With the dragons weakened by the Phyrexian invasion of Tarkir, the five clans rebelled, throwing off the yoke of their draconic masters and reclaiming their lost heritages. Now the dragonlords have been defeated, and clans and dragons are working together to build a brighter future for the plane—but danger still brews in the skies, as the dragonstorms are growing in strength, spawning new broods of wild dragons that threaten to overwhelm civilization across Tarkir. Narset, the Waymaster of the Jeskai clan, must join forces with Elspeth Tirel to discover the source of these new storms and restore peace.
Tarkir Dragonstorm features the long-awaited return of the three-color clans previously seen in Khans of Tarkir and Fate Reforged. Each clan has a new mechanic. The Abzan have learned to Endure, which gives a you choice of +1/+1 counters or a creature token. The Jeskai have Flurry, which rewards you when you cast your second spell in a turn. The Sultai have Renew, allowing them to exile creatures from the graveyard to buff up creatures on the battlefield. The Mardu can Mobilize, granting temporary bonus creatures to attack with for a turn. And the Temur have Harmonize, which allows an instant or sorcery spell to be cast from the graveyard, with the option to tap a creature to do it at a discount. Additionally, the dragons have a mechanic of their own as well: new Omen cards give you the choice of a powerful dragon creature or a cheaper instant or sorcery, but if you choose the instant or sorcery mode, the card will shuffle back into your deck, so your opponent will never know when that dragon might be coming back!