MTG’s Tarkir: Dragonstorm – Every Card, Commander Decks, Special Guests Visual Spoilers

It’s been ten long years since we were last on Tarkir in Magic: The Gathering, and the plane’s changed a lot since then. The five dragonlords have been defeated, and the citizens of Tarkir have reconnected with their older clans, and the Abzan, Jeskai, Sultai, Mardu, and Temur have risen again.

Tarkir: Dragonstorm aims to combine the Dragons and stompiness of Dragons of Tarkir, with the clans and three-colour focus of Khans of Tarkir. With a gorgeous, Asian-inspired world, familiar faces, and already a few powerful cards, this is one of the most highly anticipated Magic sets ahead of its release on April 11.

Tarkir: Dragonstorm’s previews run through March 28, and we’ll be updating this article as new cards are revealed.

Latest Reveals – March 18, 2025

Maelstrom of the Spirit Dragon by Carlos Palma Cruchaga
Maelstrom of the Spirit Dragon by Carlos Palma Cruchaga

We made it through Aetherdrift and are finally back to the good stuff: Tarkir. Today’s debut gave us all five of the new mechanics tied to each of the clans, a look at the Commander decks, and even all ten of the special guests. If this first day is any indication on the rest of the set, Tarkir: Dragonstorm could well be one to get very excited about.

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Name And Description

Anafenza, Unyielding Lineage

Anafenza, Unyielding Lineage


Two generic legendary creature – Spirit Soldier – 2/2 – Rare


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.)

Elspeth, Storm Slayer

Elspeth, Storm Slayer


Three generic, two white legendary planeswalker – Elspeth – 5 Starting Loyalty – Mythic Rare


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.

Voice of Victory

Voice of Victory


One generic, one white creature – Human Bard – 1/3 – Rare


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.

Marang River Regent

Marang River Regent//Coil And Catch


Four generic, two blue creature – Dragon – 6/7 – Rare


Flying


When this creature enters, return up to two other target nonland permanents to their owners’ hands.

Coil And Catch


Three generic, one blue instant – Omen


Draw three cards, then discard a card. (Then shuffle this card into its owner’s library.)

Roiling Dragonstorm reg

Roiling Dragonstorm


Enchantment – Uncommon


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.

Ureni's Rebuff

Ureni’s Rebuff


One generic, one blue sorcery – Uncommon


Return target creature ot its owner’s hand.


Harmonize: five generic, one blue (You may cast this card from your graveyard for its harmonize cost. YOu may tap a creature you control to reduce that cost by X, where X is its power. Then exile this spell.)

Qarsi Revenant

Qarsi Revenant


One generic, two black creature – Vampire – 3/3 – Rare


Flying, deathtouch, lifelink


Renew – Two generic, one black, 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.

Sidisi, Regent of the Mire

Sidisi, Regent of the Mire


One generic, one black legendary creature – Zombie Snake Warlock – 1/3 – Rare


Tap, Sacrifice a creature you control with mana value X other than Sidisi: Return target creature with mana value X plus 1 from your graveyard to the battlefield. Activate only as a sorcery.

Equilibrium Adept

Equilibrium Adept


Three generic, one red creature – Dog Monk – 2/4 – Uncommon


When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card.


Flurry – Whenever you cast your second spell each turn, this creature gains double strike until end of turn.

Craterhoof Behemoth

Craterhoof Behemoth


Five generic, three green creature – Beast – 5/5 – Mythic Rare


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.

Frostcliff Siege

Frostcliff Siege


One generic, one blue, one red enchantment – Rare


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.

Betor, Kin to All

Betor, Kin To All


Two generic, one white, one black, one green legendary creature – Spirit Dragon – 5/7 – Mythic Rare


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.

Rediscover the Way

Rediscover The Way


One blue, one red, one white enchantment – Saga – Rare


(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)


I and 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.

Kotis, the Fangkeeper

Kotis, The Fangkeeper


One generic, one black, one green, one blue legendary creature – Zombie Warrior – 2/1 – Rare


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.

