Last updated on August 17, 2025

Dracogenesis | Illustration by Kai Carpenter
Greetings planeswalkers! A storm of dragons is fast approaching, with Tarkir: Dragonstorm prereleases are starting tomorrow. Fear not, for you wonโt have to face the dragons alone; this guide will arm you with everything you need to emerge from the storm victorious!
As with our other guides, this is intended as a Day 0 primer for the format. Iโll go over the setโs mechanics, archetypes, overlaps, fixing, removal, and bombs, and Iโll make some predictions for its top commons. The guide also includes a section on choosing the best clan for your Prerelease, as this is the first Prerelease that features pre-seeded packs since Streets of New Capenna.
Thereโs a lot of ground to cover, so letโs begin!
Return to Tarkir

Breaching Dragonstorm | Illustration by Danny Schwartz
If you played the original Khans of Tarkir, you have a substantial head start to understanding Tarkir: Dragonstorm! There are a number of similarities between the two sets:
- Both are 3-color sets designed around the same โwedgeโ clans;
- Both sets give each clan a unique mechanic and encourage you to build around those mechanics;
- The new clan mechanics closely resemble the originals, albeit with small twists;
- Both feature 2- and 3-color signpost cards, with the 2-colored signposts being enemy colored.
The main differences between the two sets are:
- Tarkir: Dragonstorm has a prominent dragon theme with several dragon payoff cards, while Khans of Tarkir featured zero dragons (as dragons had been wiped out on Tarkir in that timeline);
- A decade has passed since Khans of Tarkir, so we have 10 years of design improvements (and power creep!) that are on display in this set
Tarkir: Dragonstorm is also packed with flavorful references to the original Khans of Tarkir, such as this cool detail:

Mechanics
Tarkir: Dragonstorm features many new mechanics, though the most important ones are definitely the mechanics tied to each clan. As you evaluate new cards, try to keep these mechanics in mind, as many cards that might look odd (i.e., Duty Beyond Death) have great synergy with a clanโs mechanic.
Endure (Abzan)
Endure is a versatile new mechanic that shows off the Abzanโs () collective tenacity. When your creature โendures X,โ youโll have a choice to either put X +1/+1 counters on it or create an X/X white Spirit token. If an endure ability resolves while the creature isnโt on the battlefield (i.e., your opponent played Dragon's Prey in response), youโll just create a Spirit token.
On its own merits, endure provides either extra sizing or free bodies, and it makes for a nice value mechanic. The choice of which is better is going to vary from board state to board state, though generally choosing counters is more aggressive, and creating a Spirit more defensive. Itโs also worth keeping in mind that, as in the original Khans of Tarkir, there are counter payoffs like Delta Bloodflies and Hollowmurk Siege that may incentivize enduring for counters.
Flurry (Jeskai)
Flurry is an aggressive new mechanic that shows off the Jeskaiโs () martial prowess. Permanents with flurry trigger whenever you cast your second spell each turn and reward you with bonuses like temporary +1/+1, pinging the opponent, or tapping creatures.
Flurry definitely rewards proactive gameplay, as itโs easier to cast multiple spells in a turn when youโre in the driverโs seat. It encourages the Jeskai to have a slightly lower curve than other clans, as well as cantrips and card draw spells so you donโt burn out too fast. There are also cards like Narset's Rebuke and Focus the Mind that were clearly designed with flurry in mind!
Renew (Sultai)
Renew is a new graveyard mechanic that shows off the Sultaiโs () power over death, and it closely resembles the old scavenge mechanic from Return to Ravnica. A creature with renew may be exiled from your graveyard at sorcery speed for some kind of useful bonus. Most renew abilities have you putting beneficial counters on your creatures, though there are a few exceptions like Constrictor Sage and Rot-Curse Rakshasa which debuff your opponentโs creatures.
Renew encourages trading off creatures when possible, and it also rewards cards that self-mill. Itโs also a handy way to trigger cards like Kishla Skimmer that care about cards leaving your graveyard.
Mobilize (Mardu)
Mobilize is a new aggressive mechanic that shows off the Marduโs () preferred mode of warfare. When a creature with mobilize X attacks, youโll create X red 1/1 Warrior tokens that are tapped and attacking. Those tokens are sacrificed at the beginning of the next end step.
Mobilize looks powerful, as it makes creatures with it more dangerous (almost like a +X/+0 effect), and it also works well with a number of effects in the set. Here are some examples of cards that can โgo offโ with mobilize tokens:
- Worthy Cost
- Barrensteppe Siege (when you chose Mardu)
- Hardened Tactician
- Shocking Sharpshooter
Harmonize (Temur)
Harmonize is a new mechanic that shows off the Temurโs () unique blend of spellcasting and powerful beasts. Unlike the other clan mechanics, harmonize appears exclusively on sorceries, and it closely resembles flashback. As with flashback, a spell with harmonize may be cast from your graveyard for its harmonize cost. Thereโs one twist though; youโll also be able to tap an untapped creature you control as an additional cost to flash back the spell, which reduces the total amount of mana you pay by X, where X is that creatureโs power.
For a simple example of harmonize in action, letโs say you have Unending Whisper in your graveyard. Recasting it without aid costs , so you tap your Temur Tawnyback to help cast the spell. It now costs just !
