MTG: All Tarkir Dragonstorm Commander precons

MTG Tarkir Dragonstorm Commander
MTG's Tarkir Dragonstorm expansion will feature a whopping five decks - one for each clan. Here's what you can expect (Image via Wizards of the Coast)

During our recent MTG Tarkir Dragonstorm preview, we got a little sneak peek at what’s awaiting the Commander playerbase. Since this is an extension of the original Tarkir block, it only makes sense to have a Commander deck for all five of the factions.

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In the preview, we also saw two Commanders for each of the decks, though the actual decklists will be coming later. No matter which faction you prefer from the classic Khans of Tarkir block you prefer, there’s something for you — though there have been some changes since those days, from a lore perspective.

Each one of them I think will be incredibly strong in its own way. The Tarkir Dragonstorm set for MTG already looked wildly powerful after just seeing a few cards in it, and I don’t think that trend is going to stop for Commander. It will be interesting to see how the rest of the decks play out, but we can tell you a little something about them, and two of the commanders — the main one, and a Spirit Dragon for each.

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Note: We will add the full decklists to this article once they’ve been revealed.

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All Tarkir Dragonstorm Commander precons in MTG

Abzan Armor (White/Black/Green)

Play defenders, turn toughness into power (Image via Wizards of the Coast)
Play defenders, turn toughness into power (Image via Wizards of the Coast)

If you’re a fan of Defender decks in MTG, look no further than the Tarkir Dragonstorm precon Abzan Armor. Its main gimmick is to play Defenders/High Toughness creatures, and then turn that into powerful attacks. Felothar the Steadfast does that for you by having each creature you control assign combat damage equal to their toughness, and can attack as though they didn’t have defender.

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If you need some card draw, you can sacrifice a creature to draw cards equal to the sacrificed cards' toughness, and then discard equal to its power. If you pick a 0/6 for example, there’s no downside. Then you have Betor, Ancestor’s Voice. You can give a number of +1/+1 counters on your creatures based on how much life you gained in a turn.

Then you can also return up to one target creature card with mana value less than or equal to the amount of life you lost this turn from your graveyard, and into play. This plays nicely with the first Commander, since you can sacrifice, draw from it, and put something back into play.

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Creatures

  • 1 Felothar the Steadfast
  • 1 Betor, Ancestor's Voice
  • 1 Protector of the Wastes
  • 1 Arbor Adherent
  • 1 Canopy Gargantuan
  • 1 Rampart Architect
  • 1 Tree of Redemption
  • 1 Ikra Shidiqi, the Usurper
  • 1 Baldin, Century Herdmaster
  • 1 Indomitable Ancients
  • 1 Rhox Faithmender
  • 1 Shalai, Voice of Plenty
  • 1 Wakestone Gargoyle
  • 1 Wall of Reverence
  • 1 Welcoming Vampire
  • 1 Zetalpa, Primal Dawn
  • 1 Arasta of the Endless Web
  • 1 Hornet Nest
  • 1 Seedborn Muse
  • 1 Sylvan Caryatid
  • 1 Towering Titan
  • 1 Dragonlord Dromoka
  • 1 Faeburrow Elder
  • 1 Shadrix Silverquill
  • 1 Sidar Kondo of Jamuraa
  • 1 Weathered Sentinels
  • 1 Nyx-Fleece Ram
  • 1 Wall of Omens
  • 1 Wingmantle Chaplain
  • 1 Blight Pile
  • 1 Wall of Limbs
  • 1 Arboreal Grazer
  • 1 Axebane Guardian
  • 1 Carven Caryatid
  • 1 Jaddi Offshoot
  • 1 Overgrown Battlement
  • 1 Wall of Blossoms
  • 1 Wall of Roots
  • 1 Indulging Patrician
  • 1 Crashing Drawbridge
  • 1 Walking Bulwark
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Sorceries

  • 1 Reunion of the House
  • 1 Tip the Scales
  • 1 Will of the Abzan
  • 1 Expel the Interlopers
  • 1 Slaughter the Strong
  • 1 Feed the Swarm