Rakshasa's Bargain

Rakshasa’s Bargain


Two generic/one black hybrid, two generic/one green hybrid, two generic/one blue hybrid instant – Uncommon


Look at the top four cards of your library. Put two of them into your hand and the rest into your graveyard.

All-Out Assault

All-Out Assault


Two generic, one red, one white, one black enchantment – Mythic Rare


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.

Neriv, Heart of the Storm

Neriv, Heart of the Storm


One generic, one red, one white, one black legendary creature – Spirit Dragon – 4/5 – Mythic Rare


Flying


If a creature you control that entered this turn would deal damage, it deals twice that much damage instead.

Ureni, the Song Unending

Ureni, the Song Unending


Five generic, one green, one blue, one red legendary creature – Spirit Dragon – 10/10 – Mythic Rare


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.

Ugin, Eye of the Storms

Ugin, Eye of the Storms


Seven generic legendary planeswalker – Ugin – 7 Starting Loyalty – Mythic Rare


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 three colorless mana.


-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.

Maelstrom of the Spirit Dragon

Maelstrom of the Spirit Dragon


Land – Rare


Tap: Add one colorless mana.


Tap: Add one mana of any color. Spend this mana only to cast a Dragon spell or an Omen spell.


Four generic, Tap, Sacrifice this land: Search your library for a Dragon card, reveal it, put it into your hand, then shuffle.

Marsh Flats

Marsh Flats


Land – Mythic Rare


Tap, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.

Scalding Tarn

Scalding Tarn


Land – Mythic Rare


Tap, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.

Verdan Catacombs

Verdant Catacombs


Land – Mythic Rare


Tap, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.

Arid Mesa

Arid Mesa


Land – Mythic Rare


Tap, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.

Misty Rainforest

Misty Rainforest


Land – Mythic Rare


Tap, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.

Eerie Ultimatum

Eerie Ultimatum


Two white, three black, two green sorcery – Mythic Rare


Return any number of permanent cards with different names from your graveyard to the battlefield.

Inspired Ultimatum

Inspired Ultimatum


Two blue, three red, two white sorcery – Mythic Rare


Target player gains 5 life, Inspired Ultimatum deals 5 damage to any target, then you draw five cards.

Emergent Ultimatum

Emergent Ultimatum


Two black, three green, two blue sorcery – Mythic Rare


Search your library for up to three monocolored cards with different names and exile them. An opponent chooses one of those cards. Shuffle that card into your library. You may cast the other cards without paying their mana costs. Exile Emergent Ultimatum.

Ruinous Ultimatum

Ruinous Ultimatum


Two red, threee white, two black sorcery – Mythic Rare


Destroy all nonland permanents your opponents control.

Genesis Ultimatum

Genesis Ultimatum


Two green, three blue, two red sorcery – Mythic Rare


Look at the top five cards of your library. Put any number of permanent cards from among them onto the battlefield and the rest into your hand. Exile Genesis Ultimatum.

Felothar the Steadfast

Felothar the Steadfast


One generic, one white, one black, one green legendary creature – Human Warrior – 0/5 – Mythic Rare


Each creature you control assigns combat damage equal to its toughness rather than its power.


Creatures you control can attack as though they didn’t have defender.


Three generic, Tap, Sacrifice another creature: Draw cards equal to the sacrificed creature’s toughness, then discard cards equal to its power.

Betor, Ancestor's Voice

Betor, Ancestor’s Voice


Two generic, one white, one black, one green legendary creature – Spirit Dragon – 3/5 – Mythic Rare


Flying, lifelink


At the beginning of your end step, put a number of +1/+1 counters on up to one other target creature you control equal to the amount of life you gained this turn. Return up to one target creature card with mana value less than or equal to the amount of life you lost this turn from your graveyard to the battlefield.

Elsha, Threefold Master

Elsha, Threefold Master


One blue, one red, one white legendary creature – Djinn Monk – 1/1 – Mythic Rare


Trample


Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)


Whenever Elsha deals combat damage to a player, create that many 1/1 white Monk creature tokens with prowess.