Harmonize encourages you to play lots of powerful creatures, and it looks like a great support mechanic for stompy-style gameplay. Itโs similar to past โpower mattersโ mechanics (i.e., ferocious, formidable), but the spellcasting element makes the Temur feel more blue this time around!
Omens
The clans arenโt the only game in town for this set; itโs called Tarkir: Dragonstorm after all! To encourage you to put some dragons in your deck, R&D has cooked up a new card type called omens, which you could easily mistake for adventures if youโre not careful! Omens are similar to adventures in that a creature with an omen spell may be played for either mode, but differ in how an omen spell resolves. Rather than exiling the omen card and casting it later, youโll instead shuffle it into your deck after it resolves.
This is definitely a downgrade from adventure, so to compensate, most of the omen effects are just barely below rate. Riling Dawnbreaker for example does a serviceable job of filling two slots on your curve, and it also provides a dragon for behold. Omens appear in all colors and several rarities, though there arenโt that many in the set (just 13 in total, with one common for each color).
Behold
Behold is a crunchy carrot mechanic that rewards you for playing more dragons! As an additional cost to cast spells with behold, you may reveal a dragon card for some kind of bonus effect. These bonuses include making the spell cheaper (Caustic Exhale), surveilling 2 (Piercing Exhale, and more.
Behold is a surprisingly sparse mechanic in Tarkir: Dragonstorm, appearing on just five commons and Sarkhan, Dragon Ascendant. Most of the commons it appears on are staple Limited effects though, and they become quite efficient if you can reveal a dragon for them.
Mono-Color Hybrid Mana
This isnโt formally a mechanic, but itโs a nice innovation to make being three colors just a little bit easier. Mono-color hybrid mana appears on 10 cards in the set, five commons and five uncommons (two for each clan). These are theoretically castable in any deck, though in practice most have rates like this:
- At 6 mana (i.e. in a RW deck), Gurmag Nightwatch is more or less stone unplayable, as paying that much for a 3/3 es no bueno.
- At 5 mana, Gurmag Nightwatch is definitely below average, though conceivably playable in a desperate situation.
- At 4 mana, Gurmag Nightwatch is a decent Limited card, with Hill Giant stats and some useful self-mill and card selection attached.
- At 3 mana, Gurmag Nightwatch is a good Limited card, with solid stats for its cost that fills a crucial slot on your mana curve.
If youโre actively Sultai, you should be casting Nightwatch for 3-4 mana in 99% of games. The set includes plenty of mana fixing, so think of the colorless costs as a useful fail safe. The colorless costs also let you splash powerful cards from this cycle, like Kin-Tree Severance and Rakshasa's Bargain.
Surveil
The last mechanic is just plain old surveil, which appears in lots of sets these days. To surveil, simply look at the top X cards of your library (where X is whatever number appeared next to โsurveilโ), then put any number of them into the graveyard or back on top (in any order). Surveil is always useful, both for smoothing out your draws and setting up potential graveyard value (especially with renew cards). It appears only in Sultai colors, and mostly on a handful of commons.
Archetypes
Letโs start with the official Draft Archetypes guide that WotC prints with each set, but expand on each one a little by highlighting synergies with other clans.

Three Color Archetypes
Abzan Endure
โOutsize your opponent with +1/+1 counters or outflank them with Spirit tokens.โ
The endure mechanic lets Abzan decks adjust their strategy on the fly, and it also synergizes with +1/+1 counter payoffs. If youโre focusing on those counter payoffs, you may be able to make use of the Sultai renew mechanic. Smaller Spirit tokens also make for great sacrifice fodder, which creates another strategic overlap with Mardu decks.
Jeskai Flurry
โCast two (or more!) spells in a single turn to overwhelm your opponent.โ
Flurry has some decent synergy with harmonize, especially cheaper spells like Unending Whisper. While nothing about flurry works directly with mobilize, both are aggressive mechanics.
Sultai Renew
โUse the power of the graveyard to make your creatures stronger.โ
The Sultai can make use of the same +1/+1 payoffs as the Abzan, as both are BGx decks with a mechanic that puts counters on creatures. Self-mill may also occasionally yield extra value from harmonize, as itโs always nice when Roamer's Routine goes straight to the graveyard for you!
Mardu Mobilize
โCreate additional tokens to aid in your attacks.โ
Iโve covered both of Marduโs overlaps already, so this is just a reminder of all the neat things you can do with mobilize. Look for effects that sacrifice creatures, pump multiple creatures, care about creatures entering, and more.
Temur Harmonize
โCast your spells twice with help from your biggest creatures.โ
When you put it like that, the synergy between Temur and flurry becomes even more obvious! Youโll still want to focus on big creatures though, so small fry flurry creatures like Devoted Duelist and Jeskai Devotee are mostly just curve filler here.
Two-Color Archetypes
The choice to center the setโs 2-color archetypes in enemy colors was a wise one, as each color pair here is adjacent to two clans! The 2-color cards in this set also tend to overlap with core clan mechanics, so donโt expect to stay in two colors forever! Iโm largely repeating the synergies that Iโve mentioned, but the repetition is done purposefully to really drill them in!
WB Sacrifice
โSacrifice your extra creatures, such as your temporary creatures from mobilize, to get extra use out of those creatures.
WB sacrifice synergizes well with both endure and mobilize, and the color pair is adjacent to Abzan and Mardu colors.
