Tarkir Dragonstorm: The Mechanics!

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Explore the new Tarkir: Dragonstorm mechanics in Magic: The Gathering, featuring unique abilities for each clan. Dive into spoilers and prepare for the release!

We're already in the midst of the Tarkir spoiler (dragon) storm, with the new set headed to MTG Arena on April 8th and the release date set for the 11th.

While we are receiving new cards daily , a little at a time, all the new mechanics that will be part of this set have already been revealed, and we can therefore already start taking a look at them!

Tarkir: Dragonstorm is structured into five tricolor clans, and each of them is attributed a new identifying mechanic, in addition to two new generic ones that you can find everywhere.

Remembering which clan a certain ability belongs to won't be particularly difficult even in your first approach to the set, since even on the monocolor cards there will be a watermark with the symbol of the reference clan ready to direct you, just like it was for the previous Khans of Tarkir.

But let's go ahead and find out what's new!

Endure (Abzan)

Endure is the signature mechanic of the Abzan clan. They are connected to their ancestors' spirits and rely on the strength of their communities, which is perfectly reflected in the text of this ability!

To demonstrate these ties, in fact, it is once again based on +1/+1 counters, as was the case for Outlast in Khans of Tarkir (ex. Abzan Falconer) and Bolster in Dragons of Tarkir (ex. Anafenza, Kin-Tree Spirit), but to which the Spirit token component is added, for an even more complete descriptive image of the clan.

As a creature endures N, you choose to either put N +1/+1 counters on that creature or create an N/N white Spirit creature token. 

If the creature that endures leaves the battlefield before the ability resolves (for example, it is destroyed in response), you don't have to choose and simply create the Spirit token, similar to what we've already seen happen with Marionette Apprentice.

Currently, Anafenza, Unyielding Lineage is one of the very few cards revealed with this ability, and it's fun to note that while the previous version, Anafenza, Kin-Tree Spirit, enabled the combo with Persist, this instead acts as a finisher for that same combo, creating infinite 2/2 Spirits.

Flurry (Jeskai)

Flurry is the mechanic of the Jeskai clan. They are disciplined monks who train hard in martial arts and seek to achieve peace through unity of thought.

As in the past with the Prowess and Rebound mechanics, they care about you casting spells, and Flurry is the keyword of an ability already seen in the Izzet colors of Outlaws of Thunder Junction, with cards like Kraum, Violent Cacophony, Malcolm, the Eyes, or Breeches, the Blastmaker.

Flurry — Whenever you cast your second spell each turn, ____ .

Although each Flurry has a different effect, it's a triggered ability that triggers whenever you cast your second spell in a turn.

It simply checks whether you cast the second spell of the turn, going on the stack and resolving before it, regardless of whether it resolves or not, just as it does for the first spell cast.

By necessity, this ability triggers only once per turn, since you only have one second spell per turn, and a third one won't trigger Flurry even if it didn't trigger before.

Renew (Sultai)

The Sultai clan has a deep connection to both life and death, giving the Undead a position of honor and leadership, not servitude.

The graveyard is a resource, and as demonstrated in the past with the Delve mechanic, Sultai can now activate the abilities of some dead creatures directly from the graveyard, thus strengthening living ones.

Renew — [cost], Exile this card from your graveyard: Put __ counter(s) ____ . Activate only as a sorcery.

Again, Renew is a word ability, giving a name to something we've seen many times before but which is now limited to counters of all types and sorcery speed, so as to find a recent analogy only to Rubblebelt Maverick in Murders at Karlov Manor and Placidottentail in March of the Machines.

Currently, we only have two cards revealed with this ability, but it has already been said that Renew, in addition to counters, can in some cases also provide additional effects, thus giving further depth to what appears to be the longest of the midranges.

Mobilize (Mardu)

Mardu is a clan composed of nomadic warriors and constantly on the move, a characteristic that gives its name to their Mobilize mechanic.

This clan has always been characterized by aggression and their diving into combat, represented by the Raid and Dash mechanics first and now by Mobilize, which adds additional attackers for a turn, increasing damage and creature mass.

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.)

Mobilize is a triggered ability that activates whenever a creature with this ability attacks. It is followed by a number indicating how many tapped and attacking 1/1 Warriors you'll create as the ability resolves.

These are sacrificed at the end of the turn but are still useful, in addition to obviously dealing damage, to trigger entries and exits from the battlefield, take the buffs of other payoffs, and be used as sacrifice material.

However, since these creatures enter as already attacking, they don't trigger the "whenever a creature attacks" abilities.

Harmonize (Temur)

Temur is a clan that has adapted to living in the freezing cold, creating close bonds with the creatures they work alongside in perfect harmony with the environment and nature.

Harmonize is in fact the name of their mechanic, which allows you to replay spells from the graveyard by paying its Harmonize cost. Even today, however, the large Temur creatures play a fundamental role, as happened in the past with the Ferocious and Formidable mechanics. In fact, this cost can be discounted equal to the power of one of our creatures that we choose to tap while casting the spell.

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.)

Note, however, that the reduction cost only applies to the generic mana in the cost, so even if you tap a creature with power that exceeds the cost of Harmonize, you still have to pay the colored mana.

This reduction is instead applicable to the cost increase, such as that of Thalia, Guardian of Thraben, or Aven Interrupter and Anointed Peacekeeper, to stay in Standard; therefore, tapping a large creature could allow us to pay only the colored mana despite the additional taxes!

Omens

As for new general mechanics, Omen is a new subtype of instants and sorceries and, flavor-wise, represents ill omens that dragonstorms are about to bring.

They are structured like Adventure cards in Eldraine and enjoy the same properties and a similar functioning that differs only in resolution (with Adventure cards you can also cast both sides).

Instant / Sorcery – Omen - [effect]. (Then shuffle this card into its owner’s library.)

You choose which side of the card to cast: the creature or the Omen. Regardless, once you make your choice, only the side of the spell cast will exist on the stack, while players can safely ignore the other side. The creature will behave on the battlefield as a normal creature, while the Omen will be shuffled into your library as part of the resolution, as written in the text.

Just as with Adventures, if an Omen card is in your graveyard, hand, or library, it only has the characteristics of the creature card, and the Omen's characteristics don't exist. For example, you can tutor that card as a creature using Invasion of Ikoria, but you can't tutor that card as an instant or sorcery using Invasion of Arcavios.

Behold

Last but not least, in a set full of Dragons, a specific mechanic couldn't be missing, and Behold encourages you to play this type of creature by rewarding you!

To Behold a Dragon, you choose a Dragon you control or reveal a Dragon from your hand, and this can be both an additional cost to cast a spell and an additional effect that enhances it.

Behold (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.)

Once you beheld a Dragon, simply by pointing to it if it's in play or showing it to your opponent if it's in hand, it doesn't matter what happens to that Dragon because the effect will now be added and the additional cost will be paid.


These are the 7 new mechanics that are coming with Tarkir: Dragonstorm, and that will surely characterize the limited, but who knows about the Standard! Let's wait to see the cards and, in the meantime, enjoy our daily dose of spoilers!

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I'm Luciano, Italian MTG player since 2003. I play every available format on MTG Arena on a competitive level. Semi-finalist at the Arena Championship 3.

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