Shiko and Narset, Unified

Shiko and Narset, Unified


One generic, one blue, one red, one white legendary creature – Human Spirit Dragon – 4/4 – Mythic Rare


Flying, vigilance


Flurry – Whenever you cast your second spell each turn, copy that spell if it targets a permanent or player, and you may choose new targets for the copy. If you don’t copy a spell this way, draw a card.

Kotis, Sibsig Champion

Kotis, Sibsig Champion


One black, one green, one blue legendary creature – Zombie Warrior – 3/3 – Mythic Rare


Once during each of your turns, you may cast a creature spell from your graveyard in addition to paying its other costs.


Whenever one or more creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put two +1/+1 counters on Kotis.

Teval, the Balanced Scale

Teval, the Balanced Scale


One generic, one black, one green, one blue legendary creature – Spirit Dragon – 4/4 – Mythic Rare


Flying


Whenever Teval attacks, mill three cards. Then you may return a land card from your graveyard ot the battlefield tapped.


Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token.

Zurgo Stormrender

Zurgo Stormrender


One red, one white, one black legendary creature – Orc Warrior – 3/3 – Mythic Rare


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.)


Whenever a creature token you control leaves the battlefield, draw a card if it was attacking. Otherwise, each opponent loses 1 life.

Neriv, Crackling Vanguard

Neriv, Crackling Vanguard


Two generic, one red, one white, one black legendary creature – Spirit Dragon – 4/4 – Mythic Rare


Flying, deathtouch


When Neriv enters, create two 1/1 red Goblin creature tokens.


When Neriv attacks, exile any number of cards from the top of your library equal to the number of differently named tokens you control. During any turn you attacked with a commander, you may play those cards.

Eshki, Temur's Roar

Eshiki, Temur’s Roar


One green, one blue, one red legendary creature – Human Warrior – 2/2 – Mythic Rare


Whenever you cast a creature spell, put a +1/+1 counter on Eshki. If that spell’s power is 4 or greater, draw a card. If that spell’s power is 6 or greater, Eshki deals damage equal to Eshki’s power to each opponent.

Ureni of the Unwritten

Ureni of the Unwritten


Four generic, one green, one blue, one red legendary creature – Spirit Dragon – 7/7 – Mythic Rare


Flying, trample


Whenever Ureni enters or attacks, look at the top eight cards of your library. You may put a Dragon creature from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

White

Zurgo art by Steve Prescott
Zurgo art by Steve Prescott

Community drives all of Tarkir, but nobody comes close to the three white-using clans of the Abzan, Jeskai, and Mardu. Everything they do is for their clans, their ancestors, and their ways of life, as you can see from these white cards.

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Name And Description

Anafenza, Unyielding Lineage

Anafenza, Unyielding Lineage


Two generic legendary creature – Spirit Soldier – 2/2 – Rare


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.)

Elspeth, Storm Slayer

Elspeth, Storm Slayer


Three generic, two white legendary planeswalker – Elspeth – 5 Starting Loyalty – Mythic Rare


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.

Rally the Monastery

Rally the Monastery


Three generic, one white instant – Uncommon


This spell costs two generic 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.

Smile at Death

Smile At Death


Three generic, two white enchantment – Mythic Rare


At the beginning of your upkeep, return up 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.

Stormplain Detainment

Stormplain Detainment


Two generic, one white enchantment – Common


When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.

United Battlefront

United Battlefront


Three generic, one white sorcery – Rare


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.

Voice of Victory

Voice of Victory


One generic, one white creature – Human Bard – 1/3 – Rare


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.

Blue

Eshki Dragonclaw by Tryan Nguyen
Eshki Dragonclaw by Tryan Nguyen

Blue’s focus on knowledge drives the Jeskai, Sultai, and Temur clans very differently. In the Jeskai we see it as a flurry of spells cast one after the other, while the Temur like to go big with large, expensive spells. Meanwhile, the Sultai like to pull resources from anywhere, including their dead.

