Fate Reforged

Dragonrage

Dragonrage {2}{R}

Instant
Add {R} for each attacking creature you control. Until end of turn, attacking creatures you control gain "{R}: This creature gets +1/+0 until end of turn."
"Dragons in the skies of Tarkir—for the first time, it feels like my home."
—Sarkhan Vol
Fierce Invocation

Fierce Invocation {4}{R}

Sorcery
Manifest the top card of your library, then put two +1/+1 counters on it.
Anger can empower those who embrace it.
Flamerush Rider

Flamerush Rider {4}{R}

Creature - Human Warrior
Whenever Flamerush Rider attacks, create a token that's a copy of another target attacking creature and that's tapped and attacking. Exile the token at end of combat.
Dash {2}{R}{R}
3/3
Flamewake Phoenix

Flamewake Phoenix {1}{R}{R}

Creature - Phoenix
Flying, haste
Flamewake Phoenix attacks each combat if able.
Ferocious — At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may pay {R}. If you do, return Flamewake Phoenix from your graveyard to the battlefield.
2/2
Friendly Fire

Friendly Fire {3}{R}

Instant
Target creature's controller reveals a card at random from their hand. Friendly Fire deals damage to that creature and that player equal to the revealed card's mana value.
"Never tell goblins to 'fire at will.'"
—Urut Barzeel, Mardu hordechief
Goblin Heelcutter

Goblin Heelcutter {3}{R}

Creature - Goblin Berserker
Whenever Goblin Heelcutter attacks, target creature can't block this turn.
Dash {2}{R}
3/2
Gore Swine

Gore Swine {2}{R}

Creature - Boar
"The Mardu are like the gore swine. We are wild, hunt in packs, and rarely clean the blood from our blades."
—Vallash, Mardu warrior
4/1
Humble Defector

Humble Defector {1}{R}

Creature - Human Rogue
{T}: Draw two cards. Target opponent gains control of Humble Defector. Activate only during your turn.
"You were once Mardu, so your body and will are strong. Now we must train your mind."
—Houn, Jeskai elder
2/1
Hungering Yeti

Hungering Yeti {4}{R}

Creature - Yeti
As long as you control a green or blue permanent, you may cast Hungering Yeti as though it had flash.
No clan is as adept at saying "go away" as the Temur.
4/4
Lightning Shrieker

Lightning Shrieker {4}{R}

Creature - Dragon
Flying, trample, haste
At the beginning of the end step, Lightning Shrieker's owner shuffles it into their library.
Dragonslayers learned to keep silent about their deeds after seeing the terrible vengeance wrought by Kolaghan and her brood.
5/5
Mardu Runemark

Mardu Runemark {2}{R}

Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2.
Enchanted creature has first strike as long as you control a white or black permanent.
Mardu Scout

Mardu Scout {R}{R}

Creature - Goblin Scout
Dash {1}{R}
The Mardu all enjoy war, but only the goblins make a game of it.
3/1
Mob Rule

Mob Rule {4}{R}{R}

Sorcery
Choose one —
• Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn.
• Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.
Outpost Siege

Outpost Siege {3}{R}

Enchantment
As Outpost Siege enters the battlefield, choose Khans or Dragons.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, Outpost Siege deals 1 damage to any target.
Outpost Siege

Outpost Siege {3}{R}

Enchantment
As Outpost Siege enters the battlefield, choose Khans or Dragons.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, Outpost Siege deals 1 damage to any target.
Pyrotechnics

Pyrotechnics {4}{R}

Sorcery
Pyrotechnics deals 4 damage divided as you choose among any number of targets.
"Take inspiration from your enemies, and make their strengths your own."
—Alesha, Who Smiles at Death
Rageform

Rageform {2}{R}{R}

Enchantment
When Rageform enters the battlefield, it becomes an Aura with enchant creature. Manifest the top card of your library and attach Rageform to it.
Enchanted creature has double strike.
Shaman of the Great Hunt

Shaman of the Great Hunt {3}{R}

Creature - Orc Shaman
Haste
Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on it.
Ferocious{2}{G/U}{G/U}: Draw a card for each creature you control with power 4 or greater.
4/2
Shockmaw Dragon

Shockmaw Dragon {4}{R}{R}

Creature - Dragon
Flying
Whenever Shockmaw Dragon deals combat damage to a player, it deals 1 damage to each creature that player controls.
Dragons of the Kolaghan brood are always on the move. They are the driving force behind the Mardu's nomadic way of life.
4/4
Smoldering Efreet

Smoldering Efreet {1}{R}

Creature - Efreet Monk
When Smoldering Efreet dies, it deals 2 damage to you.
The efreet are drawn to the Kaisham Wanderers, a loosely organized Jeskai school where trickery is employed to challenge the status quo and upend the belief systems of others.
2/2
Temur Battle Rage

Temur Battle Rage {1}{R}

Instant
Target creature gains double strike until end of turn.
Ferocious — That creature also gains trample until end of turn if you control a creature with power 4 or greater.
Vaultbreaker

Vaultbreaker {3}{R}

Creature - Orc Rogue
Whenever Vaultbreaker attacks, you may discard a card. If you do, draw a card.
Dash {2}{R}
4/2
Wild Slash

Wild Slash {R}

Instant
Ferocious — If you control a creature with power 4 or greater, damage can't be prevented this turn.
Wild Slash deals 2 damage to any target.
Never mistake deception for cleverness.
Abzan Beastmaster

Abzan Beastmaster {2}{G}

Creature - Dog Shaman
At the beginning of your upkeep, draw a card if you control the creature with the greatest toughness or tied for the greatest toughness.
His beasts move the great siege towers of the Abzan across the endless sands.
2/1
Abzan Kin-Guard

Abzan Kin-Guard {3}{G}

Creature - Human Warrior
Abzan Kin-Guard has lifelink as long as you control a white or black permanent.
"The Mardu rush headlong toward extinction. We ensure the longevity of our clan by protecting our territory, not rampaging through it."
3/3