Instants

  • 1 Anguished Unmaking
  • 1 Swords to Plowshares
  • 1 Infernal Grasp
  • 1 Tower Defense
  • 1 Despark

Enchantments

  • 1 Jaws of Defeat
  • 1 Assault Formation
  • 1 Behind the Scenes

Artifacts

  • 1 Colfenor's Urn
  • 1 Staff of Compleation
  • 1 Arcane Signet
  • 1 Sol Ring
  • 1 Orzhov Signet
  • 1 Selesnya Signet
  • 1 Swiftfoot Boots

Lands

  • 1 Canopy Vista
  • 1 Exotic Orchard
  • 1 Fortified Village
  • 1 Isolated Chapel
  • 1 Overgrown Farmland
  • 1 Sungrass Prairie
  • 1 Sunpetal Grove
  • 1 Temple of Malady
  • 1 Temple of Plenty
  • 1 Temple of Silence
  • 1 Twilight Mire
  • 1 Woodland Cemetery
  • 1 Command Tower
  • 1 Evolving Wilds
  • 1 Sandsteppe Citadel
  • 1 Access Tunnel
  • 1 Bojuka Bog
  • 1 Deceptive Landscape
  • 1 Path of Ancestry
  • 1 Radiant Grove
  • 6 Plains
  • 5 Swamp
  • 7 Forest
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The Abzan Armor deck features a host of some of my all-time favorite creatures in MTG. You’ve got creatures like Dragonlord Dromoka to stop your opponents from casting spells on your turn, and Towering Titan, which is, in its own way, an incredible game ender. It has the potential to be a massive creature, as it has X +1/+1 counters, based on the total toughness of other creatures you control, but you can sacrifice a Defender to give your creatures Trample until end of turn. Just slap Swiftfoot Boots on this and wrap the game up.

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It also has one of the legendary creatures I won many games with — Zetalpa, Primal Dawn. A 4/8 in a deck that prioritizes the defense of your creatures as a method of dealing damage is already a really fun idea. Then you consider it has Flying, Double Strike, Vigilance, Trample, and Indestructible. That’s a real menace in the late game.

You also have the Colfenor’s Urn that lets you exile creatures with Toughness 4 or greater when they leave play. Then at the beginning of your end step, you can sacrifice this item to bring back the creatures exiled this way, provided there are at least 3 creatures exiled this way.

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Jeskai Striker (Blue/Red/White)

Cast extra spells, flurry spell effects (Image via Wizards of the Coast)
Cast extra spells, flurry spell effects (Image via Wizards of the Coast)

The Jeskai Strikers deck for MTG Tarkir Dragonstorm is built around two mechanics - Prowess and Flurry. Elsha, Threefold Master is a 1/1 with Trample and Prowess — whenever you cast a noncreature spell, this creature gets +1/+1 until the end of turn.

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Then, whenever Elsha deals combat damage to a player, you make that many 1/1 white Monk creature tokens with Prowess. That really allows you to flood the board with potential game-ending damage, depending on what you hit with.

Then you have Shiko and Narset, Unified, which has Flurry — Whenever you cast your second spell each turn, copy that spell if it targets a permanent or player, and you may choose new targets for the copy. If you don’t copy a spell this way, draw a card. As this is Red/White/Blue, it’s incredibly easy to stack up aggressive combat buffs, and duplicate the right ones at the right time.

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Creatures

  • 1 Shiko and Narset, Unified
  • 1 Elsha, Threefold Master
  • 1 Transcendent Dragon
  • 1 Voracious Bibliophile
  • 1 Caldera Pyremaw
  • 1 Mangara, the Diplomat
  • 1 Monastery Mentor
  • 1 Archmage Emeritus
  • 1 Haughty Djinn
  • 1 Lier, Disciple of the Drowned
  • 1 Manaform Hellkite
  • 1 Baral and Kari Zev
  • 1 Velomachus Lorehold
  • 1 Veyran, Voice of Duality
  • 1 Young Pyromancer
  • 1 Goblin Electromancer
  • 1 Guttersnipe
  • 1 Storm-Kiln Artist
  • 1 Third Path Iconoclast

