Reach
Whenever another creature you control enters, this creature deals 1 damage to target opponent.
"An arrow alone can't fell a dragon, but an added bolt of lightning brings it tumbling to the ground."
—Balur, Mardu 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.)
, Sacrifice this creature: It deals damage equal to the number of creatures you control to target creature.
Flying
Other Dragons you control get +1/+1.
Storm (When you cast this spell, copy it for each spell cast before it this turn. Copies become tokens.)
Dragons of Tarkir are born fully formed, roars blending with the storms as a single, inseparable voice.
Flying, haste
: This creature gets +1/+0 until end of turn.
Discard a card. If you do, draw two cards. (Then shuffle this card into its owner's library.)
Reach
When this creature enters, target creature can't block this turn.
"If you see a yeti of Qadat, then it has surely already seen you. And if you are within sight, you are within range."
—Nitula, Temur hunter
: Add .
, , Sacrifice this creature: It deals 6 damage to target creature with flying.
"Help the villagers to safety! I will hold the gate!"
Haste
When Tersa Lightshatter enters, discard up to two cards, then draw that many cards.
Whenever Tersa Lightshatter attacks, if there are seven or more cards in your graveyard, exile a card at random from your graveyard. You may play that card this turn.
Twin Bolt deals 2 damage divided as you choose among one or two targets.
"Fire is only as precise as your control over it."
—Danfeng, Jeskai mage
When this creature enters, create a 1/1 red Goblin creature token.
, : Target creature you control with power 2 or less can't be blocked this turn.
They're just as renowned for their banter as they are for their tactical teamwork.
When this creature enters, it deals 5 damage to target creature an opponent controls that was dealt damage this turn.
Zurgo valued those who took initiative.
Creatures you control get +1/+0.
Whenever you attack, create a 1/1 red Warrior creature token that's tapped and attacking. Sacrifice it at the beginning of the next end step.
Community is strength.
—Tenet of the Decree of Thunder
Target creature gets +3/+0 and gains haste until end of 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 , where X is its power. Then exile this spell.)
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.)
Zurgo's Vanguard's power is equal to the number of creatures you control.
When this creature enters, mill three cards. You may put a land card from among them into your hand. If you don't, put a +1/+1 counter on this creature. (To mill three cards, put the top three cards of your library into your graveyard.)
"There has to be a faster route through Sagu Jungle. Give me a week."
Trample
Whenever one or more cards leave your graveyard during your turn, put a +1/+1 counter on this creature.
"Sokran is no mere bear. She is friend, family, and confidante—and more intelligent than some of my blood relatives."
Flying
Whenever this creature or another Dragon you control enters, you gain 3 life.
Search your library for up to two basic Forest cards, reveal them, put one onto the battlefield tapped and the other into your hand, then shuffle. (Also shuffle this card.)
Trample
Renew — , Exile this card from your graveyard: Put a +1/+1 counter and a trample counter on target creature. Activate only as a sorcery.
Dusan boxing matches allow contestants no weapons, no allies, and no excuses.
Haste
When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
"Some days, you wish you were fighting a dragon."
—Eshki Dragonclaw
Vigilance, reach, deathtouch
During Dromoka's reign, Qatros Karst City was a haven for the Abzan rebellion. Its current residents have not lost their proficiency against their former foes.
, Tap an untapped creature you control: Add one mana of any color.
, Sacrifice this artifact: Create a 4/4 Dragon creature token named Reliquary Dragon that's all colors. It has flying, lifelink, and "When this token enters, it deals 3 damage to any target." Activate only as a sorcery.
Reach
When this creature enters, it endures 3. (Put three +1/+1 counters on it or create a 3/3 white Spirit creature token.)
Created by a sudden sinking, Dusyut Forest attracts earthcarvers eager to explore its mysteries and test their magic.
When this enchantment enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
When a Dragon you control enters, return this enchantment to its owner's hand.
Creatures with power less than this creature's power can't block it.
As long as you control a creature with a counter on it, this creature gets +1/+2.
"The war chargers seem restless. Let them out to play."
—Ermaz, Abzan border guard
: Add one mana of any color. Spend this mana only to cast a creature spell.
: Until end of turn, target creature you control with power 4 or greater gains trample and "Whenever this creature deals combat damage to a player, draw a card."
Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Exile up to one target card from a graveyard. Draw a card.
With an echoing crash the effigy fell, the symbol of Atarka's tyranny expunged from Temur lands.
Whenever this creature enters or attacks, it endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
Abzan soldiers know they never enter battle alone.
Put a +1/+1 counter on target creature you control, then it deals damage equal to its power to target creature an opponent controls.
An exceptional bout during the Zenith celebration will be noted by Temur elders and result in recruitment for higher ranks.
Defender
: This creature can attack this turn as though it didn't have defender.
The bushwhacker's machete glanced off the root with a sickening crack. Slowly, the entire undergrowth turned to face him.
When this creature enters, you may mill cards equal to the number of lands you control.
Renew — , Exile this card from your graveyard: Put X +1/+1 counters on target creature, where X is the number of land cards in your graveyard. Activate only as a sorcery.
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
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.)
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.)