UR Two Spells
โUse harmonize spells frequently in order to reap the rewards from flurry.โ
URโs two-spell focus goes perfectly with flurry and harmonize, and the color pair is adjacent to Jeskai and Temur colors.
BG Counters
โUse counters of any kind, not just +1/+1 counters, to make your creatures formidable in combat.โ
BGโs counter focus can be supported with endure and renew, and the color pair is adjacent to Abzan and Sultai colors.
RW Go-Wide Tokens
โBlitz by your opponent with sheer numbers. Use mobilize tokens and flurry rewards to build impressive battlefields.โ
RWโs go-wide aggression can be supplemented by mobilize and flurry, and the color pair is adjacent to Jeskai and Mardu colors.
GU Leaves the Graveyard
โFill up your graveyard, then use harmonize, renew, or other methods to get bonuses for cards leaving your graveyard.โ
GUโs graveyard theme goes great with renew and harmonize, and the color pair is adjacent to Sultai and Temur colors.
Putting It All Together
The set is focused heavily on getting you into one of three clans. There are lots of 3-color cards to reward you for this, so youโre encouraged to draft an enemy color pair for a bit first. That way youโll be open to two potential clans, both of which have synergy with whatever your 2-color mini-archetype is doing. Each clan also plays somewhat well with other clan mechanics, leading to a set full of micro synergies and different ways to do similar things.
Dragons
The last โarchetypeโ in the set is Dragons, which acts more as a subtheme than a full-fledged archetype. In addition to the โbeholdโ mechanic, there are also a few other dragon payoffs like:
- The uncommon Dragonstorm cycle (i.e., Teeming Dragonstorm)
- Dragonstorm Globe
- Embermouth Sentinel
- Maelstrom of the Spirit Dragon
There usually wonโt be enough dragon payoffs for several drafters, though dragons themselves are fairly plentiful. It also helps that some of the best 3c uncommons happen to be dragons, as each clan has one uncommon dragon signpost aimed at Limited play.
Set Overview
Tarkir: Dragonstorm clearly wants you to play three colors, but how will you accomplish this?
Mana Fixing/Splashing
With mana fixing, of course! This set packs tons of it, though the developers are on the record saying that they wanted to avoid 5-color soup decks. Letโs briefly cover all the common/uncommon cards you might use to reliably play 3+ colors.
Common Mana Fixing
The Devotee cyle are filler level creatures that can also filter mana for you, and theyโll help make your deck more consistent. Mardu Devotee looks like the worst of the cycle, as a 1/2 for 1 with no combat abilities feels close to a mulligan.
3-mana Rampant Growths with upside seem to be a regular occurrence these days. Roamer's Routine is hardly Dance of the Tumbleweeds level, though it still provides ramp/fixing in a pinch.
Sagu Wildling is a Lay of the Land split card thatโs also a mediocre green flier. Not the most exciting fixer, but slightly better than Roamer's Routine in a vacuum.
Manaliths with upside are also regular occurrences in modern Limited. Dragonstorm Globe is a fairly mediocre ramper/fixer, though it does get a bit more exciting if you have several dragons.
Youโll need to actually control a dragon to get the upside with Embermouth Sentinel, though the baseline for Sentinel is Campus Guide either way. That makes for yet another acceptable but unexciting card that can help fortify your mana base.
Evolving Wilds is classic Limited mana fixing that trades speed for flexibility. A couple of these will be good in any 3-color deck and might occasionally contribute to UGx graveyard synergies.
The gain lands are also classic Limited fixing, and they slightly outperform Evolving Wilds if youโre in those colors. The high number of non-green cards weโve covered shows that you can easily be 3-colors even if you arenโt green in this set.
Uncommon Mana Fixing
Dragonstorm Forecaster provides fixing in a roundabout way if you have Dragonstorm Globe, since this fetches it.
One-shot mana is pretty unreliable for fixing, but itโs technically possible to use Iridescent Tiger to cast spells you had no business putting in your deck!
Dragonbroods' Relic is a Paradise Mantle of sorts, and plays well with Devotees and small Spirit tokens. It seems best in a 4-color deck, as youโll need to be at least four colors to access the powerful Reliquary Dragon token late game.
Explosive Vegetation with draconic upside, more or less. If you have a high curve and lots of colors, Encroaching Dragonstorm could be a nice fit, though some decks will be a bit small for it.
The five clan Monuments look excellent for Limited, as these are effectively Environmental Sciences plus a free creature value later on. Their only catch is that youโll need to play at least those colors to access the value.
Khans of Tarkirโs tri-lands are back as well, and they still provide great fixing a decade later. You probably wonโt have to fight over these quite as hard as in the original set (as there are more other fixers than in the original Khans), though theyโre still great.
Overall, lands will make up the bulk of your fixing in this format, so it may be correct to pick them over middling commons and uncommons.
Removal
Removal is another vital Limited category, especially in Sealed where answering bombs is essential for success! Iโll focus on just common and uncommon removal spells, as Inevitable Defeat is certainly sweet but wonโt be seen in most games.
Common Removal
Instant speed is a nice upgrade from last setโs thoroughly lackluster Collision Course, and blowing up enchantments will be useful versus Stormplain Detainment. Coordinated Maneuver plays best in decks with mobilize and/or high creature density, as otherwise this will only be doing 2-3 damage.