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Name And Description

Marang River Regent

Marang River Regent//Coil And Catch


Four generic, two blue creature – Dragon – 6/7 – Rare


Flying


When this creature enters, return up to two other target nonland permanents to their owners’ hands.

Coil And Catch


Three generic, one blue instant – Omen


Draw three cards, then discard a card. (Then shuffle this card into its owner’s library.)

Roiling Dragonstorm reg

Roiling Dragonstorm


Enchantment – Uncommon


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.

Ureni's Rebuff

Ureni’s Rebuff


One generic, one blue sorcery – Uncommon


Return target creature ot its owner’s hand.


Harmonize: five generic, one blue (You may cast this card from your graveyard for its harmonize cost. YOu may tap a creature you control to reduce that cost by X, where X is its power. Then exile this spell.)

Black

Felothar, Dawn of the Abzan by Victor Adame Minguez
Felothar, Dawn of the Abzan by Victor Adame Minguez

It’s a common misconception that black in Magic means evil. The Abzan, Mardu, and Sultai aren’t evil, but they’re fiercly protective of their own, and are ready to do anything it takes to look after themselves.

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Name And Description

Qarsi Revenant

Qarsi Revenant


One generic, two black creature – Vampire – 3/3 – Rare


Flying, deathtouch, lifelink


Renew – Two generic, one black, 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.

Sidisi, Regent of the Mire

Sidisi, Regent of the Mire


One generic, one black legendary creature – Zombie Snake Warlock – 1/3 – Rare


Tap, Sacrifice a creature you control with mana value X other than Sidisi: Return target creature with mana value X plus 1 from your graveyard to the battlefield. Activate only as a sorcery.

Red

Narset, Jeskai Waymaster by Randy Vargas
Narset, Jeskai Waymaster by Randy Vargas

Fiery passion drives the Jeskai, Mardu, and Temur. In the Jeskai it comes out in fast-paced spellcasting and living in the moment with mechanics like prowess, but in the Mardu it is direct, focused damage against their foes. The Temur make use of one of red’s most iconic creature types, with Dragons a large part of their gameplan.

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Name And Description

Dracogenesis

Dracogenesis


Six generic, two red enchantment – Mythic Rare


You may cast Dragon spells without paying their mana costs.

Equilibrium Adept

Equilibrium Adept


Three generic, one red creature – Dog Monk – 2/4 – Uncommon


When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card.


Flurry – Whenever you cast your second spell each turn, this creature gains double strike until end of turn.

Sarkhan, Dragon Ascendant

Sarkhan, Dragon Ascendant


One generic, one red legendary creature – Human Druid – 2/2 – Rare


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.

Stormscale Scion

Stormscale Scion


Four generic, two red creature – Dragon – 4/4 – Mythic Rare


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.)

Green

Kotis, the Fangkeeper by Evyn Fong
Kotis, the Fangkeeper by Evyn Fong

Green is a reverent colour, respecting the gradual growth of all things and the conservation of what once was. The Abzan and Sultai honour their dead in very different ways, but this respect ofr history is a big part of both clans. Meanwhile, the Temur respect the forces of nature, and call upon the fierceness of the wild for their protection.

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Name And Description

Craterhoof Behemoth

Craterhoof Behemoth


Five generic, three green creature – Beast – 5/5 – Mythic Rare


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.

Multicolour

Teval, Arbiter of Virtue by Alexander Ostrowski
Teval, Arbiter of Virtue by Alexander Ostrowski

A set on Tarkir without its five clans would almost be as bad as a set on Ravnica where everyone is inexplicably detectives. Fortunately, Tarkir: Dragonstorm is all-in on the clans, giving them slightly new looks while maintaining their unique mechanics and identities.

As Tarkir is so heavily focused on its three-colour cards, we’ve split this section into each clan.

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Name And Description

Barrensteppe Siege

Barrensteppe Siege


Two generic, one white, one black enchantment – Rare


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.

