Vigilance
Menace (This creature can't be blocked except by two or more creatures.)
This creature enters with two +1/+1 counters on it if you've cast two or more spells this turn.
Vigilance, trample, ward
At the beginning of combat on your turn, if you've cast both a creature spell and a noncreature spell this turn, draw a card and put two +1/+1 counters on Eshki Dragonclaw.
"The Twice Whisperer heals. The Dragonclaw protects. Together, we will rebuild the Temur."
Flash
When this creature enters, choose one —
• You gain 3 life and surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
• Destroy target enchantment.
• Counter target creature spell.
Trample
Whenever Felothar enters or attacks, you may sacrifice a nonland permanent. When you do, put a +1/+1 counter on each creature you control.
"Through perennation, we stand together, families—ancestor and kin─united as one clan! Abzan!"
First strike
When this creature enters, copy the next spell you cast this turn when you cast it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
"A flurry of fists doesn't impress you? Perhaps if they're on fire?"
Choose one —
• Create two 1/1 red Goblin creature tokens.
• Target creature gets +X/+X until end of turn, where X is the number of creatures you control.
As this enchantment enters, choose Jeskai or Temur.
• Jeskai — Whenever one or more creatures you control deal combat damage to a player, draw a card.
• Temur — Creatures you control get +1/+0 and have trample and haste.
Differing philosophies were debated by bloodshed.
Draw a card, then you may discard a card. When you discard a nonland card this way, Glacial Dragonhunt deals 3 damage to target creature.
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.)
As this enchantment enters, choose Temur or Sultai.
• Temur — Whenever you cast an instant or sorcery spell, target player mills four cards.
• Sultai — You may play lands from your graveyard.
The Sultai approach was silent. The Temur response was deafening.
When this creature enters, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.
"The fishers were probably exaggerating the size of the crocodile they spotted, but maybe they weren't. Let's check it out."
, Sacrifice a token: Draw a card.
"Life is full of tough calls. We honor the dead today to make better decisions tomorrow."
—Uruna, Mardu lieutenant
As this enchantment enters, choose Sultai or Abzan.
• Sultai — Whenever a counter is put on a creature you control, draw a card. This ability triggers only once each turn.
• Abzan — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains menace until end of turn.
This creature enters with two +1/+1 counters on it.
Whenever this creature or another creature you control dies, if it had counters on it, put its counters on up to one target creature you control.
"I agreed to return and aid the Sultai. My friends here agreed to return and aid me."
This spell can't be countered.
Exile target nonland permanent. Its controller loses 3 life and you gain 3 life.
"We came seeking a challenge. It seems we must continue searching."
—Zurgo, khan of the Mardu
Double strike
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Elegance. Precision. Grace. Qualities that must be practiced in writing as well as combat.
Return target spell or permanent to its owner's hand. Jeskai Revelation deals 4 damage to any target. Create two 1/1 white Monk creature tokens with prowess. Draw two cards. You gain 4 life.
"No one of us could have built all this alone. A clan, a school, hope for the future. Thank you all."
—Narset, to Shiko, Taigam, and Elsha
Flying, haste
Whenever this creature deals combat damage to a player, you gain 1 life and draw a card.
Like clouds and snow, Jeskai dragons prefer to drift among the monastery's highest spires.
Flying, vigilance, trample
This creature has hexproof if it hasn't dealt damage yet. (It can't be the target of spells or abilities your opponents control.)
As the Temur returned to Karakyk during the chill of winter, some shadows overhead were a blessing rather than a threat.
Flying
Whenever one or more cards leave your graveyard during your turn, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Renew — , Exile this card from your graveyard: Put two +1/+1 counters and a flying counter on target creature. Activate only as a sorcery.
Exile target permanent with mana value 3 or greater.
"For his crimes—burn his blood and cut him from his ancestors. Perennation is only for family."
—Dictate of House Mevak in the banishment of Oret
Flying
Whenever a card leaves your graveyard during your turn, draw a card. This ability triggers only once each turn.
"Rising waters have flooded many old places from the dragon's rule. I do not miss them."
Indestructible
Whenever Kotis deals combat damage to a player, exile the top X cards of their library, where X is the amount of damage dealt. You may cast any number of spells with mana value X or less from among them without paying their mana costs.
Return target creature card from your graveyard to your hand. Lie in Wait deals damage equal to that card's power to target creature.
Some paths through Gurmag Swamp are deserted for good reason.
Lifelink
When this creature enters, search your library for a black card, a green card, and a blue card. Put those cards into your graveyard, then shuffle.
They've attained a level of synchronicity beyond what's possible in a single lifetime.
Create a 5/5 green Elephant creature token.
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.)
Deathtouch, haste
When this creature enters, exile up to one other target creature you control until this creature leaves the battlefield.
Whenever this creature attacks, for each opponent, create a tapped token that's a copy of the exiled card attacking that opponent. At the beginning of your next end step, sacrifice those tokens.
Deathtouch
Whenever you attack, target creature gets +X/+X until end of turn, where X is the number of attacking creatures.
Gvar carved his way through the Ancestral Maelstrom, seeking to restore the withered Kin-Tree and soothe the raging spirits.
Flying, vigilance
When this creature enters, put up to one target noncreature, nonland card from your graveyard on top of your library.
Lanniao soared from Highspire Monastery all throughout Tarkir, carrying messages for monks and villagers alike.
