Being a budget brewer is usually a tough proposition. The mana base for most decks is usually so prohibitively expensive that it is very difficult to make a deck for a reasonable cost. However, the beauty part with Khans of Tarkir is the inclusion of the Refuge Lands. These inexpensive, common lands are super important to helping to keep the cost of your deck in line. Since they are also in all 10 colour pairs, it makes for an opportunity to really build some interesting decks without breaking the bank.
One of the most interesting mechanics that came out of Khans has been Delve. It has allowed Treasure Cruise and Dig Through Time to see play in virtually every format because the reduction in cost created by the Delve mechanic is hilarious and disgusting all at once. I wanted to take my own stab at a Sultai deck powered by Delve and the common cycle of Refuge lands to provide a budget conscious deck that is capable of some ridiculous game states and power. Let’s see what I’ve got cooking.
The lands cover off your bases as well as possible. Opulent Palace ensures access to all three colours and run about a $1 a card. The other Refuge lands are all pretty inexpensive additions as well and the basics fill out the land requirements for this deck relatively effectively and cheaply. Nice deal. This land base runs you under $10 bucks but still gives you access to the colours you need!
The creature package isn’t as large as I usually run, but the ones that I do run are important.
Let’s start with the 3 Satyr Wayfinders in this list. These little guys are ridiculously useful because they fill your yard for your Delve spells and fetch you land. The best part with the Wayfinder is that if you hit ANY land card you can pick it, not just basics. In a deck running so few basics and so many dual and tri coloured land that distinction is huge. At roughly a dime a card these are cheap, effective, and very useful.
Nyx Weaver is a vital part of the deck because it also helps to fill your yard, and by consequence power out those Delve spells even faster. However, sac this little guy and regrow that important resource you just milled away. Nothing is funnier than recasting that Villainous Wealth you just burned, getting your Kiora or Jace back, or finding that blocker you need to try and stem the tide. Also, at a mere $0.40 a card they are a bargain for something so useful.
Sagu Mauler: Why not? He’s huge, hard to handle, and requires an immediate answer or you die to the ridiculous 6/6 trampler with Hexproof. Also, at $0.50 a card he’s a steal.
Chasm Skulker: This is legitimately an experiment. I feel like this card could be very good, particularly with the amount of cards I can draw off things like Treasure Cruise, Dig and Interpret the Signs. He produces value if he gets killed and is otherwise just a growing bomb to dismantle your opponent. He’s also very cheap, meaning he also helps keep the cost of the deck down.
Rakshasa Vizier: Honestly, a pair of feels fine in this deck to reap the ridiculous benefits of Delving away loads of cards and making a huge behemoth. Also, a 4/4 for 5 is just fine base stats anyway. Oh, and it’s cheap…so…Budget Brew away.
Necropolis Fiend: This is the big finisher in this deck. A 4/5 with Flying is pretty awesome…but the ability to repeatedly take care of creatures with its tap ability is huge. The casting cost has no real bearing because of the ridiculous Delve potential with this deck meaning it can hit the table without much trouble and at $0.30 a card you can’t go wrong.
With all the budget cards we’ve played in the lands and creatures there is lots of room to splash around with fancy spells.
Jace, the Living Guildpact: Did anyone notice that Jace’s new first ability jives with Delve incredibly well? I haven’t seen him in any lists at all so far and I’m wondering why not? His second ability is very relevant as well and totally protects you or him if used properly. Yes, his ultimate might curtail your plan somewhat, but wrecking your opponent’s hand and you drawing 7 is ridiculous. This could be the best $4 card in the deck.
Kiora, The Crashing Wave: Wow, has the value of Kiora plummeted recently. What was once a $20 card is now $8.50…and she’s amazing for this deck. Her first ability is very useful because she nullifies their best creature every turn. The second ability is amazing to draw yet MORE cards and then dump extra land to ramp to Dig, Villainous Wealth, or Necropolis Fiend. Her ultimate is an inevitable win condition. She’s pretty sweet.
Villainous Wealth: I want a full playset of these guys because I think this card could be the real deal. It’s an absolute game breaking spell. Yes, it’s greedy, yes it’s expensive…but you only need to hit one and the game just about ends on the spot because it attacks them on an axis that they likely aren’t expecting. Look at the deck…it looks like it wants to beat down with the Vizier, the Mauler, or the Fiends, but one of these for 6 or 7 totally changes the perception of the game. Add in the fact that it is about $0.50 a card as well and you have a budget all-star.
Throttle: Cheapest removal going. Murderous Cut would be better…but there are only so many cards in the yard to Delve away…so Throttle seems just fine in the interim.