Sorceries

  • 1 Will of the Jeskai
  • 1 Vanquish the Horde
  • 1 Dismantling Wave
  • 1 Ancestral Vision
  • 1 Baral's Expertise
  • 1 Curse of the Swine
  • 1 Rite of Replication
  • 1 Time Wipe
  • 1 Compulsive Research
  • 1 Deep Analysis
  • 1 Ponder
  • 1 Preordain
  • 1 Faithless Looting
  • 1 Mana Geyser
  • 1 Expressive Iteration
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Instants

  • 1 Transforming Flourish
  • 1 Narset's Reversal
  • 1 Sublime Epiphany
  • 1 Electrodominance
  • 1 Expansion // Explosion
  • 1 Magma Opus
  • 1 Prismari Command
  • 1 Swords to Plowshares
  • 1 Consider
  • 1 Frantic Search
  • 1 Opt
  • 1 Pongify
  • 1 Think Twice
  • 1 Abrade
  • 1 Big Score

Enchantments

  • 1 Aligned Heart
  • 1 Tempest Technique
  • 1 Whirlwind of Thought
  • 1 Ghostly Prison
  • 1 Curse of Opulence
  • 1 Shiny Impetus

Artifacts

  • 1 Adaptive Training Post
  • 1 Arcane Signet
  • 1 Sol Ring
  • 1 Azorius Signet
  • 1 Boros Signet
  • 1 Fellwar Stone
  • 1 Izzet Signet
  • 1 Talisman of Progress

Lands

  • 1 Adarkar Wastes
  • 1 Battlefield Forge
  • 1 Cascade Bluffs
  • 1 Clifftop Retreat
  • 1 Exotic Orchard
  • 1 Ferrous Lake
  • 1 Glacial Fortress
  • 1 Irrigated Farmland
  • 1 Prairie Stream
  • 1 Rugged Prairie
  • 1 Shivan Reef
  • 1 Skycloud Expanse
  • 1 Sulfur Falls
  • 1 Temple of Enlightenment
  • 1 Temple of Epiphany
  • 1 Temple of Triumph
  • 1 Command Tower
  • 1 Evolving Wilds
  • 1 Mystic Monastery
  • 1 Ash Barrens
  • 1 Path of Ancestry
  • 1 Perilous Landscape
  • 1 Reliquary Tower
  • 4 Plains
  • 5 Island
  • 5 Mountain
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Sultai Arisen (Black/Green/Blue)

Fill the graveyard, return with Zombie Druids (Image via Wizards of the Coast)
Fill the graveyard, return with Zombie Druids (Image via Wizards of the Coast)

Self-Mill + Graveyard Revival and free creature tokens? Sign me up. Sultai Arisen is based around exactly that, and for that alone I think it will be a popular MTG Tarkir Dragonstorm Commander deck. Both Commander cards work in sync with each other nicely. Kotis, Sibsig Champion lets you cast a creature spell from your graveyard on each of your turns by exiling three cards in addition to other costs.

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Then, whenever one or more creatures you control enter, if one or more was from the graveyard, Kotis gets two +1/+1 counters. Teval, the Balanced Scale gives you a self-Mill trigger, by milling 3 anytime it attacks.

You also can put a land card into play from the graveyard tapped, allowing more value from Fetch Lands. In addition, whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token. That goes neatly with the exile cost for Kotis.

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Creatures

  • 1 Teval, the Balanced Scale
  • 1 Kotis, Sibsig Champion
  • 1 Diviner of Mist
  • 1 Floral Evoker
  • 1 Steward of the Harvest
  • 1 Colossal Grave-Reaver
  • 1 Gravecrawler
  • 1 Amphin Mutineer
  • 1 River Kelpie
  • 1 Dauthi Voidwalker
  • 1 Disciple of Bolas
  • 1 Junji, the Midnight Sky
  • 1 Lord of the Forsaken
  • 1 Necropolis Fiend
  • 1 Noxious Gearhulk
  • 1 Ob Nixilis, the Fallen
  • 1 Tasigur, the Golden Fang
  • 1 Woe Strider
  • 1 Avenger of Zendikar
  • 1 Multani, Yavimaya's Avatar
  • 1 Shigeki, Jukai Visionary
  • 1 Consuming Aberration
  • 1 Jarad, Golgari Lich Lord
  • 1 Lord of Extinction
  • 1 Meren of Clan Nel Toth
  • 1 Hedron Crab
  • 1 Wonder
  • 1 Reassembling Skeleton
  • 1 Stitcher's Supplier
  • 1 Kishla Skimmer
  • 1 Sakura-Tribe Elder
  • 1 Satyr Wayfinder
  • 1 Springbloom Druid
  • 1 Timeless Witness
  • 1 Nyx Weaver
  • 1 Skull Prophet
  • 1 Millikin
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Sorceries

