When you cast this spell, exile up to one target permanent that's one or more colors.
Whenever you cast a colorless spell, exile up to one target permanent that's one or more colors.
[+2]: You gain 3 life and draw a card.
[0]: Add .
[−11]: Search your library for any number of colorless nonland cards, exile them, then shuffle. Until end of turn, you may cast those cards without paying their mana costs.
Flash
First strike
Whenever another nontoken creature you control dies, Anafenza endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
"Kin and clan call to me—and I will always answer."
When this creature enters, exile up to two target cards from a single graveyard.
, : Tap target creature.
"The best way to protect the citizens is to defend Arashin, not hunt dragonstorms across Tarkir."
—Sadesh of House Mevak
During your turn, this creature has first strike.
: Creatures you control get +1/+1 until end of turn.
Morale stands so long as he does.
Flying
Activated abilities of artifacts, creatures, and planeswalkers can't be activated.
All challengers were summarily silenced.
Choose one —
• Coordinated Maneuver deals damage equal to the number of creatures you control to target creature or planeswalker.
• Destroy target enchantment.
"We follow the dragonstorms, and we take down any threats that emerge from them!"
—Zurgo, khan of the Mardu
Vigilance
Mobilize 3 (Whenever this creature attacks, create three tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
A burden shared is a burden lightened.
—Mardu proverb
Whenever this creature attacks, you may pay . If you do, it endures 1. (Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
The most elite of the Abzan are selected to join the Yathan: a prestigious group acting outside khan supervision for the good of the clan.
Flying
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.)
The Mardu's standing army need not always stand on the ground.
As an additional cost to cast this spell, sacrifice a creature.
Creatures you control gain indestructible until end of turn. Put a +1/+1 counter on each creature you control. (Damage and effects that say "destroy" don't destroy those creatures.)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
[+1]: Create a 1/1 white Soldier creature token.
[0]: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
[−3]: Destroy target creature an opponent controls with mana value 3 or greater.
When this creature enters, it endures 1. (Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
All through the night, the ancestor whispered of ancient battles fought from this very rampart atop Arashin City.
Whenever a creature you control dies while this card is in your graveyard, you may pay . If you do, return this card from your graveyard to your hand.
"Your hatred dampens the land with my kin's blood. My love will flood it with yours."
—Hazena, spirit of House Emesh
Put a +1/+1 counter on target creature. It gains flying and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Jeskai monks spreading the Way in Abzan territories develop swift reflexes or find their travels abruptly cut short.
At the beginning of combat on your turn, put a +1/+1 counter on another target creature you control.
"I grant you the strength of Qatros's walls and the tenacity of Arashin's oasis."
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
: Add , , or . Activate only once each turn.
Eskeg and his companion stood watch, the sights of the steppe a constant inspiration.
As an additional cost to cast this spell, you may behold a Dragon. (You may choose a Dragon you control or reveal a Dragon card from your hand.)
Osseous Exhale deals 5 damage to target attacking or blocking creature. If a Dragon was beheld, you gain 2 life.
Flurry — Whenever you cast your second spell each turn, put a +1/+1 counter on this creature. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
"Excellent form, Jun! Just keep your weight on that back foot, and you'll master this in no time."
—Narset
This spell costs less to cast if you've cast another spell this turn.
Choose one —
• Create two 1/1 white Monk creature tokens with prowess.
• Up to two target creatures you control each get +2/+2 until end of turn.
• Destroy target creature with power 4 or greater.
Target creature gets +3/+0 until end of turn.
Draw a card.
"Even if you battle unseen, even if there is no one to witness your sacrifice—strike! Strike true. Strike from the heart. Let that be your legacy."
—Shiko
Flying, vigilance
At the beginning of combat on your turn, another target creature you control gets +1/+0 until end of turn.
Create a 2/2 white Soldier creature token. (Then shuffle this card into its owner's library.)
When you cast this spell, if you've cast another spell this turn, copy this spell. (The copy becomes a token.)
Flying, lifelink
"Gravity is just a suggestion."
Affinity for creatures (This spell costs less to cast for each creature you control.)
When this creature enters, draw a card.
"She huffs like she's Queen Hellkite of the Scour, but we've been together for many journeys and she's never let me down."
—Mandakh, Mardu scout
At the beginning of your upkeep, return up to two target creature cards with power 2 or less from your graveyard to the battlefield. Put a +1/+1 counter on each of those creatures.
"Khan Alesha ensured our survival. Now we will forge our future."
—Zurgo, khan of the Mardu
Flying
Whenever this creature attacks, another target creature you control gains flying until end of turn.
Attacking tokens you control have flying.
Too late, the elders realized the young prodigies shared a love of adventure and mischief.
Flash
This spell costs less to cast for each attacking creature.
When this enchantment enters, exile target artifact or creature an opponent controls until this enchantment leaves the battlefield.
Equipped creature gets +3/+0.
Whenever equipped creature attacks, draw a card if you control three or more attacking creatures.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"Sky and Ember, guide my blade!"
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Elspeth saw their capture as an inconvenience, costing them precious time. Narset saw it as an opportunity to recruit allies to their cause.
Flash
Flying
When this creature enters, return up to one other target nonland permanent you control to its owner's hand. If it was a token, draw a card.