Five damage is substantially more than Coordinated Maneuver will do on average, though the attack/block restriction does make Osseous Exhale clunkier. The dragon bonus is quite minor too, though this is still great removal for less aggressive decks.
As is so often the case, the setโs Banishing Light variant is whiteโs best common removal spell overall. Stormplain Detainment answers whatever you need answered for a fair price; just watch out for Coordinated Maneuver and Heritage Reclamation if you can.
Ringing Strike Mastery is a neat reference to Singing Bell Strike, and it meshes well with the Jeskaiโs aggressive gameplan. The drawback is quite real though, as Ringing Strike canโt answer anything permanently, so think of it as a Demotion of sorts.
Modern Griptide variants range from good (Vanish from Sight) to merely okay (Trip Up) from format to format. Riverwalk Technique is a nice card vs dragons and other fatties, and it has a handy noncreature mode that may come up from time to time.
Worthy Cost is a solid Final Vengeance variant that plays well with mobilize and endure. The first copy is going to be consistently excellent, but be careful playing multiples unless you have lots of support.
Last Gasp is still good in 2025 Limited, let alone when it costs 1 mana! -3/-3 kills most creatures in the format, though it does miss many 4+ drops and several powerful uncommons. The behold mode on Caustic Exhale will feel filthy sometimes, but itโs largely just a bonus.
Hereโs an easy to cast Murder variant thatโs only overpriced when targeting dragons. That doesnโt seem like a terrible dealbreaker to me, as most dragons cost 5+ anyways. Whether Dragon's Prey or Caustic Exhale ends up being stronger is an interesting question that requires some games with the format to determine. For now though, you should desire to open both in your prerelease pools!
Four damage misses only a handful of commons and uncommons in Tarkir: Dragonstorm, which makes Molten Exhale surprisingly thorough. The dragon bonus here is also more relevant than others, as flash can be game winning upside on a removal spell like this.
Two damage, on the other hand, misses quite a few creatures! Itโs not all bad news for Twin Bolt though, as the set does feature 17 X/1 creatures at common/uncommon. I wouldnโt be afraid to start one, and then either take it out or board in more depending on my opponentโs creatures.
Five damage is nearly Murder in this format, as Narset's Rebuke misses just endured Dusyut Earthcarver (which would be a 7/7) and a handful of fat rares. It also exiles and sets up flurry sequences, making this one of the better 5-mana removal spells weโve seen. I wonโt be slamming multiples, but the first copy or two should do some solid work.
Bite Down with upside, more or less. Bite Down is generally good but not broken, which is about where Piercing Exhale should land. The dragon bonus here is above average too, so try to get that surveil 2 if you can!
Thanks to Arena Bo1, Plummet now comes with a 2-mana Giant Growth attached to it! That makes for a card thatโs quite maindeckable, as Sarkhan's Resolve is an average combat trick that provides valuable insurance versus dragons.
Uncommon Removal
If you can get the pseudo-flurry bonus here, the rate on Rally the Monastery is completely absurd! It also helps that the card is rather flexible, as itโs basically an all-in-one Reprisal + Dauntless Onslaught + Goblin Wizardry split card. Definitely one of the best Jeskai cards in the set, and a candidate for โmythic uncommonโ status if it plays as well as it looks to.
Witchstalker's Frenzy but white is a neat new card. Like Witchstalker's Frenzy, Static Snare counts all attacking creatures, not just ones you control. That makes it possible to use for blowouts defensively, though itโs easier to use as cheap removal alongside mobilize.
A creature tagged with Fresh Start is more or less dead offensively, as -5/-0 plus no abilities makes for rather thorough debuffing. Fresh Start is better removal than blue usually gets, and it should excel in controlling decks.
Edicts still arenโt great in Limited, even when you throw in cool bonuses. Strategic Betrayal isnโt unplayable, but it strikes me as more of a sideboard card vs Sultai than something Iโd be thrilled to play. Itโs especially lackluster vs cards like Mardu Devotee and Fortress Kin-Guard.
Salt Road Skirmish, on the other hand, seems potentially great in Limited. The rate is a bit worse than typical common removal (i.e., 4-mana sorcery vs 3-mana instant with Dragon's Prey), but it makes up for that by effectively mobilizing 2. If you have any synergies for it, Salt Road Skirmish is a solid way to enable those while playing a removal spell.
Itโs not quite Wick's Patrol, though it does come with some advantages. A better body and +2/+2 for one of your own creatures are solid perks, and they make Gurmag Rakshasa one of the stronger curve toppers so far.
Firebolt is a pretty good Magic card, especially in Limited formats. Channeled Dragonfire is a great way to answer early game creatures while saving a little something for later. Just donโt expect to use this twice on the same creature much, as that costs 5-X + RRR (possible late game, but tough).
The Plummet mode on Sunset Strikemaster is definitely secondary to it being a red dork, though the bonus is much appreciated.
Calling Unsparing Boltcaster โborderline removalโ is deceptive advertising, though it does remove anything foolish enough to block your 1/1 Warrior tokens. That makes Unsparing Boltcaster a valuable tool in the Mardu arsenal, as Tarkir: Dragonstorm includes numerous cards like Worthy Cost that can punish your opponent for not blocking your mobilize tokens!
Noncreature artifacts arenโt especially common in this set, so you should expect to play Overwhelming Surge as โdeal 3 damage to target creatureโ a fair bit of the time. Thatโs neither good nor atrocious, though picking up a Jeskai Monument sometimes will tip the scales in Surgeโs favor.