  • 1 Afterlife from the Loam
  • 1 Welcome the Dead
  • 1 Will of the Sultai
  • 1 Life from the Loam
  • 1 Casualties of War
  • 1 Living Death
  • 1 Necromantic Selection
  • 1 Treasure Cruise
  • 1 Victimize
  • 1 Cultivate
  • 1 Farseek
  • 1 Rampant Growth

Instants

  • 1 Lethal Scheme
  • 1 Forbidden Alchemy
  • 1 Grapple with the Past
  • 1 Harrow
  • 1 Tear Asunder
  • 1 Grisly Salvage
  • 1 Putrefy

Enchantments

  • 1 Teval's Judgment
  • 1 Phyrexian Reclamation
  • 1 Crawling Sensation

Artifacts

  • 1 Conduit of Worlds
  • 1 Essence Anchor
  • 1 Arcane Signet
  • 1 Sol Ring

Lands

  • 1 Command Beacon
  • 1 Crypt of Agadeem
  • 1 Darkwater Catacombs
  • 1 Dreamroot Cascade
  • 1 Drownyard Temple
  • 1 Exotic Orchard
  • 1 Fetid Pools
  • 1 Hinterland Harbor
  • 1 Llanowar Wastes
  • 1 Sunken Hollow
  • 1 Temple of Malady
  • 1 Woodland Cemetery
  • 1 Command Tower
  • 1 Opulent Palace
  • 1 Cephalid Coliseum
  • 1 Contaminated Aquifer
  • 1 Foreboding Landscape
  • 1 Golgari Rot Farm
  • 1 Haunted Mire
  • 1 Memorial to Folly
  • 1 Myriad Landscape
  • 1 Terramorphic Expanse
  • 4 Island
  • 5 Swamp
  • 6 Forest
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Mardu Surge (Red/White/Black)

Make attack tokens, sacrifice them for value (Image via Wizards of the Coast)
Make attack tokens, sacrifice them for value (Image via Wizards of the Coast)

Do you like decks that feature lots of tokens, and annoying ways to make your opponent lose life? Then Mardu Surge is here for you in the MTG Tarkir Dragonstorm Commander precon collection. Zurgo Stormrender has Mobilize 1 — so whenever this creature attacks, a tapped/attacking 1/1 red Warrior creature comes into play, that is sacrificed at the end of the next end step.

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Whenever a creature token you control leaves the battlefield, if it was attacking you draw a card. Otherwise, each opponent loses 1 life. That’s a ton of value for simply having tokens. I’m also a fan of Neriv, Crackling Vanguard. A flying/deathtouch Spirit Dragon, when it enters you receive two 1/1 red Goblin tokens.

Then, whenever Neriv attacks, exile a number of cards from the top of your deck equal to the number of differently named tokens you control — not just creature tokens. During any turn you attacked with a commander, you can play those cards. This deck can generate massive value out of nowhere, and thus, is going to be a lot of fun to play too, I think.

