Tarkir: Dragonstorm

Abzan Monument

Abzan Monument {2}

Artifact
When this artifact enters, search your library for a basic Plains, Swamp, or Forest card, reveal it, put it into your hand, then shuffle.
{1}{W}{B}{G}, {T}, Sacrifice this artifact: Create an X/X white Spirit creature token, where X is the greatest toughness among creatures you control. Activate only as a sorcery.
Boulderborn Dragon

Boulderborn Dragon {5}

Artifact Creature - Dragon
Flying, vigilance
Whenever this creature attacks, surveil 1.
The draconic power that flowed out from the dragonstorms imbued the landscape with draconic features—scales, claws, and appetites.
3/3
Related card: Dragonstorm Forecaster
Dragonfire Blade

Dragonfire Blade {1}

Artifact - Equipment
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.
It's as if the metal itself rages.
Dragonstorm Globe

Dragonstorm Globe {3}

Artifact
Each Dragon you control enters with an additional +1/+1 counter on it.
{T}: Add one mana of any color.
Jeskai scholars fashioned devices to forecast the behavior of the dragonstorms.
Related card: Dragonstorm Forecaster
Embermouth Sentinel

Embermouth Sentinel {2}

Artifact Creature - Chimera
When this creature enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top. If you control a Dragon, put that card onto the battlefield tapped instead.
Its eternal glow lights the way for weary travelers through the misty heights surrounding Pearl Lake.
2/1
Jade-Cast Sentinel

Jade-Cast Sentinel {4}

Artifact Creature - Ape Snake
Reach
{2}, {T}: Put target card from a graveyard on the bottom of its owner's library.
Set in motion by artificers long forgotten, it remained loyal through the ages to the occupants of Kheru City.
1/5
Jeskai Monument

Jeskai Monument {2}

Artifact
When this artifact enters, search your library for a basic Island, Mountain, or Plains card, reveal it, put it into your hand, then shuffle.
{1}{U}{R}{W}, {T}, Sacrifice this artifact: Create two 1/1 white Bird creature tokens with flying. Activate only as a sorcery.
Mardu Monument

Mardu Monument {2}

Artifact
When this artifact enters, search your library for a basic Mountain, Plains, or Swamp card, reveal it, put it into your hand, then shuffle.
{2}{R}{W}{B}, {T}, Sacrifice this artifact: Create three 1/1 red Warrior creature tokens. They gain menace and haste until end of turn. Activate only as a sorcery.
Mox Jasper

Mox Jasper {0}

Legendary Artifact
{T}: Add one mana of any color. Activate only if you control a Dragon.
"Rage. Greed. Arrogance. People only accuse dragons of what they fear in themselves."
—Sarkhan
Sultai Monument

Sultai Monument {2}

Artifact
When this artifact enters, search your library for a basic Swamp, Forest, or Island card, reveal it, put it into your hand, then shuffle.
{2}{B}{G}{U}, {T}, Sacrifice this artifact: Create two 2/2 black Zombie Druid creature tokens. Activate only as a sorcery.
Temur Monument

Temur Monument {2}

Artifact
When this artifact enters, search your library for a basic Forest, Island, or Mountain card, reveal it, put it into your hand, then shuffle.
{3}{G}{U}{R}, {T}, Sacrifice this artifact: Create a 5/5 green Elephant creature token. Activate only as a sorcery.
Watcher of the Wayside

Watcher of the Wayside {3}

Artifact Creature - Golem
When this creature enters, target player mills two cards. You gain 2 life.
Against dragonlords, khans, and Ugin himself, the golem survived. Original purpose forgotten, it awaits orders that will never come, from a world that has moved on without it.
3/2
Bloodfell Caves

Bloodfell Caves

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {B} or {R}.
"These caves hide beasts above and below their waters. For safe passage, the Sultai agree a small cargo trade is fair for risking our necks."
—Samor, Mardu border guard
Blossoming Sands

Blossoming Sands

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {G} or {W}.
"It's rare to see Temur so far from their own lands. I see no reason to interfere, but keep an eye on them nonetheless."
—Hamza of House Fenzala
Cori Mountain Monastery

Cori Mountain Monastery

Land
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.
Every spire is a physical dedication to the Way.
Dalkovan Encampment

Dalkovan Encampment

Land
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.
Dismal Backwater

Dismal Backwater

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {U} or {B}.
"I ask only that the winds return you to me as swiftly as they bear you and the Storm Crane away."
—Samthar, Sultai merchant, to Jialing, Jeskai monk
Evolving Wilds

Evolving Wilds

Land
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Dragonstorm chasers are not deterred by danger—they claim there is nothing like witnessing the land embracing the power of a storm.
Frontier Bivouac

Frontier Bivouac

Land
This land enters tapped.
{T}: Add {G}, {U}, or {R}.
With a warm fire and a fresh catch, Temur hunters find respite in even the coldest climates.
Great Arashin City

Great Arashin City

Land
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.
Jungle Hollow

Jungle Hollow

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {B} or {G}.
Long-standing disagreements between the Sultai and Abzan about how to honor their dead have led to rare but fierce skirmishes.
Kishla Village

Kishla Village

Land
This land enters tapped unless you control an Island or a Swamp.
{T}: Add {G}.
{3}{G}, {T}: Surveil 2.
Maelstrom of the Spirit Dragon

Maelstrom of the Spirit Dragon

Land
{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.
Mistrise Village

Mistrise Village

Land
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.
Built on a fumarole field, the village is a refuge of warmth amid the ice of the Qal Sisma mountains.
Mystic Monastery

Mystic Monastery

Land
This land enters tapped.
{T}: Add {U}, {R}, or {W}.
Through sun and storm, across steppe and swamp, Storm Crane Monastery flies wherever aid is needed.