Felling Blow is back, though the flavor and art are better this time around. It was an exceptional uncommon in Foundations, and itโll likely be one again in this set. Knockout Maneuver is also another way to turn on +1/+1 counter synergies, giving it a bit of extra utility in Abzan or Sultai decks.
A repeatable 3 damage effect makes for a pretty sick uncommon, especially since what I said about Caustic Exhale killing most things applies to this as well. Glacial Dragonhunt is another candidate for โpremium uncommon,โ and it looks like a great way to start a draft.
Lie in Wait is an awesome 2-for-1 that rewards self-mill and big creatures. You wonโt be able to play this early in most games, but itโs about the best topdeck imaginable in the late game.
Petty Revenge is solid early game removal, while Disruptive Stormbrood is more likely to be valuable later on (especially if itโs blowing up a Stormplain Detainment). You could even play this without green or black mana, though itโs much better when both parts are active.
Sonic Shrieker is one of five nasty uncommon dragons that each clan gets. You canโt really go wrong with the trigger here, which drains your opponent and discards or outright kills a smaller creature.
Defibrillating Current is a fine removal spell with a bit of lifegain attached to it. Four damage will definitely kill most things, though the rate here is only exciting if you're actually Mardu. Jeskai and Abzan decks can (and will) play it though.
Kin-Tree Severance seems generally superior to Defibrillating Current, as most things worth removing in Limited will be 3+ cost anyways. Iโd be more than happy to pay 4 mana for this effect too, making this one of the strongest mono-color hybrid cards.
Roast is back, and even brought a friend this time! The rate on Roast is still pretty impressive even in 2025, although missing dragons is a real drawback. Twinmaw Stormbrood itself is also pretty impressive, as itโs quite large and has a valuable lifegain bonus. This is one of the stronger omen cards in the set, and it gives the impression of another top tier uncommon.
Top Commons
This is always a fun section to write, as it involves a healthy amount of guesswork! Here Iโll pick four commons from each color that appear to be among their best. That way, youโll have a head start as to what commons you should be looking for as you open your Prerelease packs. Note that this is for Sealed specifically, though you can check out our thoughts on the best TDM commons and uncommons for Draft too.
White
1. Stormplain Detainment
The Banishing Light variant is always a safe choice, as Tarkir: Dragonshift would have to be a very strange format for Stormplain Detainment not to be great. This will likely be the most splashed common in the set, and it answers all kinds of bombs at a good rate.
2. Salt Road Packbeast
This rate becomes strong at 2+ creatures, which can be as simple as playing a Fortress Kin-Guard on turn 2! Salt Road Packbeast can also โgo offโ with mobilize, but I donโt expect to have to put in much work for this beast to perform.
3. Bearer of Glory
Bearer of Glory looks like a strong 2-drop for aggressive decks. It has the same ability weโve seen on cards like Ambush Paratrooper, but with a better stat line for its cost. That makes for a card thatโs solid at any point in the game!
4. Fortress Kin-Guard
Fortress Kin-Guard is another good white 2-drop, especially in decks with sacrifice payoffs. Both options here are fairly compelling, as 2/3 sizing can stop Bearer of Glory and other 2/Xs from getting any damage early.
Blue
1. Sibsig Appraiser
Everyone loves value, so donโt be surprised when the 2-for-1 common is #1! Sibsig Appraiser is just good, clean card advantage, and it might occasionally pull off a 3-for-1 with renew creatures.
2. Iceridge Serpent
Exclusion Mage variants are almost always good in Limited, and Iceridge Serpent should be no exception. This bounces fatties, kills Spirit tokens, and leaves behind a reasonable body afterwards.
3. Focus the Mind
Iโm not expecting Tarkir: Dragonstorm to be the fastest set around, so Focus the Mind should be pretty solid. Enhanced Awareness was definitely mid at best in Fate Reforged, but the discount can make this quite efficient.
4. Highspire Bell-Ringer
Highspire Bell-Ringer has solid stats for its cost and a useful ability, especially for more controlling Jeskai decks. This works especially well with Focus the Mind thanks to the cost reduction and its defensive stat line.
Black
1. Dragonโs Prey
Unconditional removal gets the top spot for now, as Caustic Exhale should be superior if the format is faster than expected. The dragon drawback is flavorful but shouldnโt hurt too much in practice.
2. Caustic Exhale
Last Gasp is still great for Limited!
3. Abzan Devotee
Itโs Deathless Pilot, but cheaper to activate and with valuable mana fixing. Thereโs a lot going on here for a common, so Abzan Devotee seems like one of the better Devotees.
4. Feral Deathgorger
The dragon mode is a great wall of a creature, and this also cycles if needed while providing some value. Feral Deathgorger isnโt the most efficient card or anything, but blackโs other common creatures look lackluster at best.
Red
1. Molten Exhale
One premium removal spell, extra crispy. Molten Exhale kills most things, and does so for just 2 mana!
2. Stormshriek Feral
Tormenting Voice plus Streaking Oilgorger makes for a nice, flexible split card. Stormshriek Feral is also a dragon of course, and it can make your Molten Exhales even better.
3. Shock Brigade
Shock Brigade looks very annoying to play against, and it should be one of the better common ways to enable mobilize synergies. Try to have Rebellious Strike ready for when your opponent blocks the token!