Frostcliff Siege

Frostcliff Siege


One generic, one blue, one red enchantment – Rare


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.

Abzan

Betor, Kin to All

Betor, Kin To All


Two generic, one white, one black, one green legendary creature – Spirit Dragon – 5/7 – Mythic Rare


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.

Skirmish Rhino

Skirmish Rhino


One white, one black, one green creature – Rhino – 3/4 – Uncommon


Trample


When this creature enters, each opponent loses 2 life and you gain 2 life.

Jeskai

Narset, Jeskai Waymaster

Narset, Jeskai Waymaster


One blue, one red, one white legendary creature – Human Monk – 3/4 – Rare


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.

Rediscover the Way

Rediscover The Way


One blue, one red, one white enchantment – Saga – Rare


(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)


I and 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.

Shiko, Paragon of the Way

Shiko, Paragon of the Way


Two generic, one blue, one red, one white legendary creature – Spirit Dragon – 4/5 – Mythic Rare


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.)

Sultai

Kotis, the Fangkeeper

Kotis, The Fangkeeper


One generic, one black, one green, one blue legendary creature – Zombie Warrior – 2/1 – Rare


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.

Rakshasa's Bargain

Rakshasa’s Bargain


Two generic/one black hybrid, two generic/one green hybrid, two generic/one blue hybrid instant – Uncommon


Look at the top four cards of your library. Put two of them into your hand and the rest into your graveyard.

Mardu

All-Out Assault

All-Out Assault


Two generic, one red, one white, one black enchantment – Mythic Rare


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.

Inevitable Defeat

Inevitable Defeat


One generic, one red, one white, one black instant – Rare


This spell can’t be countered.


Exile target nonland permanent. Its controller loses 3 life and you gain 3 life.

Neriv, Heart of the Storm

Neriv, Heart of the Storm


One generic, one red, one white, one black legendary creature – Spirit Dragon – 4/5 – Mythic Rare


Flying


If a creature you control that entered this turn would deal damage, it deals twice that much damage instead.

Temur

Ureni, the Song Unending

Ureni, the Song Unending


Five generic, one green, one blue, one red legendary creature – Spirit Dragon – 10/10 – Mythic Rare


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.

Colourless

Ugin, Eye of the Storm by Joshua Raphael
Ugin, Eye of the Storm by Joshua Raphael

Though Tarkir is known for its three-colour clans, it’s also largely known for being the home of the spirit dragon planeswalker Ugin. He’s back in this set after a few years babysitting Nicol Bolas in the Meditation Realm, and his card is a must-have for colourless decks.

We’ve also got a new Mox. This one is severely nerfed compared to the power nine, though, as it does require you to have a Dragon in play. Still, a zero-mana artifact is nothing to sneeze at, even if you can’t use it to produce mana.

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Name And Description

Mox Jasper

Mox Jasper


Zero generic legendary artifact – Mythic Rare


Tap: Add one mana of any color. Activate only if you control a Dragon.

Ugin, Eye of the Storms

Ugin, Eye of the Storms


Seven generic legendary planeswalker – Ugin – 7 Starting Loyalty – Mythic Rare


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 three colorless mana.


-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.

Lands

Maelstrom of the Spirit Dragon

Maelstrom of the Spirit Dragon


Land – Rare


Tap: Add one colorless mana.


Tap: Add one mana of any color. Spend this mana only to cast a Dragon spell or an Omen spell.


Four generic, Tap, Sacrifice this land: Search your library for a Dragon card, reveal it, put it into your hand, then shuffle.

Special Guests

Ruinous Ultimatum by Dominik Mayer
Ruinous Ultimatum by Dominik Mayer

This set’s special guests include two all-timer cycles of cards for three-colour decks. First are the enemy fetchlands, which can also be found in Collector boosters in an exclusive dragonscale foiling treatment. These are a great way to smooth your mana, which is vital when running decks with three colours.

Second are a cycle of cards we first saw in Ikoria: Lair of Behemoths. These are the ultimatums, expensive three-colour game finishers in each of the five clan’s colours. While some are certainly better than others, art by Dominik Mayer never, ever misses.

