Add the best Tarkir: Dragonstorm Commander cards to your collection for a big boost in power.
The best Commander cards in Tarkir: Dragonstorm are bound to help you upgrade your current decks to entirely new levels and maybe even inspire some new ones along the way. We’ve already talked about the excellent new Commander options from the set and covered the upgrade guides for all of the Commander Precons too, so now it’s time to think about cards in general.
We’re going to give you our list of the best Commander cards in Tarkir: Dragonstorm, and no matter what kind of deck you play, you’re sure to find a few cards that’ll help you make it much more powerful. So, with no more ado, let’s go ahead and get into it.
The Best MTG Commander Cards in Tarkir: Dragonstorm



There are so many potential cards to list from Tarkir: Dragonstorm. Ultimately, we’ve whittled it down to twelve to keep things manageable. However, think about any cards you pull from Play and Collector Boosters, because it’s filled to the brim with incredible cards for plenty of different Commander decks.
#12 Dracogenesis
Dracogenesis
Tarkir: Dragonstorm, Mythic

Dracogenesis is an eight-mana red enchantment that lets you cast your Dragon spells for free. It’s incredible, but also at the bottom of our list because Dracogenesis is a win-more card in many cases. Despite Dragon strategies struggling with mana generation at times, it’s getting to the point where you only need one (or two) Dragons in play to win the game anyway, making Dracogenesis feel a bit excessive.
#11 Nature’s Rhythm
Nature’s Rhythm
Tarkir: Dragonstorm, Rare

Nature’s Rhythm is a green sorcery that costs X and two green. Upon casting the card, you search your library and put a creature card with a mana value of X or less onto the battlefield, where X is the mana cost paid to cast the spell. This is an effect we’ve seen several times over the years and remains popular in Commander. However, what makes Nature’s Rhythm so good is that it has Harmonize, letting you cast the card from your graveyard and tap a creature you control to reduce the mana cost equal to the tapped creature’s power. Casting the card once is already decent, but getting to cast it again (from the graveyard) is excellent here.
#10 Windcrag Siege
Windcrag Siege
Tarkir: Dragonstorm, Rare

Windcrag Siege is a three-mana red and white enchantment giving you the choice of Mardu or Jeskai, which is either creating a 1/1 Goblin token with haste and lifelink in your upkeep or doubling your attack triggers. The Mardu will be likely the most common option and will fit best within any aggressive strategy. We especially love it alongside Isshin, Two Heavens as One because the Siege can generate even more value out of attacking your opponents.
#9 Kheru Goldkeeper
Kheru Goldkeeper
Tarkir: Dragonstorm, Uncommon

Kheru Goldkeeper is a four-mana black, green, and blue 3/3 with flying. It also has Renew, which means you can add two +1/+1 counters onto a creature on the battlefield by exiling it from your graveyard, we’re not interested in that, though. We’re interested in the Goldkeeper because it allows you to create a Treasure token whenever one or more cards leave your graveyard during your turn. There’s not a single Sultai strategy in Commander that doesn’t leverage the graveyard as part of their library, so this is just free mana a lot of the time.
#8 Smile at Death
Smile at Death
Tarkir: Dragonstorm, Mythic

Smile at Death is a five-mana white enchantment that reads, “At the beginning of your upkeep, return up to two target creature cards with power two or less from your graveyard to the battlefield. Put a +1/+1 counter on each of those creatures.” It doesn’t read like it does much, but in decks where you want to be attacking constantly or growing your creatures on the battlefield, it’s a remarkably strong effect.
#7 Warden of the Grove
Warden of the Grove
Tarkir: Dragonstorm, Rare

Warden of the Grove is a three-mana green 2/2 hydra, and at the beginning of your end step, you put a +1/+1 counter on this creature. Then, whenever another nontoken creature you control enters, it Endures X — you can either put X +1/+1 counters on the creature or create an X/X Spirit token, where X is equal to the number of counters on the Warden. Warden of the Grove will be strong in Hydra Commander decks, extending into any deck that cares about +1/+1 counters or token generation.
#6 Lotuslight Dancers
Lotuslight Dancers
Tarkir: Dragonstorm, Rare

Lotuslight Dancers is a five-mana black, green, and blue 3/6 with lifelink. When it enters, you search for a black, green, and a blue card from your library and put them into your graveyard. Throwing three specific cards in your graveyard will be incredible in Sultai builds and can help you win on the spot with cards such as The Mimeoplasm in play.
#5 Death Begets Life
Death Begets Life
Tarkir: Dragonstorm, Mythic

Death Begets Life is an eight-mana black, green, and blue sorcery that destroys all creatures and enchantments. Board wipes are always good (even at eight mana), but this one also lets you draw a card for each permanent it destroys. This will likely overfill your hand unless you have an effect that prevents you from discarding down to hand size, but being able to do so while also removing notable threats is always going to feel good.
#4 Temur Battlecrier
Temur Battlecrier
Tarkir: Dragonstorm, Rare

Temur Battlecrier is a three-mana green, blue, and red 4/3 that reduces the cost of each spell you cast on your turn by one generic mana for each creature you control with four (or more) power. It’s an absurdly good rate that becomes more valuable the more spells you cast on each of your turns, and it can easily turn a game around with only itself in play to begin with.
#3 Mardu Siegebreaker
Mardu Siegebreaker
Tarkir: Dragonstorm, Rare

Mardu Siegebreaker is a four-mana 4/4 with deathtouch and haste, and when it enters play, it allows you to exile up to one creature you control until the Siegebreaker leaves the battlefield. Then, whenever it attacks, you create a token of the exiled creature that’s tapped and attacking each opponent you have. You do have to sacrifice the tokens in your end step, but this enables you to get a load of extra enter-the-battlefield triggers, but also any leave-the-battlefield triggers, making it incredibly powerful in Mardu decks.
#2 Elspeth, Storm Slayer
Elspeth, Storm Slayer
Tarkir: Dragonstorm, Mythic

Elspeth, Storm Slayer is a five-mana white Planeswalker that comes into play with five loyalty and a selection of excellent effects. Elspeth’s first loyalty ability lets you create a 1/1 white Soldier token, her second ability allows you to put a +1/+1 counter on each creature you control, and those creatures gain flying until your next turn. Or you can remove three loyalty to destroy a creature with mana value of three or more. If that wasn’t enough, Elspeth, Storm Slayer also passively doubles any tokens you would create, which is a rare and incredibly powerful effect, especially on a Planeswalker.
#1 Perennation
Perennation
Tarkir: Dragonstorm, Mythic

Perennation is a six-mana white, black, and green sorcery spell. It allows you to return a permanent from your graveyard to the battlefield with a hexproof and indestructible counter on it. This is a great way to bring back creatures from the graveyard and overtake the game using a permanent card that shouldn’t have access to these keywords. Our favorite option is Nevinyrral’s Disk, a four-mana artifact you can pay one mana and tap to destroy all artifacts, creatures, and enchantments. Normally, the Disk destroys itself upon resolution, but if returned to play with Perennation, it’s just an on-field board wipe at all times.