Tarkir: Dragonstorm (TDM) Limited Overview — Green
Note: This article was translated from Chinese by AI and may contain errors. Read the original Chinese version.
Tarkir: Dragonstorm (TDM) will hold its Prerelease events on April 4, 2025, and officially launch one week later on April 11, 2025. Want a better understanding of individual card ratings and advice for Limited? Then check out this series of TDM Limited overviews!
- For an introduction to the mechanics, see this article: Tarkir: Dragonstorm Mechanics Breakdown
Rating Scale
5.0: An unconditional must-pick that brings an almost game-winning advantage
4.5: An unconditional must-pick if you are in the right colors, bringing a huge advantage
4.0: First-pick value, with excellent synergy with the color pair’s theme, and a deciding card for splashing / switching colors or entering a color pair
3.5: Top uncommons and commons of the set and other sufficiently strong cards, with good synergy with the color pair’s theme, and a key card for entering a color pair
3.0: Important cards for the color pair’s theme and other above-average cards that you would want in your final deck
2.5: Average level, usually a decent curve filler
2.0 to 1.0: Below average; you generally prefer not to play them, and can use them as filler if necessary, but not too many
0.5 to 0.0: Unplayable; basically do not play them, as they will only help you lose
Ratings
This time the green ratings take the clan themes into account: Abzan (WhiteBlackGreen), Sultai (BlackGreenBlue), and Temur (GreenBlueRed).

Score: 2.0
Comment: A middle-of-the-road filler creature, with theme synergies in both mill and counters decks.

Score: 3.0
Comment: Triggering it just once puts its stats in the top tier, and with both Renew and Harmonize as graveyard mechanics, it is not too hard to trigger.

Score: 4.0
Comment: Both halves are great. This set in particular is on the slower side, so using Omen to jump ahead in mana and slam a bomb is definitely a good thing (too bad it cannot fix colors). The creature’s enter ability and stats are also very good.

Score: 3.0
Comment: The creature’s four power is quite threatening, Renew is cheap, and the trample counter has good synergy with green.

Score: 3.5
Comment: An old friend from Commander Unless the board is truly empty, it is a big bomb that wins on resolution, though the high cost and color requirement limit its flexibility.

Score: 3.0
Comment: Deathtouch plus vigilance gives it powerful combat ability on both offense and defense, and it even holds off fliers.

Score: 1.0/3.0
Comment: A very key card in multicolor green decks. It speeds up your tempo and also provides a late-game board, but it is not very usable in decks that are not multicolor green.
(Incidentally, I think multicolor green is the strongest archetype in this set.)

Score: 2.5
Comment: A 7/7 body has no rivals in this set, and against a board with a high attack frequency it can also provide two blockers.

Score: 3.0
Comment: It drags the game into the late stage early, carrying out the game plan of crushing the opponent with big creatures and bombs. Bouncing it to repeatedly find lands can filter your library down to nothing but spells, avoiding top-decking a pile of lands.

Score: 3.5
Comment: In Endure and Renew decks it can easily balloon its stats, and it comes with trample, so carrying a whole game by itself is not difficult.

Score: 3.0
Comment: This set has way too much mana acceleration! Besides ramping, this artifact also provides trample and resources, and is useful in the early, middle, and late game.

Score: 2.5
Comment: It eats a graveyard at instant speed and can draw a card too. Return to Nature is about to cry A great sideboard card, but not strong enough to go straight into the main deck.

Score: 3.0
Comment: It can go tall by stacking stats or go wide by filling the board, and paired with combat tricks to clear the way, it can snowball.

Score: 3.0
Comment: It strengthens your board while removing an opposing creature, not to mention the various synergies with this set’s counters. Since it is a sorcery, watch the opponent’s mana and hand when casting it.

Score: 2.0
Comment: The activation cost is on the high side; consider it for the main deck only in defensive, slower decks.

Score: 4.0
Comment: Super good stats, a super strong Renew effect, and a cheap activation cost. A card with no weaknesses.