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Name And Description

Marsh Flats

Marsh Flats


Land – Mythic Rare


Tap, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.

Scalding Tarn

Scalding Tarn


Land – Mythic Rare


Tap, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.

Verdan Catacombs

Verdant Catacombs


Land – Mythic Rare


Tap, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.

Arid Mesa

Arid Mesa


Land – Mythic Rare


Tap, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.

Misty Rainforest

Misty Rainforest


Land – Mythic Rare


Tap, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.

Eerie Ultimatum

Eerie Ultimatum


Two white, three black, two green sorcery – Mythic Rare


Return any number of permanent cards with different names from your graveyard to the battlefield.

Inspired Ultimatum

Inspired Ultimatum


Two blue, three red, two white sorcery – Mythic Rare


Target player gains 5 life, Inspired Ultimatum deals 5 damage to any target, then you draw five cards.

Emergent Ultimatum

Emergent Ultimatum


Two black, three green, two blue sorcery – Mythic Rare


Search your library for up to three monocolored cards with different names and exile them. An opponent chooses one of those cards. Shuffle that card into your library. You may cast the other cards without paying their mana costs. Exile Emergent Ultimatum.

Ruinous Ultimatum

Ruinous Ultimatum


Two red, threee white, two black sorcery – Mythic Rare


Destroy all nonland permanents your opponents control.

Genesis Ultimatum

Genesis Ultimatum


Two green, three blue, two red sorcery – Mythic Rare


Look at the top five cards of your library. Put any number of permanent cards from among them onto the battlefield and the rest into your hand. Exile Genesis Ultimatum.

Commander Decks

Tarkir Commander Decks-1

Tarkir: Dragonstorm’s commander precons work a little differently to previous sets. For starters, we’re returning to the bumper crop of five decks of old, with, as you’d expect, one deck focused on each of the clans.

However, a more interesting part of these releases is that, instead of having one face commander and one backup, both commanders are given equal billing. Both are designed to work with the deck just as well as the other, so it’s entirely up to you who you run.

Abzan Armor

Tarkir Abzan commander deck

The Abzan Armor deck is all about the big butts, with a toughness-matters theme that wants you to play defenders and use their meaty toughness to deal big damage. Alternatively, Betor, Ancestor’s Voice, turns the deck into more of a recursion-focused one, with a way to reliably bring creatures back from the graveyard.

  • Felothar the Steadfast


    Felothar the Steadfast


    One generic, one white, one black, one green legendary creature – Human Warrior – 0/5 – Mythic Rare


    Each creature you control assigns combat damage equal to its toughness rather than its power.


    Creatures you control can attack as though they didn’t have defender.


    Three generic, Tap, Sacrifice another creature: Draw cards equal to the sacrificed creature’s toughness, then discard cards equal to its power.

  • Betor, Ancestor's Voice


    Betor, Ancestor’s Voice


    Two generic, one white, one black, one green legendary creature – Spirit Dragon – 3/5 – Mythic Rare


    Flying, lifelink


    At the beginning of your end step, put a number of +1/+1 counters on up to one other target creature you control equal to the amount of life you gained this turn. Return up to one target creature card with mana value less than or equal to the amount of life you lost this turn from your graveyard to the battlefield.

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Name And Description

No new cards have been revealed, check back later.

Jeskai Striker

Jeskai Striker Tarkir commander deck

Flurry is the new Jeskai mechanic of Tarkir: Dragonstorm, and this deck leans into that theme hard by having you cast multiple spells each turn. Elsha pays off using the more traditional prowess, producing a ton of Monk tokens when they connect eith an opponent. Meanwhile, Shiko and Narset has a flurry trigger that lets you copy the second spell you cast each turn.

  • Elsha, Threefold Master


    Elsha, Threefold Master


    One blue, one red, one white legendary creature – Djinn Monk – 1/1 – Mythic Rare


    Trample


    Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)


    Whenever Elsha deals combat damage to a player, create that many 1/1 white Monk creature tokens with prowess.