4. Jeskai Devotee
I also like this Jeskai Devotee, as it has 2/2 base stats and a better flurry ability than Devoted Duelist. You can play it in any red deck, though itโll obviously be at its best in Jeskai.
Green
1. Piercing Exhale
Removal spells are always a safe bet for top commons, though I could easily see Piercing Exhale being lower on this list later. Donโt forget that you can pair it with Sultai Devotee or Nightblade Brigade to kill any creature!
2. Sagu Pummeler
Hazard of the Dunes showed us how great this stat line can be, and renew provides extra upside just like exhaust did. Feral Deathgorger is the only common flier that can attack through Sagu Pummeler, and it punches well too.
3. Trade Route Envoy
Getting the 2-for-1 here doesnโt take much effort (just play Ainok Wayfarer, for example), and the โfail caseโ is a 5/4 for 4. As such, Trade Route Envoy should be one of the better 4s available.
4. Ainok Wayfarer
Blanchwood Prowler is back, though itโs a dog this go-around. Self-mill and counters synergize well with lots of cards in Tarkir: Dragonstorm, so Ainok Wayfarer should be a good 2-drop.
Bomb Rares
Another vital facet of Limited play are bomb rares, which are of course cards that tend to take over games singlehandedly. If your opponentโs Betor, Kin to All goes unanswered for instance, you likely wonโt survive for long. Hereโs every rare in the set that Iโd consider a true โbomb.โ
Elspeth, Storm Slayer
Hereโs an absolute beating, as Elspeth, Storm Slayer is plainly ridiculous in Limited! It protects itself incredibly well, wins games with its 0 loyalty ability, and can even slay dragons with its -3.
Smile at Death
Smile at Death is a bomb if you have 9+ creatures that fit the requirement, as it creates a ton of value off of them. Donโt play it otherwise, but definitely pore over your creatures if you open one!
Craterhoof Behemoth
Eight-mana โyou win the gameโ cards like Craterhoof Behemoth seem worth a try in a slower set like this, especially alongside cards like Ainok Wayfarer. Note that thereโs no Rise from the Grave in this set other than Perennation (which is a mythic).
All-Out Assault
Relentless Assault variants tend to be duds in Limited, but All-Out Assault is definitely an exception. The key difference is that this is also a powerful anthem effect, making it powerful at parity and downright absurd if youโre ahead.
Neriv, Heart of the Storm
Neriv, Heart of the Stormโs stat line is excellent, and the ability can be powerful with mobilize or haste creatures.
Dragonback Assault
The sweeper mode is a bit overcosted, but flying Rampaging Baloths are just absurd in Limited. Dragonback Assault even buys time for itself to win the game!
Ureni, the Song Unending
Another 8-mana โyou win the gameโ spell, more or less. Ureni, the Song Unending is a worthy build-around that encourages you to play more lands/ramp spells than you might otherwise.
Betor, Kin to All
Betor, Kin to All is a huge flier that can easily draw a card every turn, which is a clear recipe for winning games of Limited. Just focus on the โtoughness 10 or greaterโ line here, as the others are largely superfluous.
Jeskai Revelation
Jeskai Revelation comes fairly close to โyou win the gameโ as well, and it costs a full mana less than Ureni, the Song Unending or Craterhoof Behemoth!
Shiko, Paragon of the Way
Getting value with Shiko, Paragon of the Way is incredibly easy, and it even packs a great stat line with vigilance to boot. Note that this works with any โnonland card,โ not just permanents.
Death Begets Life
Of all the 8-mana โyou win the gameโ spells, Death Begets Life is definitely the loosest one, as drawing this too late could deck you out! Itโs powerful enough to make this list, though Iโm not sure how itโll actually play.
Teval, Arbiter of Virtue
Teval, Arbiter of Virtueโs drawback is quite real, as youโll be taking a lot of damage from this with every spell you cast. To compensate, youโll have access to huge mana reduction and a gigantic Baneslayer Dragon, which seems worth the risk!
Ugin, Eye of the Storms
Even with zero other colorless cards, simply casting Ugin, Eye of the Storms and then +2โing makes this card well worth the effort! Itโs also not impossible to get a bit of extra value with stuff like Dragonstorm Globe and Embermouth Sentinel.
Marang River Regent
Rain of Revelation is a lovely value spell, so attach it to a 6/7 flier that double bounces and you have one hell of a Limited card! Marang River Regent is just unreal, and it should have you eyeing blue if you open it.
Avenger of the Fallen
The strong base rate here is key, as Avenger of the Fallen is dangerous and very difficult to block profitably. It scales fantastically too, as itโs not impossible for it to be make 5+ tokens per attack later on!
Qarsi Revenant
Power creep these days is such that Vampire Nighthawk now has +1/+0 and graveyard upside! Qarsi Revenant is a completely obscene Limited card, and another windmill slam rare.
Scavenger Regent
The dragon side is the star here, as Scavenger Regent itself is very efficient. Exude Toxin will probably be used less often, but the option to do so is still quite powerful. Just donโt forget that this misses dragons!
Cori-Steel Cutter
Unlike most of the other rares so far, this is a cheap, aggressive card. Cori-Steel Cutter has a great rate if you can pull it off though, and provides strong incentive to build a fast flurry deck.
