In Magic: The Gathering, five warrior clans rule the plane of Tarkir. The dragons are gone, but the clans still emulate their ways, including the Temur Frontier.

While the Jeskai Way's members live in cozy monasteries and the Sultai Brood's masters inhabit luxurious jungle palaces, the rugged warriors of the Temur Frontier eke out a harsh living in Tarkir's mountainous areas. They do not tend to farms or build great cities. Instead, they live off the land and wander from one good hunting zone to another. These people are deeply attuned to the natural order.

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Strength and Vision

Three colors of mana define each clan of Tarkir, and the Temur Frontier is composed of red, green and blue mana. This results in a tribe based on the savagery of the dragon, a close affinity for nature and a talent for viewing the time stream itself. The Temur Frontier's warriors have chosen the claw of the dragon as their symbol, representing their talent for using brute strength to swat aside all intruders in their lands and their ability to hunt the biggest game roaming the snowy forests. These warriors will trek tirelessly over the mountains, through pine forests and across rushing rapids to hunt game, find a new camping spot or build a forward base of operations to raid another clan.

Although the Temur clan's members are all tough warriors, this clan is also home to some of the plane's most talented shamans and visionaries (owing to the clan's use of blue mana). Unlike the scheming viziers of the Sultai or the sages of the Jeskai Way, the Temur clan's shamans (whisperers) consult the time stream itself, something their forebears learned from Ugin himself. These shamans wear large, distinctive hoods to protect their heads from all distractions, and they may sit inside a dragon's skull to access the past and future alike. These shamans can connect themselves to the "frozen past" where their ancestors reside and learn from them. Not only that, but they can also see the "unwritten future," consulting the fickle time streams of what is yet to be. Such a shaman may sit for hours in the maw of a dragon skull, squinting at the seemingly empty sky as they see the unfathomable. No oner would dare interrupt them.

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A wide variety of races and species are included in the ranks of the Temur Frontier. Naturally, humans are a part of this clan, all of them burly, tough and practical, a necessity for survival. They are the primary fighters of this clan, and that includes the leader, a powerful man named Surrak Dragonclaw. His rank of Dragonclaw makes it clear that he is the clan's #1 warrior, a rival to the likes of Anafenza and Zurgo Helmsmasher.

Many ainok, or dog-people, are a part of this clan as well, being a more bulky and rugged version of the lean ainok who live in the Abzan Houses clan. A handful of loxodon, who resemble woolly mammoths, act as the clan's heavy infantry, able to slide down Tarkir's snowy hills and mountains with astonishing speed and fury to launch ambushes on their enemies. Diverse nature elementals fight alongside this clan too, often resembling trees, frost and rocks. Lastly, raven-like avens live in this clan, a wild counterpart to the soldier-like aven of the Abzan Houses or the raider aven of the Mardu Horde. These aven are based on green and blue mana rather than white mana.

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The Temur Frontier in the Game

In the game, Temur decks are perhaps the most flexible of all decks based on Tarkir. These decks have ferocious power from their red and green mana, but they also have some control and tempo elements due to having blue mana. It's as though the Gruul and Izzet guilds of Ravnica were put together. Temur decks use green mana to ramp their manabase, such as with mana dorks like Rattleclaw Mystic, and their green mana also lends them huge beaters such as Temur War Shaman, Whisperwood Elemental and Ambush Krotiq. Red mana augments the green mana to give it more speed and aggression, and this also means Temur decks can pump up single attackers and use burn spells to pick off enemy creatures. Blue mana, meanwhile, allows Temur decks to counter spells, bounce permanents and draw extra cards.

In Khans of Tarkir and Fate Reforged, the Temur mechanic is Ferocious, which can appear on a variety of cards. Each instance of Ferocious works differently, and it comes online when the player has a creature with power four or greater (easy in these colors). For example, Heir of the Wilds is a 2/2 for 1G that, when it attacks with Ferocious online, gets +1/+1 and deathtouch until end of turn. See the Unwritten is a costly Sorcery that allows the caster to search the top eight cards of their deck to find a creature and put it onto the battlefield, but with Ferocious, the player can get two creatures instead. Temur Battle Rage is an instant for 1R that gives a creature double strike, and Ferocious adds trample to the pile. And to symbolize the Temur clan as a whole, Temur Charm has three modes to choose from for GUR: a Mana Leak clause, shutting down small blockers and pumping a friendly creature and allowing it to fight another creature.

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