  • Shiko and Narset, Unified


    Shiko and Narset, Unified


    One generic, one blue, one red, one white legendary creature – Human Spirit Dragon – 4/4 – Mythic Rare


    Flying, vigilance


    Flurry – Whenever you cast your second spell each turn, copy that spell if it targets a permanent or player, and you may choose new targets for the copy. If you don’t copy a spell this way, draw a card.

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Name And Description

No new cards have been revealed, check back later.

Sultai Arisen

Sultai Arisen Commander deck

The Sultai probably received the most radical overhaul in this new visit to Tarkir, but this deck is as classic Sultai as it gets. You’re filling the graveyard and flooding the board with Zombie tokens. Kotis lets you effectively escape creatures each turn, whule buffing Kotis up in the process. Teval leans into that too, by having you mill cards and pulling lands back, all while making those Zombies the Sultai love so much.

  • Kotis, Sibsig Champion


    Kotis, Sibsig Champion


    One black, one green, one blue legendary creature – Zombie Warrior – 3/3 – Mythic Rare


    Once during each of your turns, you may cast a creature spell from your graveyard by exiling three other cards in your graveyard in addition to paying its other costs.


    Whenever one or more creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put two +1/+1 counters on Kotis.

  • Teval, the Balanced Scale


    Teval, the Balanced Scale


    One generic, one black, one green, one blue legendary creature – Spirit Dragon – 4/4 – Mythic Rare


    Flying


    Whenever Teval attacks, mill three cards. Then you may return a land card from your graveyard ot the battlefield tapped.


    Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token.

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Name And Description

No new cards have been revealed, check back later.

Mardu Surge

Mardu Surge Tarkir Commander deck

The Mardu are all about coordinated attacks, and Mardue Surge plays into that with a go-wide token deck that not only wants you to swing, but also sacrifice those tokens for extra profit. Zurgo can easily produce and kill off tokens with his mobilize keyword, while Neriv wants you to spread things out and make as many tokens as you can for big hand advantage.

  • Zurgo Stormrender


    Zurgo Stormrender


    One red, one white, one black legendary creature – Orc Warrior – 3/3 – Mythic Rare


    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.)


    Whenever a creature token you control leaves the battlefield, draw a card if it was attacking. Otherwise, each opponent loses 1 life.

  • Neriv, Crackling Vanguard


    Neriv, Crackling Vanguard


    Two generic, one red, one white, one black legendary creature – Spirit Dragon – 4/4 – Mythic Rare


    Flying, deathtouch


    When Neriv enters, create two 1/1 red Goblin creature tokens.


    When Neriv attacks, exile any number of cards from the top of your library equal to the number of differently named tokens you control. During any turn you attacked with a commander, you may play those cards.

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Name And Description

No new cards have been revealed, check back later.

Temur Roar

Temur Roar Tarkir commander deck

Temur love two things: big mana and bigger spells. But this take on Temur doesn’t just want you to ramp and play big stompers, it has a subtheme focused entirely on Dragon kindred. Ureni filters through your deck for a Dragon and puts it into play for free, while Ehsiki prefers you play them more fairly, rewarding you with direct damage, card draw, and +1/+1 counters for the Temur khan.

  • Eshki, Temur's Roar


    Eshiki, Temur’s Roar


    One green, one blue, one red legendary creature – Human Warrior – 2/2 – Mythic Rare


    Whenever you cast a creature spell, put a +1/+1 counter on Eshki. If that spell’s power is 4 or greater, draw a card. If that spell’s power is 6 or greater, Eshki deals damage equal to Eshki’s power to each opponent.

  • Ureni of the Unwritten


    Ureni of the Unwritten


    Four generic, one green, one blue, one red legendary creature – Spirit Dragon – 7/7 – Mythic Rare


    Flying, trample


    Whenever Ureni enters or attacks, look at the top eight cards of your library. You may put a Dragon creature from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

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Name And Description

No new cards have been revealed, check back later.

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