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One Last Batch of New Cards from Tarkir: Dragonstorm to Get Excited About

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Welcome back for some more Tarkir: Dragonstorm cards that are getting me excited! If you missed the first three articles covering the new set, be sure and check those out by clicking on my byline above.

This time we're covering previews that have been revealed as of my writing this on 3/30. Being in the full swing of Dragonstorm, the previews are spilling out rather quickly, and honestly, I feel like I've been more excited for this set than I have been for a set in a long time.

Let's begin!

Stormscale Scion

Stormscale Scion

This card is wild! The only thing that would make this Dragon any better is if Tarkir actually contained token copies of it in the set. It's still crazy to see storm on cards that are going to be Standard legal. If you recall, Elemental Eruption came out in Outlaws of Thunder Junction Commander and was extremely similar, but again, not in Standard and specifically a Commander card. In a world where you can play something like Lotus Petal, Rite of Flame, and Seething Song into Stormscale Scion, you're getting four Dragons that end up being 7/7s. 28 power off of two lands is pretty decent...

Roar of Endless Song

Roar of Endless Song

One of my favorite cards back in the day, along with everyone else, was Call of the Herd. Getting one 3/3 Elephant was great, but two 3/3 Elephants? From the same card?! Well, Roar of Endless Song is kind of like that, but upgraded for modern times. I don't think it will see anywhere close to the amount of play that Call of the Herd once did, but it still feels very cool to see such a nostalgic design. Similarly, Mammoth Bellow is also busy making multiple 5/5 Elephants, albeit at an uncommon level. Multiple cards making multiple Elephants is apparently the Tarkir way.

Zurgo, Thunder's Decree

Zurgo, Thunder's Decree

While harder to cast, Zurgo, Thunder's Degree is basically an upgraded version of cards like Goblin Rabblemaster or Legion Warboss; any of the three-mana, two-power creatures that make a 1/1 attacker during combat. The real improvement here is that Zurgo is making two 1/1s per turn, and because of his ability, they stick around at the end of the turn, which could add up quickly. Unfortunately, Zurgo doesn't have haste, but he does have two more toughness than similar creatures often do.

Ambling Stormshell

Ambling Stormshell

Man, do I love a good turtle. I actually had a pet turtle for over 20 years. She just passed away last year, unfortunately, but I had her since about 2002. She was a yellow-bellied slider, and I was quite fond of her, so I tend to have a soft spot for cool turtles in Magic. Ambling Stormshell is a cool one. There are no three better words in all of Magic than "draw three cards," except maybe "take another turn." But it's close. This feels more like a Commander card with these abilities, and it actually makes me want to either find more turtles to consistently untap this, or find ways to remove the counters on it to keep attacking.

Scavenger Regent

Scavenger Regent

On one hand, you have a 4/4 Dragon with a ward ability that forces a discard. On the other hand, you get what is basically The Meathook Massacre that isn't permanent. While it's unfortunate you can't use both sides the way you could with adventures, I think putting a sweeper in your deck that can also be a Dragon with protection when you need it is extremely versatile, especially for good midrange or control decks.

Dragonfire Blade

Dragonfire Blade

For one mana, Dragonfire Blade is a really cool equipment. Not only can you find it with Urza's Saga, but in the right deck, your equip cost could drop to something like one mana, which would be awesome. Hexproof from monocolored is also a really strong protection, and coupled with +2/+2, this really kind of feels like a Sword of X and Y, but, you know, better.

Inevitable Defeat

Inevitable Defeat

This is what happens when you take Utter End from the original Khans of Tarkir and combine it with Lightning Helix, but don't increase the cost any, and make it uncounterable. All for the low upgrade cost of one Red mana. That's a pretty sweet deal. As far as four-mana instant-speed removal spells that get rid of a creature or a planeswalker, this is a sizable upgrade on several metrics. It reminds me a good deal of Undermine, which was a pretty busted counterspell back in the day. Turns out adding a drain effect onto cards you already want to play can really add up. See Siege Rhino.

Smile at Death

Smile at Death

Smile at Death is a cool card that I kind of overlooked at first. I do wish it triggered at the beginning of the end step, because having an enchantment stick around for an entire turn before it does anything can be a tough sell. Nevertheless, the ability here is strong, and being able to return two creatures a turn, every turn, along with making them larger could end up being a great engine. Especially if you're bringing back multiple combo pieces, like Deceiver Exarch, Kiki-Jiki, Mirror Breaker, Devoted Druid, Vizier of Remedies, etc. It sure seems like all the combo creatures naturally have two or less power...

Anyway, thanks for reading and I'll catch ya next time!

Frank Lepore

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