When this enchantment enters, create two 2/2 white Soldier creature tokens.
When a Dragon you control enters, return this enchantment to its owner's hand.
"So, these dragons intend to also manifest through a sandstorm? I take some offense to that."
—Felothar, khan of the Abzan
Flying
Whenever this creature deals combat damage to a player, you may search your library for a card named Tempest Hawk, reveal it, put it into your hand, then shuffle.
A deck can have any number of cards named Tempest Hawk.
Look at the top seven cards of your library. Put up to two noncreature, nonland permanent cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
The Abzan forces rallied to the call, driving back Sarkhan's feral dragon horde.
Mobilize 2 (Whenever this creature attacks, create two tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Your opponents can't cast spells during your turn.
"Come crackling spear, come beating wing!
Come cavalier, come taut bowstring!"
When this creature enters, return target nonland permanent card with mana value 2 or less from your graveyard to your hand.
Flurry — Whenever you cast your second spell each turn, tap target creature an opponent controls.
Flying
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
At the beginning of your upkeep, you may exile two cards from your graveyard. If you do, put a +1/+1 counter on this creature.
Renew — , Exile this card from your graveyard: Put two +1/+1 counters on target creature. Activate only as a sorcery.
"I trust Narset. I do not trust those she keeps counsel with."
—Kotis, the Fangkeeper
Ward
Whenever this creature attacks, put three stun counters on it and draw three cards. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you cast a Turtle spell, untap this creature.
Draw three cards. Creatures your opponents control get -3/-0 until end of turn.
Temur scouts reported the arrival of unwanted visitors, and the whisperers ensured a chilling welcome.
When this creature enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Renew — , Exile this card from your graveyard: Tap target creature an opponent controls and put a stun counter on it. Activate only as a sorcery.
Flying
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Tap up to one target creature. Draw a card. (Then shuffle this card into its owner's library.)
As an additional cost to cast this spell, you may behold a Dragon. (You may choose a Dragon you control or reveal a Dragon card from your hand.)
Counter target spell unless its controller pays . If a Dragon was beheld, counter that spell unless its controller pays instead.
When this creature enters, look at the top six cards of your library. You may reveal an instant, sorcery, or Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Untapped Dragons you control have hexproof.
, : Search your library for a card named Dragonstorm Globe or Boulderborn Dragon, reveal it, put it into your hand, then shuffle.
"This can't be right. I should cross-reference with the archives immediately."
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
: Create a 2/2 black Zombie Druid creature token. Activate only during your turn and only if a card left your graveyard this turn.
This spell costs less to cast if you've cast another spell this turn.
Draw three cards, then discard a card.
Asham discovered it was impossible to learn if he thought he already knew everything.
Flash
Enchant creature
Enchanted creature gets -5/-0 and loses all abilities.
"I know leaving your old life was no easy choice. Welcome, Novice Sardul."
—Elsha
Flying
The second spell you cast each turn costs less to cast.
The sequence of chimes rang out a specific alarm: dragonstorm, half a day, southwest.
Flash
When this creature enters, target creature an opponent controls gets -2/-0 until end of turn.
"There is no better way to measure a person's true character than to let them think they're above you."
—Master Xian
When this creature enters, return target creature an opponent controls to its owner's hand.
"Even dragons avoid Glintglaze Lake in this season. Which of you youngsters can tell me why?"
—Teacher Eliam
When this creature enters, you may exile a creature card from your graveyard. When you do, return target instant or sorcery card from your graveyard to your hand.
"Fish are like any other crop or flock. They must be carefully tended and never overharvested."
—Nasath, Kishla fisher
Flying
When this creature enters, return up to two other target nonland permanents to their owners' hands.
Draw three cards, then discard a card. (Then shuffle this card into its owner's library.)
You may have this creature enter as a copy of any creature on the battlefield.
Renew — , Exile this card from your graveyard: Put a +1/+1 counter on target nonlegendary creature you control. Each other creature you control becomes a copy of that creature until end of turn. Activate only as a sorcery.
Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Enchanted creature has ": Untap this creature."
Choose one —
• The owner of target nonland permanent puts it on their choice of the top or bottom of their library.
• Counter target noncreature spell.
Since the reestablishment of Highspire Monastery, its favored fighting styles have also resurged in popularity.
When this enchantment enters, draw two cards, then discard a card.
When a Dragon you control enters, return this enchantment to its owner's hand.
"Beware dragonstorms that strike from the sea. Their size always disguises their force."
—Narset
When this creature enters, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
"Oh, I can absolutely verify its authenticity," chuckled Sarnai. "I was there when it was made."
Vigilance
During your turn, this creature has base power and toughness 5/2.
: This creature can't be blocked this turn.
Elementals conjured by Temur mages are forever watchful and swift.
This spell costs less to cast for each creature you control with power 4 or greater.
Counter target spell unless its controller pays .
Temur mages are experts at channeling elemental energy, shaping it into familiar forms from the world around them.
At the beginning of your upkeep, mill three cards. Then if your library has no cards in it, exile this enchantment and put five cards from your graveyard on top of your library in any order.
"The Meditation Realm is a willful puzzle. Seek, and it will impede. Wait, and it will permit passage."
Flurry — Whenever you cast your second spell each turn, copy it, then exile the spell you cast with four time counters on it. 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.)