Tarkir: Dragonstorm Promos
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 {C}{C}{C}. [−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.
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.)
Flying Activated abilities of artifacts, creatures, and planeswalkers can't be activated.
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.
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 {2} 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.
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.
You may have this creature enter as a copy of any creature on the battlefield. Renew — {2}{U}, 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 {4}{U} (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.)
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 — {2}{B}, 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 — {X}{B}{B}, 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 {2} 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.
{T}, 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 {1}{R}
You may cast Dragon spells without paying their mana costs.
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.)
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.
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.) {1}{R}, Sacrifice this creature: It deals damage equal to the number of creatures you control to target creature.
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.)
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.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell. {T}: 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 — {1}{G}, 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 {X}{G}{G}{G}{G} (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.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target nonland permanent. II — Mill three cards. III — You may discard a card. When you do, return target creature or land card from your graveyard to your hand.
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.
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.
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 {1} 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.)
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.
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.
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 spell can't be countered. Exile target nonland permanent. Its controller loses 3 life and you gain 3 life.
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.
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.
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.
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.
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.
Flying If a creature you control that entered this turn would deal damage, it deals twice that much damage instead.
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.
(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.
(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.
(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.
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.)
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 {X}, where X is its power. Then exile the spell.)
During your turn, spells you cast cost {1} less to cast for each creature you control with power 4 or greater.
Flying, lifelink Spells you cast have delve. (Each card you exile from your graveyard while casting those spells pays for {1}.) Whenever you cast a spell, you lose life equal to its mana value.
(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, 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.
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.
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."
Equipped creature gets +2/+2 and has hexproof from monocolored. Equip {4}. This ability costs {1} less to activate for each color of the creature it targets.
{T}: Add one mana of any color. Activate only if you control a Dragon.
This land enters tapped unless you control a Plains or an Island. {T}: Add {R}. {3}{R}, {T}: Exile the top card of your library. Until the end of your next turn, you may play that card.
This land enters tapped unless you control a Swamp or a Mountain. {T}: Add {W}. {2}{W}, {T}: 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 unless you control a Forest or a Plains. {T}: Add {B}. {1}{B}, {T}, Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token.
This land enters tapped unless you control an Island or a Swamp. {T}: Add {G}. {3}{G}, {T}: 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.)
{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Dragon spell or an Omen spell. {4}, {T}, 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. {T}: Add {U}. {U}, {T}: The next spell you cast this turn can't be countered.
| Card | Number | Rarity | Price |
|---|---|---|---|
Ugin, Eye of the Storms | 1 | Mythic | N/A |
Anafenza, Unyielding Lineage | 2 | Rare | N/A |
Clarion Conqueror | 5 | Rare | N/A |
Elspeth, Storm Slayer | 11 | Mythic | N/A |
Sage of the Skies | 22 | Rare | N/A |
Smile at Death | 24 | Mythic | N/A |
United Battlefront | 32 | Rare | N/A |
Voice of Victory | 33 | Rare | N/A |
Ambling Stormshell | 37 | Rare | N/A |
Dragonologist | 42 | Rare | N/A |
Marang River Regent // Coil and Catch | 51 | Rare | N/A |
Marang River Regent // Coil and Catch | 51 | Rare | N/A |
Naga Fleshcrafter | 52 | Rare | N/A |
Stillness in Motion | 59 | Rare | N/A |
Taigam, Master Opportunist | 60 | Mythic | N/A |
Winternight Stories | 67 | Rare | N/A |
Avenger of the Fallen | 73 | Rare | N/A |
Qarsi Revenant | 86 | Rare | N/A |
Rot-Curse Rakshasa | 87 | Mythic | N/A |
Scavenger Regent // Exude Toxin | 90 | Rare | N/A |
Scavenger Regent // Exude Toxin | 90 | Rare | N/A |
The Sibsig Ceremony | 91 | Rare | N/A |
Sidisi, Regent of the Mire | 92 | Rare | N/A |
Sinkhole Surveyor | 93 | Rare | N/A |
Cori-Steel Cutter | 103 | Rare | N/A |
Dracogenesis | 105 | Mythic | N/A |
Magmatic Hellkite | 111 | Rare | N/A |
Sarkhan, Dragon Ascendant | 118 | Rare | N/A |
Stadium Headliner | 122 | Rare | N/A |
Stormscale Scion | 123 | Mythic | N/A |
Tersa Lightshatter | 127 | Rare | N/A |
Bloomvine Regent // Claim Territory | 136 | Rare | N/A |
Bloomvine Regent // Claim Territory | 136 | Rare | N/A |
Craterhoof Behemoth | 138 | Mythic | N/A |
Herd Heirloom | 144 | Rare | N/A |
Lasyd Prowler | 149 | Rare | N/A |
Nature's Rhythm | 150 | Rare | N/A |
Surrak, Elusive Hunter | 161 | Rare | N/A |
Warden of the Grove | 166 | Rare | N/A |
All-Out Assault | 167 | Mythic | N/A |
Awaken the Honored Dead | 170 | Rare | N/A |
Barrensteppe Siege | 171 | Rare | N/A |
Betor, Kin to All | 172 | Mythic | N/A |
Call the Spirit Dragons | 174 | Mythic | N/A |
Death Begets Life | 176 | Mythic | N/A |
Dragonback Assault | 179 | Mythic | N/A |
Eshki Dragonclaw | 182 | Rare | N/A |
Fangkeeper's Familiar | 183 | Rare | N/A |
Felothar, Dawn of the Abzan | 184 | Rare | N/A |
Flamehold Grappler | 185 | Rare | N/A |
Frostcliff Siege | 187 | Rare | N/A |
Glacierwood Siege | 189 | Rare | N/A |
Hollowmurk Siege | 192 | Rare | N/A |
Inevitable Defeat | 194 | Rare | N/A |
Jeskai Revelation | 196 | Mythic | N/A |
Kotis, the Fangkeeper | 202 | Rare | N/A |
Lotuslight Dancers | 204 | Rare | N/A |
Mardu Siegebreaker | 206 | Rare | N/A |
Narset, Jeskai Waymaster | 209 | Rare | N/A |
Neriv, Heart of the Storm | 210 | Mythic | N/A |
New Way Forward | 211 | Rare | N/A |
Perennation | 212 | Mythic | N/A |
Rediscover the Way | 215 | Rare | N/A |
Revival of the Ancestors | 218 | Rare | N/A |
Roar of Endless Song | 220 | Rare | N/A |
Severance Priest | 222 | Rare | N/A |
Shiko, Paragon of the Way | 223 | Mythic | N/A |
Songcrafter Mage | 225 | Rare | N/A |
Temur Battlecrier | 228 | Rare | N/A |
Teval, Arbiter of Virtue | 230 | Mythic | N/A |
Thunder of Unity | 231 | Rare | N/A |
Ureni, the Song Unending | 233 | Mythic | N/A |
Windcrag Siege | 235 | Rare | N/A |
Yathan Roadwatcher | 236 | Rare | N/A |
Zurgo, Thunder's Decree | 237 | Rare | N/A |
Dragonfire Blade | 240 | Rare | N/A |
Mox Jasper | 246 | Mythic | N/A |
Cori Mountain Monastery | 252 | Rare | N/A |
Dalkovan Encampment | 253 | Rare | N/A |
Great Arashin City | 257 | Rare | N/A |
Kishla Village | 259 | Rare | N/A |
Maelstrom of the Spirit Dragon | 260 | Rare | N/A |
Mistrise Village | 261 | Rare | N/A |