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Creatures

  • 1 Zurgo Stormrender
  • 1 Neriv, Crackling Vanguard
  • 1 Ainok Strike Leader
  • 1 Ironwill Forger
  • 1 Bone Devourer
  • 1 Goldlust Triad
  • 1 Redoubled Stormsinger
  • 1 Adeline, Resplendent Cathar
  • 1 Angel of Invention
  • 1 Emeria Angel
  • 1 Hero of Bladehold
  • 1 Selfless Spirit
  • 1 Sun Titan
  • 1 Twilight Drover
  • 1 Chittering Witch
  • 1 Gix, Yawgmoth Praetor
  • 1 Mindblade Render
  • 1 Ophiomancer
  • 1 Yahenni, Undying Partisan
  • 1 Grenzo, Havoc Raiser
  • 1 Legion Warboss
  • 1 Ogre Battledriver
  • 1 Siege-Gang Commander
  • 1 Myr Battlesphere
  • 1 Solemn Simulacrum
  • 1 Goldnight Commander
  • 1 Morbid Opportunist
  • 1 Viscera Seer
  • 1 Beetleback Chief
  • 1 Loyal Apprentice
  • 1 Aron, Benalia's Ruin
  • 1 Thalisse, Reverent Medium
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Sorceries

  • 1 Hour of Reckoning
  • 1 Eliminate the Competition
  • 1 Tempt with Vengeance
  • 1 Shadow Summoning
  • 1 Lingering Souls
  • 1 Release the Dogs

Instants

  • 1 Will of the Mardu
  • 1 Grand Crescendo
  • 1 Stroke of Midnight
  • 1 Swords to Plowshares
  • 1 Bitter Triumph
  • 1 Deadly Dispute
  • 1 Abrade

Enchantments

  • 1 Within Range
  • 1 Commander's Insignia
  • 1 Divine Visitation
  • 1 Legion Loyalty
  • 1 Tocasia's Welcome
  • 1 Bastion of Remembrance

Artifacts

  • 1 Infantry Shield
  • 1 Blade of Selves
  • 1 Idol of Oblivion
  • 1 Lightning Greaves
  • 1 Skullclamp
  • 1 Arcane Signet
  • 1 Sol Ring
  • 1 Fellwar Stone
  • 1 Talisman of Conviction
  • 1 Talisman of Hierarchy
  • 1 Wayfarer's Bauble
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Planeswalker

  • 1 Kaya, Geist Hunter

Lands

  • 1 Battlefield Forge
  • 1 Canyon Slough
  • 1 Castle Ardenvale
  • 1 Castle Embereth
  • 1 Caves of Koilos
  • 1 Clifftop Retreat
  • 1 Dragonskull Summit
  • 1 Exotic Orchard
  • 1 Fetid Heath
  • 1 Isolated Chapel
  • 1 Shattered Sanctum
  • 1 Smoldering Marsh
  • 1 Temple of Silence
  • 1 Temple of Triumph
  • 1 Vault of the Archangel
  • 1 Windbrisk Heights
  • 1 Command Tower
  • 1 Nomad Outpost
  • 1 Bojuka Bog
  • 1 Path of Ancestry
  • 1 Shattered Landscape
  • 1 Terramorphic Expanse
  • 5 Plains
  • 5 Swamp
  • 5 Mountain

Temur Roar (Green/Blue/Red)

Ramp mana, summon dragons (Image via Wizards of the Coast)
Ramp mana, summon dragons (Image via Wizards of the Coast)

What would a Blue/Green/Anything deck be without mana ramp? Welcome to what could be the most frustrating deck in the MTG Tarkir Dragonstorm Commander collection - Temur Roar. It’s a mana/ramp summon dragons deck, so you will no doubt know exactly how you feel by just this sentence. Eshki, Temur’s Roar receives a +1/+1 counter anytime you cast a creature spell, and if it’s a Power 4+ creature, you draw a card.

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If that card’s power is 6 or greater, she deals damage equal to her power to each opponent. That is going to get really bonkers, really fast. Of course, Ureni of the Unwritten is a 7/7 dragon. When it enters or attacks, you look at the top eight cards of your deck. You can then put a Dragon from among them into play. However, since that’s play and not cast, you don’t get the Eshki bonus. You do, however, get a free dragon into play, potentially.

