Tarkir: Dragonstorm

Nomad Outpost

Nomad Outpost

Land
This land enters tapped.
{T}: Add {R}, {W}, or {B}.
"The Mardu breathe life into what was lost under the dragonlords. If the Abzan are upset, it should be at themselves."
—Tersa Lightshatter
Opulent Palace

Opulent Palace

Land
This land enters tapped.
{T}: Add {B}, {G}, or {U}.
"The people must know that the former seat of their oppression is cleansed. Throw open Qarsi's gates and let them see for themselves."
—Kotis, the Fangkeeper
Rugged Highlands

Rugged Highlands

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {R} or {G}.
"We may fight the Temur when territory demands it, but we've no desire to profane their sacred places."
—Taklai, Mardu convoy
Sandsteppe Citadel

Sandsteppe Citadel

Land
This land enters tapped.
{T}: Add {W}, {B}, or {G}.
"The most important part of a stronghold isn't its armaments or its walls. It's the reason people have to defend it."
—Gvar Barzeel, krumar captain
Scoured Barrens

Scoured Barrens

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {B}.
By the codes of Mardu and Abzan alike, both sides allowed their enemies time to grieve after a battle.
Swiftwater Cliffs

Swiftwater Cliffs

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {U} or {R}.
When spring melted the snow, fishers downstream of the Qadat Fire Rim learned of conflict between Temur and Jeskai from the gruesome flotsam.
Thornwood Falls

Thornwood Falls

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {G} or {U}.
By morning the only evidence of conflict between Temur hunters and Sultai scouts were abandoned banners in the freshly fallen snow.
Tranquil Cove

Tranquil Cove

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {U}.
"Abzan vintages are nice, but the sorghum wine made in Riverwheel Village is beyond compare."
—Iramaz, Abzan trader
Wind-Scarred Crag

Wind-Scarred Crag

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {R} or {W}.
The Mardu are centered in the present. The Jeskai look to the future. But both know when the time for talking is past.
Plains

Plains

Basic Land - Plains
({T}: Add {W}.)
Related card: Norn's Fetchling
Island

Island

Basic Land - Island
({T}: Add {U}.)
Swamp

Swamp

Basic Land - Swamp
({T}: Add {B}.)
Mountain

Mountain

Basic Land - Mountain
({T}: Add {R}.)
Forest

Forest

Basic Land - Forest
({T}: Add {G}.)
Related cards: Argothian Uprooting Kami of Bamboo Groves Nissa's Encouragement
Plains

Plains

Basic Land - Plains
({T}: Add {W}.)
Related card: Norn's Fetchling
Plains

Plains

Basic Land - Plains
({T}: Add {W}.)
Related card: Norn's Fetchling
Island

Island

Basic Land - Island
({T}: Add {U}.)
Island

Island

Basic Land - Island
({T}: Add {U}.)
Swamp

Swamp

Basic Land - Swamp
({T}: Add {B}.)
Swamp

Swamp

Basic Land - Swamp
({T}: Add {B}.)
Mountain

Mountain

Basic Land - Mountain
({T}: Add {R}.)
Mountain

Mountain

Basic Land - Mountain
({T}: Add {R}.)
Forest

Forest

Basic Land - Forest
({T}: Add {G}.)
Related cards: Argothian Uprooting Kami of Bamboo Groves Nissa's Encouragement
Forest

Forest

Basic Land - Forest
({T}: Add {G}.)
Related cards: Argothian Uprooting Kami of Bamboo Groves Nissa's Encouragement
Plains

Plains

Basic Land - Plains
({T}: Add {W}.)
Related card: Norn's Fetchling