Khans of Tarkir

Hooting Mandrills

Hooting Mandrills {5}{G}

Creature - Ape
Delve
Trample
Interlopers in Sultai territory usually end up as crocodile chow or baboon bait.
4/4
Incremental Growth

Incremental Growth {3}{G}{G}

Sorcery
Put a +1/+1 counter on target creature, two +1/+1 counters on another target creature, and three +1/+1 counters on a third target creature.
The bonds of family cross the boundaries of race.
Kin-Tree Warden

Kin-Tree Warden {G}

Creature - Human Warrior
{2}: Regenerate Kin-Tree Warden.
Morph {G}
"The amber of the tree and the blood of my veins are the same."
1/1
Longshot Squad

Longshot Squad {3}{G}

Creature - Dog Archer
Outlast {1}{G}
Each creature you control with a +1/+1 counter on it has reach.
3/3
Meandering Towershell

Meandering Towershell {3}{G}{G}

Creature - Turtle
Islandwalk
Whenever Meandering Towershell attacks, exile it. Return it to the battlefield under your control tapped and attacking at the beginning of the declare attackers step on your next turn.
5/9
Naturalize

Naturalize {1}{G}

Instant
Destroy target artifact or enchantment.
The remains of ancient sky tyrants now feed the war-torn land.
Related cards: Wingbane Vantasaur You Line Up the Shot
Pine Walker

Pine Walker {3}{G}{G}

Creature - Elemental
Morph {4}{G}
Whenever Pine Walker or another creature you control is turned face up, untap that creature.
5/5
Rattleclaw Mystic

Rattleclaw Mystic {1}{G}

Creature - Human Shaman
{T}: Add {G}, {U}, or {R}.
Morph {2}
When Rattleclaw Mystic is turned face up, add {G}{U}{R}.
2/1
Roar of Challenge

Roar of Challenge {2}{G}

Sorcery
All creatures able to block target creature this turn do so.
Ferocious — That creature gains indestructible until end of turn if you control a creature with power 4 or greater.
Sagu Archer

Sagu Archer {4}{G}

Creature - Snake Archer
Reach
Morph {4}{G}
His arrows whistle like a serpent's hiss.
2/5
Savage Punch

Savage Punch {1}{G}

Sorcery
Target creature you control fights target creature you don't control.
Ferocious — The creature you control gets +2/+2 until end of turn before it fights if you control a creature with power 4 or greater.
Scout the Borders

Scout the Borders {2}{G}

Sorcery
Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard.
"I am in my element: the element of surprise."
—Mogai, Sultai scout
See the Unwritten

See the Unwritten {4}{G}{G}

Sorcery
Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. Put the rest into your graveyard.
Ferocious — If you control a creature with power 4 or greater, you may put two creature cards onto the battlefield instead of one.
Seek the Horizon

Seek the Horizon {3}{G}

Sorcery
Search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
The Temur call the flickering lights the Path of Whispers, believing that they lead the way to ancestral knowledge.
Smoke Teller

Smoke Teller {1}{G}

Creature - Human Shaman
{1}{U}: Look at target face-down creature.
"See your enemies from a thousand sides. Then you will find a thousand ways to kill them."
2/2
Sultai Flayer

Sultai Flayer {3}{G}

Creature - Snake Shaman
Whenever a creature you control with toughness 4 or greater dies, you gain 4 life.
"You can have the body, necromancer. I just want the skin."
3/4
Temur Charger

Temur Charger {1}{G}

Creature - Horse
Morph—Reveal a green card in your hand.
When Temur Charger is turned face up, target creature gains trample until end of turn.
3/1
Trail of Mystery

Trail of Mystery {1}{G}

Enchantment
Whenever a face-down creature you control enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Whenever a permanent you control is turned face up, if it's a creature, it gets +2/+2 until end of turn.
Tusked Colossodon

Tusked Colossodon {4}{G}{G}

Creature - Beast
A band of Temur hunters, fleeing the Mardu, dug a hideout beneath such a creature as it slept. The horde found them and attacked. For three days the Temur held them at bay, and all the while the great beast slumbered.
6/5
Tuskguard Captain

Tuskguard Captain {2}{G}

Creature - Human Warrior
Outlast {G}
Each creature you control with a +1/+1 counter on it has trample.
One quiet word sets off the stampede.
2/3
Windstorm

Windstorm {X}{G}

Instant
Windstorm deals X damage to each creature with flying.
"When the last dragon fell, its spirit escaped as a roar into the wind."
—Temur tale
Woolly Loxodon

Woolly Loxodon {5}{G}{G}

Creature - Elephant Warrior
Morph {5}{G}
Even among the hardiest warriors of the Temur, loxodons are respected for their adaptation to the mountain snows.
6/7
Abomination of Gudul

Abomination of Gudul {3}{B}{G}{U}

Creature - Horror
Flying
Whenever Abomination of Gudul deals combat damage to a player, you may draw a card. If you do, discard a card.
Morph {2}{B}{G}{U}
3/4
Abzan Ascendancy

Abzan Ascendancy {W}{B}{G}

Enchantment
When Abzan Ascendancy enters, put a +1/+1 counter on each creature you control.
Whenever a nontoken creature you control dies, create a 1/1 white Spirit creature token with flying.
Abzan Charm

Abzan Charm {W}{B}{G}

Instant
Choose one —
• Exile target creature with power 3 or greater.
• You draw two cards and you lose 2 life.
• Distribute two +1/+1 counters among one or two target creatures.