor

Whenever this creature enters or attacks, create a 1/3 white Wall creature token with defender.

Whenever a creature you control with defender dies, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

3/4
Steward of the Harvest
Creature — Human Druid

When this creature enters, exile up to three target land cards from your graveyard.

Creatures you control have all activated abilities of all land cards exiled with this creature.

"Sleep, and return your energy to the lifepool. Sleep, and enrich the land for the next harvest."

3/3
Will of the Sultai
Sorcery

Choose one. If you control a commander as you cast this spell, you may choose both instead.

• 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.

Colossal Grave-Reaver
Creature — Dragon

Flying

Whenever this creature enters or attacks, mill three cards.

Whenever one or more creature cards are put into your graveyard from your library, put one of them onto the battlefield.

7/6
Ainok Strike Leader
Creature — Dog Warrior

Whenever you attack with this creature and/or your commander, for each opponent, create a 1/1 red Goblin creature token that's tapped and attacking that player.

Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.

When dalkovans need protecting, all respond.

2/2
Aligned Heart
Enchantment

Flurry — Whenever you cast your second spell each turn, put a rally counter on this enchantment. 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.)

When hearts and minds align, so too do actions.

Ironwill Forger
Creature — Orc Artificer

Lieutenant — At the beginning of combat on your turn, if you control your commander, target nonlegendary creature you control gains myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)

3/3
Protector of the Wastes
Creature — Dragon

Flying

When this creature enters or becomes monstrous, exile up to two target artifacts and/or enchantments controlled by different players.

: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)

5/5
Reunion of the House
Sorcery

Return any number of target creature cards with total power 10 or less from your graveyard to the battlefield. Exile Reunion of the House.

"We stand or fall as a family. All of us."

—Betor

Tempest Technique
Enchantment — Aura

Storm (When you cast this spell, copy it for each spell cast before it this 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.

Will of the Mardu
Instant

Choose one. If you control a commander as you cast this spell, you may choose both instead.

• Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.

• Will of the Mardu deals damage to target creature equal to the number of creatures you control.

Adaptive Training Post
Artifact

Whenever you cast an instant or sorcery spell, if this artifact has fewer than three charge counters on it, put a charge counter on it.

Remove three charge counters from this artifact: When you next cast an instant or sorcery spell this turn, copy it and you may choose new targets for the copy.

Deceptive Frostkite
Creature — Dragon

Flying

You may have this creature enter as a copy of a creature you control with power 4 or greater, except it's a Dragon in addition to its other types and it has flying.

"That's not a dragon. Can't be. It's too small, isn't it?"

—Askar, Temur scout, last words

1/1
Diviner of Mist
Creature — Dragon

Flying

Whenever this creature attacks, mill four cards. You may cast an instant or sorcery spell from your graveyard with mana value 4 or less without paying its mana cost. If that spell would be put into your graveyard, exile it instead.

4/5