Flying
When this creature enters, destroy target nonbasic land an opponent controls. Its controller searches their library for a basic land card, puts it onto the battlefield tapped with a stun counter on it, then shuffles. (If a permanent with a stun counter would become untapped, remove one from it instead.)
It gulps from the lava flow to spew gouts of molten rock upon its prey.
When Sarkhan enters, you may behold a Dragon. If you do, create a Treasure token. (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.)
Whenever a Dragon you control enters, put a +1/+1 counter on Sarkhan. Until end of turn, Sarkhan becomes a Dragon in addition to its other types and gains flying.
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.)
Some dragonstorms pass without a trace. Others can conquer worlds.
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.)
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.
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.)
Flying
When this creature enters, distribute three +1/+1 counters among one, two, or three target creatures you control.
Dragonstorms are a dragon's first natural habitat. They rarely have any issues navigating the howling energies to come to the Abzan's aid.
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.
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 Stormnexus Ritual brought forth draconic protectors, but unleashed the chaos of storms.
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.)
Flying, haste
Whenever this creature deals combat damage to a player, you gain 1 life and draw a card.
The most curious and contemplative dragons gravitate towards Shiko and the scholars of the Jeskai.
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.)
Only Temur whisperers are allowed in the Dragon's Throat. All others must justify their presence to the valley's guardian.
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.
Flying
If a creature you control that entered this turn would deal damage, it deals twice that much damage instead.
"For the Mardu, the shelter of my wings; for our foes, the searing heat of lightning."
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.)
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.)
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.)
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.
"When we first saw her exulting in the storm's thunder, we knew she belonged with us."
—Tersa Lightshatter
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.
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.)
Flying, vigilance
Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Dragon scholars flock to understand the innumerable species across Tarkir, but the question of "What is a dragon?" gets more difficult to answer every day.
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.
Dragon's scales to adorn the hilt, dragon's bones to polish the blade, and dragon's breath to kindle its edge.
: Add one mana of any color. Activate only if you control a Dragon.
The essence of dragonfire has permeated Tarkir's landscapes since time immemorial.
: 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.
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.)
When you cast this spell, if you've cast another spell this turn, copy this spell. (The copy becomes a token.)
Flying, lifelink
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.
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.
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.
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.
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.
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.
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.)
Draw three cards. Then discard two cards unless you discard a creature card.
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
Mobilize X, where X is the number of creature cards in your graveyard. (Whenever this creature attacks, create X tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Flying, deathtouch, lifelink
Renew — , Exile this card from your graveyard: Put a flying counter, a deathtouch counter, and a lifelink counter on target creature. Activate only as a sorcery.
Trample
Decayed (This creature can't block. When it attacks, sacrifice it at end of combat.)
Renew — , Exile this card from your graveyard: Put a decayed counter on each of X target creatures. Activate only as a sorcery.
Creature spells you cast cost less to cast.
Whenever a creature you control enters, if you cast it, destroy that creature, then create a 2/2 black Zombie Druid creature token.
, Sacrifice a creature you control with mana value X other than Sidisi: Return target creature card with mana value X plus 1 from your graveyard to the battlefield. Activate only as a sorcery.
Flying
Whenever this creature attacks, you lose 1 life and this creature endures 1. (Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
Equipped creature gets +1/+1 and has trample and haste.
Flurry — Whenever you cast your second spell each turn, create a 1/1 white Monk creature token with prowess. You may attach this Equipment to it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
Equip
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.
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.
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.
: 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."
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.)
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.
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
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.
Destroy all creatures and enchantments. Draw a card for each permanent destroyed this way.
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.
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.
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.
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.)
This spell can't be countered.
Exile target nonland permanent. Its controller loses 3 life and you gain 3 life.