Target creature you control deals damage equal to its power to target creature or planeswalker. If a Dragon was beheld, surveil 2.
When this creature enters, you may mill three cards. (You may put the top three cards of your library into your graveyard.)
: Add an amount of equal to this creature's power.
In the aftermath of war, Temur mages nurtured the land back to its former vitality.
Return up to two target permanent cards from your graveyard to your hand. Target player shuffles up to four target cards from their graveyard into their library. Exile Rite of Renewal.
The greatest honor a Sultai can receive is to be returned to the realm of the living.
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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 , where X is its power. Then exile this spell.)
When this creature enters, put a +1/+1 counter on target creature.
Renew — , Exile this card from your graveyard: Put a +1/+1 counter on target creature, then double the number of +1/+1 counters on that creature. Activate only as a sorcery.
Reach
Renew — , Exile this card from your graveyard: Put two +1/+1 counters and a reach counter on target creature. Activate only as a sorcery.
Like talking to a grokmaul
—Tarkir expression meaning "a failure of diplomacy"
Flying
When this creature enters, you gain 3 life.
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. (Also shuffle this card.)
Choose one —
• Target creature gets +3/+3 until end of turn.
• Destroy target creature with flying.
With Taigam whispering encouragement in his ear, Sarkhan threw aside his misgivings. The ritual would return him to his former glory. All he needed was a dragon's heart.
Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
"Now I wonder . . . will anyone come to protect you?"
Deathtouch
: Add , , or . Activate only once each turn.
Many Sultai villages are protected by naga who weave magics to bless or curse as needed.
This spell can't be countered.
Trample
Whenever a creature you control or a creature spell you control becomes the target of a spell or ability an opponent controls, draw a card.
"I've spent my life feeding Atarka's desire and hungers. It's time to see to my own."
Distribute two +1/+1 counters among one or two target creatures you control. Creatures you control with counters on them gain vigilance and trample until end of 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 , where X is its power. Then exile this spell.)
When this creature enters, draw a card if you control a creature with a counter on it. If you don't draw a card this way, put a +1/+1 counter on this creature.
The Abzan pride themselves on the safety of their roads. To reject their escorts invites storm and sorrow.
Whenever this creature becomes tapped, look at the top card of your library. If it's a land card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Every part of every plant is useful—for food, for medicine, and for ceremonies.
Vigilance
, Sacrifice this creature: Destroy target artifact or enchantment.
There are those who developed peculiar tastes after generations of dining upon the remains of interclan rivalry.
At the beginning of your end step, put a +1/+1 counter on this creature.
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Creatures you control get +1/+1 and have deathtouch.
When this enchantment enters, if it's your main phase, there is an additional combat phase after this phase followed by an additional main phase. When you next attack this turn, untap each creature you control.
Flying
When this creature enters, distribute three +1/+1 counters among one, two, or three target creatures you control.
"Dragons working alongside the Abzan, not as overlords but as equals. It feels like a dream."
—Anafenza
Return target card from your graveyard to your hand.
The Temur celebrate the end of the Unbroken Night with stories, dances, and feasts. They gather to witness the first light of dawn as the land sings in harmony.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target nonland permanent.
II — Mill three cards.
III — You may discard a card. When you do, return target creature or land card from your graveyard to your hand.
As this enchantment enters, choose Abzan or Mardu.
• Abzan — At the beginning of your end step, put a +1/+1 counter on each creature you control.
• Mardu — At the beginning of your end step, if a creature died under your control this turn, each opponent sacrifices a creature of their choice.
Flying
At the beginning of your end step, if creatures you control have total toughness 10 or greater, draw a card. Then if creatures you control have total toughness 20 or greater, untap each creature you control. Then if creatures you control have total toughness 40 or greater, each opponent loses half their life, rounded up.
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.)
Attacking tokens you control have deathtouch.
In power, in hunger, in cruelty—insatiable.
Dragons you control have indestructible.
At the beginning of your upkeep, for each color, put a +1/+1 counter on a Dragon you control of that color. If you put +1/+1 counters on five Dragons this way, you win the game.
The essence of Tarkir was shaped into draconic embodiments of the re-formed clans.
Flurry — Whenever you cast your second spell each turn, this creature deals 2 damage to each opponent and you gain 2 life.
Zhao had resolved to hold the bridge, defending the village behind him. But the villagers decided Zhao would not stand alone.
Destroy all creatures and enchantments. Draw a card for each permanent destroyed this way.
"You need not mourn. Their life essence has returned to the earth, where it will eventually bloom into a new form."
—Kotis, the Fangkeeper
Defibrillating Current deals 4 damage to target creature or planeswalker and you gain 2 life.
A small shock to save a life, a large one to take it away.
—Mardu healer's adage
Flying
When this creature enters, destroy up to one target artifact or enchantment.
Destroy target creature with power 3 or less. (Then shuffle this card into its owner's library.)
When this enchantment enters, it deals 3 damage to each creature and each planeswalker.
Landfall — Whenever a land you control enters, create a 4/4 red Dragon creature token with flying.
Double the power and toughness of target creature you control until end of turn. Then it fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Some had doubted the whisperers' choice of Eshki for Dragonclaw. None did so after witnessing her in battle.