Khans of Tarkir

Abzan Guide

Abzan Guide {3}{W}{B}{G}

Creature - Human Warrior
Lifelink
Morph {2}{W}{B}{G}
"These roads are desolate and changeable. Follow me, or die in the wastes."
4/4
Anafenza, the Foremost

Anafenza, the Foremost {W}{B}{G}

Legendary Creature - Human Soldier
Whenever Anafenza, the Foremost attacks, put a +1/+1 counter on another target tapped creature you control.
If a nontoken creature an opponent owns would die or a creature card not on the battlefield would be put into an opponent's graveyard, exile that card instead.
Rarely at rest on the Amber Throne, Anafenza always leads the Abzan Houses to battle.
4/4
Ankle Shanker

Ankle Shanker {2}{R}{W}{B}

Creature - Goblin Berserker
Haste
Whenever Ankle Shanker attacks, creatures you control gain first strike and deathtouch until end of turn.
The stature of the fighter matters less than the depth of the cut.
2/2
Armament Corps

Armament Corps {2}{W}{B}{G}

Creature - Human Soldier
When Armament Corps enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control.
The Abzan avoid extended supply lines by incorporating weapons stores into their battle formations.
4/4
Avalanche Tusker

Avalanche Tusker {2}{G}{U}{R}

Creature - Elephant Warrior
Whenever Avalanche Tusker attacks, target creature defending player controls blocks it this combat if able.
"Hold the high ground, then bring it to your enemy."
—Surrak, khan of the Temur
6/4
Bear's Companion

Bear's Companion {2}{G}{U}{R}

Creature - Human Warrior
When Bear's Companion enters the battlefield, create a 4/4 green Bear creature token.
"The Sultai came hunting for a bear hide. Now I have a belt of naga skin, and my friend has a full belly."
2/2
Butcher of the Horde

Butcher of the Horde {1}{R}{W}{B}

Creature - Demon
Flying
Sacrifice another creature: Butcher of the Horde gains your choice of vigilance, lifelink, or haste until end of turn.
5/4
Chief of the Edge

Chief of the Edge {W}{B}

Creature - Human Warrior
Other Warrior creatures you control get +1/+0.
"We are the swift, the strong, the blade's sharp shriek! Fear nothing, and strike!"
3/2
Chief of the Scale

Chief of the Scale {W}{B}

Creature - Human Warrior
Other Warrior creatures you control get +0/+1.
"We are the shield unbroken. If we fall today, we will die well, and our trees will bear our names in honor."
2/3
Crackling Doom

Crackling Doom {R}{W}{B}

Instant
Crackling Doom deals 2 damage to each opponent. Each opponent sacrifices a creature with the greatest power among creatures that player controls.
Do not fear the lightning. Fear the one it obeys.
Death Frenzy

Death Frenzy {3}{B}{G}

Sorcery
All creatures get -2/-2 until end of turn. Whenever a creature dies this turn, you gain 1 life.
The crocodiles' putrid jaws swallow everything but the screams.
Deflecting Palm

Deflecting Palm {R}{W}

Instant
The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller.
Duneblast

Duneblast {4}{W}{B}{G}

Sorcery
Choose up to one creature. Destroy the rest.
The Abzan turn to this spell only as a last resort, for its inevitable result is what they most dread: to be alone.
Efreet Weaponmaster

Efreet Weaponmaster {3}{U}{R}{W}

Creature - Efreet Monk
First strike
When Efreet Weaponmaster enters the battlefield or is turned face up, another target creature you control gets +3/+0 until end of turn.
Morph {2}{U}{R}{W}
4/3
Flying Crane Technique

Flying Crane Technique {3}{U}{R}{W}

Instant
Untap all creatures you control. They gain flying and double strike until end of turn.
There are many Jeskai styles: Riverwalk imitates flowing water, Dragonfist the ancient hellkites, and Flying Crane the wild aven of the high peaks.
Highspire Mantis

Highspire Mantis {2}{R}{W}

Creature - Insect
Flying, trample
Its wings produce a high-pitched, barely audible whirring sound in flight. Only Jeskai masters are quiet enough to hear one coming.
3/3
Icefeather Aven

Icefeather Aven {G}{U}

Creature - Bird Shaman
Flying
Morph {1}{G}{U}
When Icefeather Aven is turned face up, you may return another target creature to its owner's hand.
2/2
Ivorytusk Fortress

Ivorytusk Fortress {2}{W}{B}{G}

Creature - Elephant
Untap each creature you control with a +1/+1 counter on it during each other player's untap step.
Abzan soldiers march to war confident that their Houses march with them.
5/7
Jeskai Ascendancy

Jeskai Ascendancy {U}{R}{W}

Enchantment
Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn. Untap those creatures.
Whenever you cast a noncreature spell, you may draw a card. If you do, discard a card.
Jeskai Charm

Jeskai Charm {U}{R}{W}

Instant
Choose one —
• Put target creature on top of its owner's library.
• Jeskai Charm deals 4 damage to target opponent or planeswalker.
• Creatures you control get +1/+1 and gain lifelink until end of turn.
Kheru Lich Lord

Kheru Lich Lord {3}{B}{G}{U}

Creature - Zombie Wizard
At the beginning of your upkeep, you may pay {2}{B}. If you do, return a creature card at random from your graveyard to the battlefield. It gains flying, trample, and haste. Exile that card at the beginning of your next end step. If it would leave the battlefield, exile it instead of putting it anywhere else.
4/4
Kin-Tree Invocation

Kin-Tree Invocation {B}{G}

Sorcery
Create an X/X black and green Spirit Warrior creature token, where X is the greatest toughness among creatures you control.
The passing years add new rings to the tree's trunk, bolstering the spirits that dwell within.
Mantis Rider

Mantis Rider {U}{R}{W}

Creature - Human Monk
Flying, vigilance, haste
Mantis riders know their mounts owe them no allegiance. Even a mantis ridden for years would consume a rider who loses focus for only a moment.
3/3
Mardu Ascendancy

Mardu Ascendancy {R}{W}{B}

Enchantment
Whenever a nontoken creature you control attacks, create a 1/1 red Goblin creature token that's tapped and attacking.
Sacrifice Mardu Ascendancy: Creatures you control get +0/+3 until end of turn.
Mardu Charm

Mardu Charm {R}{W}{B}

Instant
Choose one —
• Mardu Charm deals 4 damage to target creature.
• Create two 1/1 white Warrior creature tokens. They gain first strike until end of turn.
• Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.