Score: 4.0
Comment: It reliably finds the creature best suited to the moment. The Harmonize ability’s color requirement is heavy, but its ceiling is actually higher.

Score: 3.0
Comment: Even without paying the Behold cost it is strong enough, and this set has no shortage of strong Dragon creatures, so it easily surveils to build up graveyard resources. A common with a high pick order.

Score: 3.0
Comment: Another mana jump, and providing a board is a big advantage. The mill on entering gives a strong next turn in decks with enough Harmonize, but the drawback is also obvious: if it gets removed, you cannot reach six or seven mana.

Score: 3.0
Comment: It turns milling into card advantage, and shuffling away the opponent’s graveyard can wreck their resources and break their tempo.

Score: 2.5
Comment: It feels stronger in the graveyard, and it can find cards for as little as one mana.

Score: 3.5
Comment: It loses a bit of stats the moment it enters, but the Renew effect is definitely worth the price of admission, and even outside an Endure deck it can make a big board all by itself.

Score: 3.0
Comment: The Renew cost is high, but it adds more stats, and its own stats are good enough.

Score: 3.0
Comment: Another handy card for multicolor green: it helps fix colors early, provides a board and gains life late, not to mention the various synergies with Dragons.

Score: 2.5
Comment: Much better than the Giant Growth effects of the past, since all Dragon creatures fly, so you never worry about a lack of targets.

Score: 2.5
Comment: Even better in decks that work with counters; it is more than just a protection spell.

Score: 3.0
Comment: Besides trading one-for-one in combat, its fixing effect works in both black-green clans (Abzan and Sultai). A common with a high pick order.

Score: 4.0
Comment: A vanilla 3/3 trampler for three would already be a 3.0. This one not only has an extra point of power, it also lets you draw cards when your creatures are killed / countered / targeted. When playing green, it is hard not to first-pick it.
A small note from cephille: judging from the ability design, the old and new Khans carry the following subtle metaphor. The old Khan Surrak is as mighty as ever, but in the division of labor on the Temur Frontier he leans toward defending the land and its people, while the new Khan Eshki Dragonclaw has abilities better suited to expanding territory. As a player who has been playing since KTK, I watched Surrak go from a youth fighting a bear (Savage Punch), to a middle-aged man wrestling a crocodile in DTK (Epic Confrontation), then burying the hatchet with Goreclaw and joining forces against the new Phyrexian invasion (Surrak and Goreclaw). Now, in TDM, he has entered his twilight years, and after handing the title of Khan to the new generation he still firmly guards the Temur Frontier, which moves me a little.

Score: 3.0
Comment: At first glance the Renew cost is five mana, but as long as you have a creature with 2 power on the board, on a turn with three mana you can first give the 2-power creature +2/+2 and attack (becoming 4 power), then tap it after combat and give +2/+2 again, building a considerable board without losing damage.

Score: 3.5
Comment: I cannot believe this is a common. If it can draw cards, great, but at worst it is a four-mana 5/4. The best common.

Score: 3.0
Comment: Not only does it provide resources / card filtering when attacking, casting a Harmonize spell with this creature also triggers an effect.

Score: 2.5
Comment: An excellent filler creature. There are fewer things to tear down in this set, but a targeted card that can be used in the main deck is worth putting in your deck.

Score: 4.5
Comment: If it stays for a turn or two without being removed, the opponent’s board definitely cannot keep up. Even if you are not in a counters theme it is completely fine, and growing automatically each turn makes it the strongest creature on the curve.
Conclusion
Gentlemen, I love graveyards! With the support of both Renew and Harmonize, the thickness of your graveyard determines how many resources you have, so just keep milling!
That said, the decks I am most bullish on are still the green-based multicolor decks, as there are truly so many fixing / mana-jump cards that go with them. There are also plenty of expensive multicolor bombs; if you ask, the answer is I want them all.
- Title
- Tarkir: Dragonstorm (TDM) Limited Overview — Green
- Author
- GY_Player
- Created at
- April 3, 2025
- License
- This work is licensed under CC BY-NC-SA 4.0 .