Magmatic Hellkite
You wonโt mana screw anyone with Magmatic Hellkite long term, but itโs still a huge flier for its cost that slows your opponent down. You might even be able to keep them off a color for one turn!
Tersa Lightshatter
Tersa Lightshatter brings an aggressive base rate, free rummaging, and threshold-like upside to the table. Thatโs a lot of value for just 3 mana, so this is one orc wizard you wonโt want to miss!
Bloomvine Regent
Youโll be hoping to cast Bloomvine Regent as a dragon most of the time, though Claim Territory can be a lifesaver if youโre stuck on mana. Itโs quite efficient for its cost and comes with valuable (and repeatable) lifegain.
Lasyd Prowler
Huge stats for its cost + powerful renew upside make Lasyd Prowler one of the better Sultai cards in the set. I wouldnโt expect the renew to get too big in Limited, but even just two +1/+1 counters would feel incredible on a creature this good.
Surrak, Elusive Hunter
Surrak, Elusive Hunter has solid base stats and gets a 2-for-1 against removal spells, which is impressive for a 3-drop creature.
Warden of the Grove
Warden of the Grove spirals out of control quickly, as every creature you play after untapping with this comes with counters or a friend. Definitely a kill-on-sight kind of rare; you do not want to see how this plays with 3+ counters on it!
Barrensteppe Siege
โAbzanโ is the clear winner here, and makes Barrensteppe Siege an outright bomb rare. All you have to do is keep playing creatures and stay alive, and this will eventually overwhelm your opponent. The Mardu mode is also nifty with mobilize, though you wonโt name it often.
Hollowmurk Siege
The Sultai mode goes off in the right deck, while the Abzan mode is very aggressive and easier to use. Itโs probably not as busted as something like Innkeeper's Talent, but Hollowmurk Siege even being mentioned in the same sentence as that card should be taken as high praise.
Inevitable Defeat
Inevitable Defeat exiles just about anything, and it even throws in a Lightning Helix to the face as a bonus. Thatโs just absurd in Limited, making this another windmill slam rare.
Mardu Siegebreaker
Mardu Siegebreaker is flat out incredible, with awesome base stats and a very powerful ability that goes off with โentersโ creatures. You can just keep getting the same trigger from whatever you exile with this over and over, so try combining it with cards like Fortress Kin-Guard, Salt Road Packbeast, and Reigning Victor (which would even protect Siegebreaker).
Thunder of Unity
All the sagas are pretty busted Limited cards, and Thunder of Unity is no exception. Chapter 1 is a mere Painful Lesson, but Chapters 2 and 3 tack on a substantial drain bonus that goes off with mobilize.
Zurgo, Thunderโs Decree
Speaking of mobilize, youโd be hard pressed to find a better mobilize creature than Zurgo, Thunder's Decree. โThree-mana Hero of Bladeholdโ is a fair description for this one, making this the best Zurgo ever printed.
Eshki Dragonclaw
Eshki Dragonclaw is a powerful harmonize payoff, as the mechanic provides a really easy way to pull off Eshkiโs requirements. The base stats here are also remarkable and make for another busted 3-color rare.
Roar of Endless Song
The only thing better than one huge elephant is two huge elephants and one very dead opponent. Chapter 3 of Roar of Endless Song was completely egregious here, so youโre likely looking at one of the most busted rares in the set.
Felothar, Dawn of the Abzan
Felothar, Dawn of the Abzan takes a bit of setup, but it has a ton of potential with wide board states and +1/+1 counter synergies. Look to sacrifice mobilized Warrior tokens or small Spirit tokens to buff up your entire team, and donโt forget that this is โenters or attacks!โ
Revival of the Ancestors
Speaking of Felothar, itโs hard to imagine a better card with it than this! Revival of the Ancestors is also incredible on its own, as youโre getting a ton of value (6/6 worth of stats for 4 mana, spread across three bodies) and a powerful lifelink swing.
Yathan Roadwatcher
Not a โbombโ in a strict sense, though the value here is too good to pass up. All you have to do is trade off your 3-drop then play Yathan Roadwatcher to get an incredible deal!
Rediscover the Way
All the sagas are busted in this set. Rediscover the Way is a double Anticipate with a deadly third chapter to make use of the cards you drew. Surviving Chapter 3 is sure to be a terrifying ordeal for your opponent!
Awaken the Honored Dead
The busted sagas continue with Awaken the Honored Dead, which is somehow Maelstrom Pulse with upside. Chapter 3 in particular is excellent, as youโll be able to exchange an extra land for the best creature in your graveyard.
Fangkeeperโs Familiar
Running your dragon into this will not be fun, and itโs flexible enough to still be great either way. Youโll mostly be gaining 3/surveiling 3, but itโs also worth remembering that Fangkeeper's Familiar can blow up Stormplain Detainments as well.
Lotuslight Dancers
Lotuslight Dancers can be a bomb in the right deck, as the body is pretty good and the trigger could grab up to three renew creatures. Donโt forget that you can always โfail to findโ if youโre dangerously close to decking!
Bad Rares
Not all rares are bombs, or even good! The rares here are either outright unplayable or only fit very specific decks.
Dracogenesis
Rooftop Storm but 8 mana and for dragons is sweet, but Dracogenesis should not be within five feet of my Limited deck!
Call the Spirit Dragons
Winning a game with Call the Spirit Dragons will require Herculean effort, as youโll need five colors and at least five dragons in play. Donโt let my advice stop you if you want to try it though!
