Tarkir: Dragonstorm

A guide to limited play for Magic the Gathering's 2025 Tarkir: Dragonstorm set.

Overview

It's time to return to Tarkir, a war-torn plane where elemental tempests known as dragonstorms ravage the landscape, in Tarkir: Dragonstorm. Spawning fearsome wild dragons, these dragonstorms have begun appearing on other planes thanks to the Omenpaths, and now everyone, everywhere is threatened. The five clans have been reformed, reforged, and reimagined since the defeat of the original dragonlords, and if they can stop fighting each other long enough, they may prove valuable allies in the struggle against the dragonstorms. Each clan has its own mechanic to help them in the fight against the dragonstorms, along with some more mechanics from across the plane.

Tarkir Dragonstorm
[TDM]

Dragonstorm Commander
[TDC]

Special Guests
[SPG]

Archetypes

Endure

Flurry

Renew

Mobilize

Harmonize

Sacrifice

Two Spells

Counters

Go Wide Tokens

Leaves the 'Yard

Abzan: Endure

Outsize your opponent with +1/+1 counters or outflank them with Spirit tokens.

Jeskai: Flurry

Cast two (or more!) spells in a single turn to overwhelm your opponent.

Sultai: Renew

Use the power of the graveyard to make your creatures stronger.

Mardu: Mobilize

Create additional tokens to aid in your attacks.

Temur: Harmonize

Cast your spells twice with help from your biggest creatures.

Orzhov: Sacrifice

Sacrifice your extra creatures, such as your temporary creatures from Mobilize, to get extra use out of them.

Izzet: Two Spells

Use Harmonize spells frequently in order to reap the rewards from Flurry.

Golgari: Counters

Use counters of any kind, not just +1/+1 counters, to make your creatures formidable in combat.

Boros: Go Wide Tokens

Blitz by your opponent with sheer numbers. Use Mobilize tokens and Flurry rewards to build impressive battlefields.

Simic: Leaves the 'Yard

Fill up your graveyard, then use Harmonize, Renew, or other methods to get bonuses for cards leaving your graveyard.


Top Commons

White

Blue

Black

Red

Green


Combat Tricks (at Common)


Mana Fixing (at Common)


Set Mechanics

Endure (Abzan)

[...] it endures N (Put N +1/+1 counters on it or create a x/x white Spirit creature token.)
  • You choose whether to put +1/+1 counters on the creature or create a Spirit token as the ability that includes the endure instruction is resolving. No player may take actions between the time you choose and the time that counters are added or tokens are created.
  • If you can't put +1/+1 counters on the creature for any reason as an endure ability resolves (for example, if the creature is no longer on the battlefield), you'll just create a Spirit token.

Flurry (Jeskai)

Flurry – Whenever you cast your second spell each turn, [...]
  • Spells that were cast before a permanent with flurry count. If that permanent was the first spell you cast that turn, the next spell you cast that turn is your second spell.

Renew (Sultai)

Renew – [cost], Exile this card from your graveyard: [...]
  • If a card with a renew ability is put into your graveyard during your turn, you can activate that ability if it's legal to do so before any other player can take any actions.

Mobilize (Mardu)

Mobilize N (Whenever this creature attacks, create N tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)

Harmonize (Temur)

Harmonize [cost] (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by {X}, where X is its power. Then exile this spell.)
  • Tapping a creature won't reduce colored mana components of harmonize costs.
  • A spell cast using harmonize will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
  • If a card with harmonize is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.

Behold

(To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.)
  • If an effect refers to a "[subtype] card," it refers only to a card that has that subtype. For example, Teeming Dragonstorm is a card that cares about Dragons and features Dragons in its art, but it isn't a Dragon card.
  • Effects that say "If a [quality] was beheld" only care if a card of that quality was revealed or a permanent you control of that quality was chosen. No matter what happens to that card or permanent after that, it was still beheld, and any additional effects that depend on that card or permanent being beheld will still happen.
  • If a cost to cast a spell includes revealing a card, that card remains revealed from the time the spell is announced until the time it leaves the stack.

Omens

Type: Sorcery – Omen
[...] (Then shuffle this card into its owner's library.)
  • An omen card is a creature card in every zone except the stack, as well as while on the stack if not cast as an Omen. Ignore its alternative characteristics in those cases.
  • When casting a spell as an Omen, use the alternative characteristics and ignore all of the card's normal characteristics. 
  • If an Omen spell has one or more targets and all of those targets are illegal when the spell tries to resolve, it won't resolve. None of its effects will happen, and it will be put into its owner's graveyard. It won't be shuffled into its owner's library.
  • If an Omen spell is countered or an effect causes it to otherwise leave the stack, it won't be shuffled into its owner's library.
  • Casting a card as an Omen isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Omen.

Full article: Tarkir: Dragonstorm Release Notes (magic.wizards.com)


The Headliner

Mox Jasper

Big Hits


Booster Slots

  • 1x Rare / Mythic1
  • 1x Foil2
  • 1x Wildcard3
  • 3x Uncommon
  • 6-7x Common4
  • 1x Basic Land5
  • 1x Token / Art Card
  1. 75% rare; 12.5% mythic;
    10.7% b/s rare; 1.8% b/s mythic.
  2. 60.5% common; 30% uncommon; 6.4% rare; 1.1% mythic;
    0.5% b/s common; 0.5% b/s uncommon; 0.9% b/s rare; 0.1% b/s mythic.
  3. 12.5% common; 58.3% uncommon; 18.2% rare/mythic;
    4.6% b/s common; 3.8% b/s uncommon; 2.3% b/s rare; 0.3% b/s mythic.
  4. 1.5% Special Guests.
  5. 20% foils. 87.0% common dual; 4.3% dragon's eye; 8.7% basic.