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Creatures

  • 1 Ureni of the Unwritten
  • 1 Eshki, Temur's Roar
  • 1 Deceptive Frostkite
  • 1 Hammerhead Tyrant
  • 1 Parapet Thrasher
  • 1 Thundermane Dragon
  • 1 Broodcaller Scourge
  • 1 Keiga, the Tide Star
  • 1 Atsushi, the Blazing Sky
  • 1 Dragonmaster Outcast
  • 1 Gadrak, the Crown-Scourge
  • 1 Glorybringer
  • 1 Hellkite Courser
  • 1 Lathliss, Dragon Queen
  • 1 Leyline Tyrant
  • 1 Nesting Dragon
  • 1 Nogi, Draco-Zealot
  • 1 Opportunistic Dragon
  • 1 Scourge of the Throne
  • 1 Skarrgan Hellkite
  • 1 Stormbreath Dragon
  • 1 Taurean Mauler
  • 1 Territorial Hellkite
  • 1 Thunderbreak Regent
  • 1 Vengeful Ancestor
  • 1 Verix Bladewing
  • 1 Atarka, World Render
  • 1 Dragonlord Atarka
  • 1 Harbinger of the Hunt
  • 1 Sarkhan, Soul Aflame
  • 1 Steel Hellkite
  • 1 Stormshriek Feral
  • 1 Dragonlord's Servant
  • 1 Rapacious Dragon
  • 1 Whirlwing Stormbrood
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Sorceries

  • 1 Will of the Temur
  • 1 Zenith Festival
  • 1 Become the Avalanche
  • 1 Blasphemous Act
  • 1 Storm's Wrath
  • 1 Selvala's Stampede
  • 1 Farseek
  • 1 Kodama's Reach
  • 1 Migration Path

Instants

  • 1 Chaos Warp
  • 1 Spit Flame
  • 1 Draconic Lore
  • 1 Rapid Hybridization
  • 1 Reality Shift
  • 1 Beast Within

Enchantments

  • 1 Reflections of Littjara
  • 1 Frontier Siege
  • 1 Temur Ascendancy
  • 1 Dragon Tempest
  • 1 Breaching Dragonstorm
  • 1 Encroaching Dragonstorm
  • 1 Elemental Bond

Artifacts

  • 1 Dragon's Hoard
  • 1 Arcane Signet
  • 1 Sol Ring
  • 1 Fellwar Stone
  • 1 Talisman of Creativity
  • 1 Talisman of Impulse

Lands

  • 1 Cinder Glade
  • 1 Exotic Orchard
  • 1 Flooded Grove
  • 1 Haven of the Spirit Dragon
  • 1 Hinterland Harbor
  • 1 Karplusan Forest
  • 1 Kessig Wolf Run
  • 1 Mossfire Valley
  • 1 Mosswort Bridge
  • 1 Rockfall Vale
  • 1 Rootbound Crag
  • 1 Sheltered Thicket
  • 1 Shivan Reef
  • 1 Sulfur Falls
  • 1 Temple of Abandon
  • 1 Temple of Mystery
  • 1 Yavimaya Coast
  • 1 Temple of the Dragon Queen
  • 1 Command Tower
  • 1 Evolving Wilds
  • 1 Frontier Bivouac
  • 1 Bountiful Landscape
  • 1 Path of Ancestry
  • 3 Island
  • 6 Mountain
  • 5 Forest
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As you can probably imagine, this deck features quite a lot of ridiculous, powerful dragons! However, note the lack of Dracogenesis — it’s probably worth adding to this deck, though. Just for laughs, if nothing else. However, it does have Atarka, World Render to give attacking dragons double strike, and Sarkhan, Soul Aflame, who can become a copy of a dragon that enters play during this turn.

As a side note, you can use Leyline Tyrant to make Dracogenesis castable faster, since this dragon makes sure you don’t lose unspent red mana as steps and phases end. It’s also a game ender since when it dies, you can pay any amount of red mana to deal that much damage to any target.

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You also have Dragon Tempest to give your dragons haste when they come into play (or at least, all creatures with flying), but you also deal extra damage to any target when Dragons come into play, based on the number of Dragons you already control. For just two mana (1R), this is a bargain and a great way to start obliterating players.

I’m also a big fan of Frontier Siege from the Dragon’s perspective. You pick Dragon for this enchantment, and whenever a dragon comes into play, you can have it fight a target creature you don’t control. This, combined with everything else just makes sure you stay dominant for the entire game.

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Edited by Abu Amjad Khan
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