Mox Jasper
Leave the latest Mox for Constructed players, as itโs tough for this to do anything useful in Limited. By the time you're casting a dragon for Mox Jasper, your mana should be well established anyways.
United Battlefront
Another powerful Constructed card that does not transfer over well to Limited. Iโd only play United Battlefront if I had an absurd (i.e., 6+?) number of Stormplain Detainments.
Stillness in Motion
Stillness in Motion mills 40 cards a bit too quickly for my liking, even with the safety mode later. Thereโs also the risk of getting it blown up, and youโll be down a card as well from it. Just stick to safer ways to get mill value like Ainok Wayfarer.
Sidisi, Regent of the Mire
Sidisi, Regent of the Mire has a lot of potential, but it only fits in decks built around it; its vanilla stats are pretty bad. That means lots of self-mill and disposable creatures, which makes Ainok Wayfarer an invaluable partner.
The Sibsig Ceremony
Sweet card, though you canโt really build around The Sibsig Ceremony in Limited. BBB is also not realistic in a 3-color deck.
Natureโs Rhythm
Definitely the least bad of the โbad raresโ so far, though Nature's Rhythm still wonโt fit in most decks. GGGG is a tough mana cost to pull off, so only play this if youโre heavily green and have powerful creatures worth searching for.
Windcrag Siege
The Isshin, Two Heavens as One mode is sweet in Commander, but doubling mobilize isnโt likely enough in Limited. Naming โJeskaiโ looks underpowered as well, so I have my doubts on Windcrag Siege in 40-card formats.
Glacierwood Siege
Glacierwood Siege is a bad rare in a random deck, though it could be an obnoxious build-around as a mill wincon. If youโre going that route, make sure to include lots of removal spells plus cantrips like Unending Whisper.
Prerelease Guide
Choosing a Clan
One of the neatest things about this set is the return to picking a clan for Prerelease. Unlike the last decade or so of Prereleases (save New Capenna), Tarkir: Dragonstorm requires you to pick one of the five clans before you open your packs. Your choice determines which pre-seeded pack will be included in your pool, as the 6th Play booster will be replaced by a pack of random cards from that clan. While this wonโt guarantee that your deck will be in those three colors (i.e., you choose Jeskai and open nothing but Abzan bombs plus fixing for them), it will definitely tip the scales.
To Min-Max or Not to Min-Max?

When you look at this image, ask yourself: Whose arguments do you find more persuasive? If you said, โYes Chad,โ feel free to skip the next section. But if you insist on crushing the hopes and dreams of nine-year-olds at your LGS, the next section is just for you.
Min Maxโing Your Prerelease
If you must min max: choose Abzan or Mardu, and avoid picking Jeskai. Jeskai has the worst multicolor rares of the five clans, while Abzan and Mardu have nothing but bombs and bangers. While your opponent fools around with New Way Forward and Narset, Jeskai Waymaster, you can hasten their Inevitable Defeat with your superior rares.
Other than rare disparities, itโs difficult to speculate on how the commons/uncommons will play out from these boosters. I like the look of white/black in this set though, so I stand by my assertion that you should pick Abzan or Mardu if you want to win.
Seven Steps for Sealed Success!
This last section is a refresher course for Sealed itself, and a good reference sheet if youโre stuck.
- Open your boosters and sort your cards by rarity and color. Consider separating the contents of your pre-seeded booster from others, if youโd like. Note any bombs or exceptional cards.
- Set unplayable cards aside (basically just trash rares), then assess which of your colors are deepest. Iโm mostly looking for the best commons/uncommons here, with particular importance given to efficient removal, Salt Road Packbeast, or anything else thatโs clearly above average.
- Start laying out builds and try to include your best cards. As this is a 3-color set, you should expect to be playing either 2 colors with a splash, 3 colors, or 3 colors with a splash.
- Consider colorless costs and whether splashing makes sense for your Limited pool. The best cards to splash are single pip busted rares; if I open Roar of Endless Song, you best believe itโs making my 40, even if I have to play a Forest in my Jeskai deck.
- Keep working on your deck, aiming for a good balance of bombs, removal, card advantage, and mana curve. If youโre worried about the clock, you can mitigate time anxieties by having a baseline done early (i.e. โI know Iโm playing Abzan because I have Felothar, Dawn of the Abzan, Revival of the Ancestors, and Sandsteppe Citadel, but can I splash Awaken the Honored Dead with Evolving Wilds?โ).
- Settle on a final product, then battle it out! Feel free to change your deck between rounds to fix errors and/or try new things. Prerelease prize payouts are rarely top heavy or anything, so this is a great time to relax and focus on learning the set and having a good time.
- Donโt forget that you can use Draftsim's Sealed pool generator to practice the set before attending your prerelease! Our sim lacks the pre-seeded boosters, but is otherwise identical to the experience youโll have building this format.
Wrap Up

Roiling Dragonstorm | Illustration by Dan Mumford
And with that, we are finally done. You should be well and ready to face the Dragonstorms now, especially with this giant wall of text behind you. We can reconvene next week, where Iโll be giving my final word on Tarkir: Dragonstorm Draft.
Which archetypes are you looking forward to playing in Tarkir: Dragonstorm Sealed? Let me know in the comments below or over on the Draftsim Discord.
Until next time, may your prereleases always be enjoyable!
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