Each Dragon you control enters with an additional +1/+1 counter on it.
: Add one mana of any color.
Jeskai scholars fashioned devices to forecast the behavior of the dragonstorms.
When this creature enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top. If you control a Dragon, put that card onto the battlefield tapped instead.
Its eternal glow lights the way for weary travelers through the misty heights surrounding Pearl Lake.
Reach
, : Put target card from a graveyard on the bottom of its owner's library.
Set in motion by artificers long forgotten, it remained loyal through the ages to the occupants of Kheru City.
When this artifact enters, search your library for a basic Island, Mountain, or Plains card, reveal it, put it into your hand, then shuffle.
, , Sacrifice this artifact: Create two 1/1 white Bird creature tokens with flying. Activate only as a sorcery.
When this artifact enters, search your library for a basic Mountain, Plains, or Swamp card, reveal it, put it into your hand, then shuffle.
, , Sacrifice this artifact: Create three 1/1 red Warrior creature tokens. They gain menace and haste until end of turn. Activate only as a sorcery. (A creature with menace can't be blocked except by two or more creatures.)
: Add one mana of any color. Activate only if you control a Dragon.
"Rage. Greed. Arrogance. People only accuse dragons of what they fear in themselves."
—Sarkhan
When this artifact enters, search your library for a basic Swamp, Forest, or Island card, reveal it, put it into your hand, then shuffle.
, , Sacrifice this artifact: Create two 2/2 black Zombie Druid creature tokens. Activate only as a sorcery.
When this artifact enters, search your library for a basic Forest, Island, or Mountain card, reveal it, put it into your hand, then shuffle.
, , Sacrifice this artifact: Create a 5/5 green Elephant creature token. Activate only as a sorcery.
When this creature enters, target player mills two cards. You gain 2 life. (To mill two cards, a player puts the top two cards of their library into their graveyard.)
Against dragonlords, khans, and Ugin himself, the golem survived. Original purpose forgotten, it awaits orders that will never come, from a world that has moved on without it.
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
"These caves hide beasts above and below their waters. For safe passage, the Sultai agree a small cargo trade is fair for risking our necks."
—Samor, Mardu border guard
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
"It's rare to see Temur so far from their own lands. I see no reason to interfere, but keep an eye on them nonetheless."
—Hamza of House Fenzala
This land enters tapped unless you control a Plains or an Island.
: Add .
, : Exile the top card of your library. Until the end of your next turn, you may play that card.
Every spire is a physical dedication to the Way.
This land enters tapped unless you control a Swamp or a Mountain.
: Add .
, : Whenever you attack this turn, create two 1/1 red Warrior creature tokens that are tapped and attacking. Sacrifice them at the beginning of the next end step.
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
"I ask only that the winds return you to me as swiftly as they bear you and the Storm Crane away."
—Samthar, Sultai merchant, to Jialing, Jeskai monk
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Dragonstorm chasers are not deterred by danger—they claim there is nothing like witnessing the land embracing the power of a storm.
This land enters tapped.
: Add , , or .
With a warm fire and a fresh catch, Temur hunters find respite in even the coldest climates.
This land enters tapped unless you control a Forest or a Plains.
: Add .
, , Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token.
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
Long-standing disagreements between the Sultai and Abzan about how to honor their dead have led to rare but fierce skirmishes.
This land enters tapped unless you control an Island or a Swamp.
: Add .
, : Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
: Add .
: Add one mana of any color. Spend this mana only to cast a Dragon spell or an Omen spell.
, , Sacrifice this land: Search your library for a Dragon card, reveal it, put it into your hand, then shuffle.
This land enters tapped unless you control a Mountain or a Forest.
: Add .
, : The next spell you cast this turn can't be countered.
Built on a fumarole field, the village is a refuge of warmth amid the ice of the Qal Sisma mountains.
This land enters tapped.
: Add , , or .
Through sun and storm, across steppe and swamp, Storm Crane Monastery flies wherever aid is needed.
This land enters tapped.
: Add , , or .
"The Mardu breathe life into what was lost under the dragonlords. If the Abzan are upset, it should be at themselves."
—Tersa Lightshatter
This land enters tapped.
: Add , , or .
"The people must know that the former seat of their oppression is cleansed. Throw open Qarsi's gates and let them see for themselves."
—Kotis, the Fangkeeper
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
"We may fight the Temur when territory demands it, but we've no desire to profane their sacred places."
—Taklai, Mardu convoy
This land enters tapped.
: Add , , or .
"The most important part of a stronghold isn't its armaments or its walls. It's the reason people have to defend it."
—Gvar Barzeel, krumar captain
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
By the codes of Mardu and Abzan alike, both sides allowed their enemies time to grieve after a battle.
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
When spring melted the snow, fishers downstream of the Qadat Fire Rim learned of conflict between Temur and Jeskai from the gruesome flotsam.
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
By morning the only evidence of conflict between Temur hunters and Sultai scouts were abandoned banners in the freshly fallen snow.
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
"Abzan vintages are nice, but the sorghum wine made in Riverwheel Village is beyond compare."
—Iramaz, Abzan trader
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
The Mardu are centered in the present. The Jeskai look to the future. But both know when the time for talking is past.
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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 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.
When caught in a dragonstorm, Mardu and Abzan scouts have no choice but to ride together.
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.)
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.
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.
In every biome of Tarkir, the storms spew forth dragons well suited to dominate.
When this enchantment enters, each opponent loses 2 life and you gain 2 life. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
When a Dragon you control enters, return this enchantment to its owner's hand.
Flying, deathtouch
When this creature enters, exile up to two target cards from a single graveyard.
Put a +1/+1 counter on up to one target creature. Draw a card. (Then shuffle this card into its owner's library.)
When this enchantment enters, exile cards from the top of your library until you exile a nonland card. You may cast it without paying its mana cost if that spell's mana value is 8 or less. If you don't, put that card into your hand.
When a Dragon you control enters, return this enchantment to its owner's hand.
You may cast Dragon spells without paying their mana costs.
Some believe dragonstorms to be the combined dregs of the vanquished dragonlords' fury.