The List

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
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.
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
Destructor Dragon

Destructor Dragon {4}{G}{G}

Creature - Dragon
Flying
When Destructor Dragon dies, destroy target noncreature permanent.
After countless attacks on the Salt Road where it passes through the frozen tundra, the Abzan began to refer to the area as Atarka territory rather than Temur lands.
4/4
Feral Krushok

Feral Krushok {4}{G}

Creature - Beast
In a stunning act of diplomacy, Yasova Dragonclaw ceded a portion of Temur lands to the Sultai. Her clan protested until they saw she had given the Sultai the breeding grounds of the krushoks. They hadn't realized she had a sense of humor.
5/4
Formless Nurturing

Formless Nurturing {3}{G}

Sorcery
Manifest the top card of your library, then put a +1/+1 counter on it.
Great-Horn Krushok

Great-Horn Krushok {4}{W}

Creature - Beast
Perfectly suited for life in the Shifting Wastes, the krushok is well protected by its horn, its hide, and its temper.
3/5
Frontier Mastodon

Frontier Mastodon {2}{G}

Creature - Elephant
Ferocious — Frontier Mastodon enters with a +1/+1 counter on it if you control a creature with power 4 or greater.
Each bronze disk on its harness is an offering from a young Temur hunter, a sign of respect to the spirits of the wild.
3/2
Map the Wastes

Map the Wastes {2}{G}

Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Bolster 1.
Shamanic Revelation

Shamanic Revelation {3}{G}{G}

Sorcery
Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater.
First, whispers of ancient days. Then, visions of things to come.
Temur Sabertooth

Temur Sabertooth {2}{G}{G}

Creature - Cat
{1}{G}: You may return another creature you control to its owner's hand. If you do, Temur Sabertooth gains indestructible until end of turn.
The Temur see themselves as a pack, their bonds more primal than the Abzan's.
4/3
Ethereal Ambush

Ethereal Ambush {3}{G}{U}

Instant
Manifest the top two cards of your library.
The energies of the Temur lands are readily unleashed upon intruders.
Grim Contest

Grim Contest {1}{B}{G}

Instant
Choose target creature you control and target creature an opponent controls. Each of those creatures deals damage equal to its toughness to the other.
The invader hoped he could survive the beast's jaws and emerge through its rotting skin.
Silumgar, the Drifting Death

Silumgar, the Drifting Death {4}{U}{B}

Legendary Creature - Dragon
Flying, hexproof
Whenever a Dragon you control attacks, creatures defending player controls get -1/-1 until end of turn.
"No machinations, no puppet strings, no plots. Just pure, sweeping death."
—Tasigur, the Golden Fang
3/7
Scroll of the Masters

Scroll of the Masters {2}

Artifact
Whenever you cast a noncreature spell, put a lore counter on Scroll of the Masters.
{3}, {T}: Target creature you control gets +1/+1 until end of turn for each lore counter on Scroll of the Masters.
Monastery Mentor

Monastery Mentor {2}{W}

Creature - Human Monk
Prowess
Whenever you cast a noncreature spell, create a 1/1 white Monk creature token with prowess.
"Speak little. Do much."
2/2
Pressure Point

Pressure Point {1}{W}

Instant
Tap target creature.
Draw a card.
By studying dragon anatomy, Jeskai monks have learned how to locate clusters of nerves that will incapacitate even the mightiest dragons.
Soul Summons

Soul Summons {1}{W}

Sorcery
Manifest the top card of your library.
Ugin's magic reaches beyond the dragons. The clans have adapted it for war.
Soulfire Grand Master

Soulfire Grand Master {1}{W}

Creature - Human Monk
Lifelink
Instant and sorcery spells you control have lifelink.
{2}{U/R}{U/R}: The next time you cast an instant or sorcery spell from your hand this turn, put that card into your hand instead of into your graveyard as it resolves.
2/2
Abzan Runemark

Abzan Runemark {2}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2.
Enchanted creature has vigilance as long as you control a black or green permanent.
Fascination

Fascination {X}{U}{U}

Sorcery
Choose one —
• Each player draws X cards.
• Each player mills X cards.
Jeskai Sage

Jeskai Sage {1}{U}

Creature - Human Monk
Prowess
When Jeskai Sage dies, draw a card.
"The one who conquers the mind is greater than the one who conquers the world."
1/1
Refocus

Refocus {1}{U}

Instant
Untap target creature.
Draw a card.
"Before you can open your third eye, you must prove you can open the first two."
Shu Yun, the Silent Tempest

Shu Yun, the Silent Tempest {2}{U}

Legendary Creature - Human Monk
Prowess
Whenever you cast a noncreature spell, you may pay {R/W}{R/W}. If you do, target creature gains double strike until end of turn.
3/2
Write into Being

Write into Being {2}{U}

Sorcery
Look at the top two cards of your library. Manifest one of those cards, then put the other on the top or bottom of your library.