At the beginning of your end step, you may discard your hand. If you do, draw cards equal to the number of spells you've cast this turn.
"Each step we take is a decision that changes the course of our futures. We must be careful where we tread."
Flying
If a creature you control that entered this turn would deal damage, it deals twice that much damage instead.
Scales streaked with lightning, trailing thunder in his wake, Neriv is the living banner around which the Mardu rally.
The next time a source of your choice would deal damage to you this turn, prevent that damage. When damage is prevented this way, New Way Forward deals that much damage to that source's controller and you draw that many cards.
Return target permanent card from your graveyard to the battlefield with a hexproof counter and an indestructible counter on it.
The Abzan believe in perennation—death is not only an end, but a return to the beginning.
Flying
Ward—Pay 2 life.
When this creature enters, remove all counters from up to one target creature.
Target creature gets +2/+2 and gains lifelink and hexproof until end of turn. (Then shuffle this card into its owner's library.)
Look at the top four cards of your library. Put two of them into your hand and the rest into your graveyard.
"You know you shouldn't and the Sultai forbid you. But you can't resist the temptation, can you?"
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
III — Whenever you cast a noncreature spell this turn, target creature you control gains double strike until end of turn.
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.)
When this creature enters, target creature gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
When this creature enters or dies, put a +1/+1 counter on target creature you control.
"Dried durian from the Marang River Valley! Candied cherries from the slopes of Cori! Genuine dragon scale cookware!"
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create three 1/1 white Spirit creature tokens.
II — Distribute three +1/+1 counters among one, two, or three target creatures you control.
III — Creatures you control gain trample and lifelink until end of turn.
Tap target creature. Put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a 5/5 green Elephant creature token.
III — Double the power and toughness of each creature you control until end of turn.
Flying
Whenever you cast a noncreature spell or a Dragon spell, this creature gets +2/+0 until end of turn.
Counter target spell with mana value 2 or less. (Then shuffle this card into its owner's library.)
Deathtouch
When this creature enters, target opponent reveals their hand. You may choose a nonland card from it. If you do, exile that card.
When this creature leaves the battlefield, the exiled card's owner creates an X/X white Spirit creature token, where X is the mana value of the exiled card.
Flying, vigilance
When Shiko enters, exile target nonland card with mana value 3 or less from your graveyard. Copy it, then you may cast the copy without paying its mana cost. (A copy of a permanent spell becomes a token.)
Trample
When this creature enters, each opponent loses 2 life and you gain 2 life.
Slowly, the clans have begun to recover and adapt long-forgotten tactics.
Flash
When this creature enters, target instant or sorcery card in your graveyard gains harmonize until end of turn. Its harmonize cost is equal to its mana cost. (You may cast that 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 the spell.)
Flying
When this creature enters, it deals 2 damage to any target and you gain 2 life. If a player is dealt damage this way, they discard a card.
To ensure a fair competition, the Great Assemblage's war shriek contest has two divisions: dragons, and everyone else.
Menace (This creature can't be blocked except by two or more creatures.)
Whenever one or more counters are put on a creature you control, if it's the first time counters have been put on that creature this turn, put a +1/+1 counter on that creature.
During your turn, spells you cast cost less to cast for each creature you control with power 4 or greater.
When called to the land's defense, all come to protect their shared home. It's why many of the Temur use "family" and "herd" interchangeably.
When this creature enters, draw a card, then discard a card.
"He just kind of followed me home one day. I mean, could you say no to this face?"
—Karasi, Mistrise provisioner
Flying, lifelink
Spells you cast have delve. (Each card you exile from your graveyard while casting those spells pays for .)
Whenever you cast a spell, you lose life equal to its mana value.
"As you act, so shall you be judged."
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You draw two cards and you lose 2 life.
II, III — Whenever a creature you control enters this turn, each opponent loses 1 life and you gain 1 life.
Flying
When this creature enters, you gain 5 life.
Charring Bite deals 5 damage to target creature without flying. (Then shuffle this card into its owner's library.)
Flying, protection from white and from black
When Ureni enters, it deals X damage divided as you choose among any number of target creatures and/or planeswalkers your opponents control, where X is the number of lands you control.
Flash
Flying
You may cast sorcery spells and Dragon spells as though they had flash.
Put three +1/+1 counters on target creature you control. (Then shuffle this card into its owner's library.)
As this enchantment enters, choose Mardu or Jeskai.
• Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
• Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
When this creature enters, if you cast it, mill four cards. When you do, return target creature card with mana value 3 or less from your graveyard to the battlefield.
She keeps watch for dragonstorms and rival clans alike. For dragons, she raises an alarm. For thieves, her blade.
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.)
During your end step, Warrior tokens you control have "This token can't be sacrificed."
"Hear me, Mardu! Our freedom is only beginning!"
When this artifact enters, search your library for a basic Plains, Swamp, or Forest card, reveal it, put it into your hand, then shuffle.
, , Sacrifice this artifact: Create an X/X white Spirit creature token, where X is the greatest toughness among creatures you control. Activate only as a sorcery.
Flying, vigilance
Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
The draconic power that flowed out from the dragonstorms imbued the landscape with draconic features—scales, claws, and appetites.
Equipped creature gets +2/+2 and has hexproof from monocolored.
Equip . This ability costs less to activate for each color of the creature it targets.
It's as if the metal itself rages.