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
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 |
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Anafenza, Unyielding Lineage
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Elspeth, Storm Slayer
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Voice of Victory
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Marang River Regent//Coil And Catch
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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.) |
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Roiling Dragonstorm
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Ureni’s Rebuff
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Qarsi Revenant
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Sidisi, Regent of the Mire
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Equilibrium Adept
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Craterhoof Behemoth
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Frostcliff Siege
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Betor, Kin To All
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Rediscover The Way
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Kotis, The Fangkeeper
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Rakshasa’s Bargain
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All-Out Assault
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Neriv, Heart of the Storm
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Ureni, the Song Unending
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Ugin, Eye of the Storms
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Maelstrom of the Spirit Dragon
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Marsh Flats
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Scalding Tarn
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Verdant Catacombs
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Arid Mesa
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Misty Rainforest
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Eerie Ultimatum
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Inspired Ultimatum
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Emergent Ultimatum
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Ruinous Ultimatum
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Genesis Ultimatum
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Felothar the Steadfast
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Betor, Ancestor’s Voice
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Elsha, Threefold Master
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Shiko and Narset, Unified
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Kotis, Sibsig Champion
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Teval, the Balanced Scale
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Zurgo Stormrender
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Neriv, Crackling Vanguard
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Eshiki, Temur’s Roar
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Ureni of the Unwritten
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White
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 |
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Anafenza, Unyielding Lineage
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Elspeth, Storm Slayer
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Rally the Monastery
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Smile At Death
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Stormplain Detainment
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United Battlefront
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Voice of Victory
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Blue
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 |
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Marang River Regent//Coil And Catch
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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.) |
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Roiling Dragonstorm
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Ureni’s Rebuff
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Black
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 |
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Qarsi Revenant
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Sidisi, Regent of the Mire
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Red
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 |
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Dracogenesis
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Equilibrium Adept
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Sarkhan, Dragon Ascendant
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Stormscale Scion
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Green
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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Craterhoof Behemoth
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Multicolour
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 |
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Barrensteppe Siege
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Frostcliff Siege
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Abzan |
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Betor, Kin To All
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Skirmish Rhino
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Jeskai |
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Narset, Jeskai Waymaster
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Rediscover The Way
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Shiko, Paragon of the Way
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Sultai |
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Kotis, The Fangkeeper
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Rakshasa’s Bargain
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Mardu |
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All-Out Assault
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Inevitable Defeat
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Neriv, Heart of the Storm
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Temur |
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Ureni, the Song Unending
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Colourless
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 |
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Mox Jasper
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Ugin, Eye of the Storms
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Lands |
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Maelstrom of the Spirit Dragon
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Special Guests
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 |
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Marsh Flats
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Scalding Tarn
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Verdant Catacombs
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Arid Mesa
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Misty Rainforest
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Eerie Ultimatum
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Inspired Ultimatum
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Emergent Ultimatum
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Ruinous Ultimatum
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Genesis Ultimatum
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Commander Decks
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
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.
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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.
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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 |
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No new cards have been revealed, check back later. |
Jeskai Striker
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.
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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.
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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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No new cards have been revealed, check back later. |
Sultai Arisen
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.
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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.
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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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No new cards have been revealed, check back later. |
Mardu Surge
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.
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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.
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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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No new cards have been revealed, check back later. |
Temur Roar
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.
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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.
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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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No new cards have been revealed, check back later. |