Dig Through Time: Well, this let’s you assemble EXACTLY that piece you were missing. What more needs to be said. It is an awesome card. It is not cheap at $7.50 to $15 a card…but it is well worth it.
Treasure Cruise: Don’t have a Dig but need to refill your grip of cards? Yup. Lean on everyone’s favorite busted Blue common. Need I really say more?
Interpret the Signs: I have to admit, I stumbled across this and love it. With all the very high casting costs in this deck you can hit this for 6, 7, 8 or even 9 cards without much trouble! That’s bonkers. And at a mere $0.15 a card is just perfect mass card draw for this sort of deck.
Sultai Charm: Ummm…Removal. Nuff said.
Scout the Borders: This acts as card filtering AND as a ritual type effect because it dumps itself and 4 more cards in your yard…meaning that you are most of the way to casting Treasure Cruise by turn 3 and turning things up to high gear. You don’t need too many of them, but a pair seems like the right number.
Substitutions
If you are really keen on playing this deck it would be mighty easy to get a few more pricey treats for this deck. Currently the price tag for this deck is running somewhere shy of $75…but there are lots of pricey treats to sub in that will drive the price tag way up.
The obvious place to start is with 4 Polluted Delta. That’s $80 in Delta’s. Sure, they thin your deck, feed your Delve and are generally pretty useful, they are hardly key lynch pins in the strategy. That said, I would love to have a playset of these guys to rock in the deck.
Yavimaya Coast and some more Scry Temples might also be considerations for this deck help improve the mana situation. I’m less convinced on these guys, but the added value of the free scry or more untapped lands might be really helpful.
I would be prepared to entertain a discussion about NOT running the Dig Through Time, not because it is a bad card, but because Interpret the Signs might be the better spell. This deck is usually looking for just mass card draw and Interpret the Signs is a sleeper pickup that could be insane. I would need to test both options.
I could TOTALLY make a case to sub out the Viziers for a pair of Sidisi…and with her bring in a couple of Whip of Erebos as well and emulate the Sidisi Whip decks out there. There is no doubt that it would be a powered down version, because it lacks the Hornet Queen or the Soul of Innistrad, but it could be pretty potent.
There are a number of treats from Fate Reforged that I might be prepared to try out in this deck but there aren’t an over-abundance of them. I would be willing to splash around with Temporal Trespass because any time you can grab an extra turn it seems busted. Also, Torrent Elemental can totally be game breaking because of its ridiculous ability AND the fact that it can be cast from exile if you Delved it away. While the rest of the Sultai cards look interesting they don’t really do what this deck wants to do and so these will be about the only things I would be looking to experiment with.
You can’t afford to be too cautious with this deck. As much as this deck wants to get to the later stages of the game to try and use more of its resources, you are in a race, not with your opponent, but with yourself. The fact remains that you could be in real danger of decking yourself without much effort, so once you get a foothold and can leverage out some heavy hitters you need to make good and close out the game. Your graveyard is absolutely a resource that is there to be utilized so don’t hesitate, but you need to be mindful of how quickly you burn through your cards. Otherwise, the deck is super fun and able to do some truly ridiculous things and accelerate to get to some mighty powerful spells.
So, if you are looking for something pretty fringe to try at a FNM, or just kicking around with your buddies around the Kitchen table, this sort of Budget Sultai brew might be right down your alley.
Thanks for reading…and as always keep it fun, keep it safe…keep it casual.
By Bruce Gray – Casual Encounters @bgray8791 on Twitter
Well…HAPPY NEW YEARS magic players! Fate Reforged spoilers have started and dear LORD am I excited. We have only started to see the sweet new treats coming our way, but they look awesome already! I mean…Ugin?! Sure, he’s pricey…but he’s mighty sweet. Old Nicol Bolas may have bitten off more than he could chew here. And Soulfire Grand Master looks RIDICULOUS! Jeskai Burn/Wins decks just got an all-star to hit Clean-up…and dear lord does he pack a punch! I mean, lifelink on all your burn spells? That’s insane. Oh…and if you find yourself with a bunch of extra mana why not cast your spell and have it return to your hand? No biggie. That’s totally fair…and not the least bit suspect when you can also trigger Jeskai Ascendancy. No, that’s not broken at all. However, I digress…here at Three Kings Loot we are working on our previews as well, but what got me started today was one little word.
MANIFEST.
Yup. That one word BLEW my mind because it meant that Morph was going to continue to be a thing in this second set. We saw some sweet Morph creatures in Khans of Tarkir and some really amazing enablers to push them. However, I was really worried that the Morphs were going to disappear in the follow up sets meaning that they really only had a place in Limited and a few super Casual brews. However, with the support of the Manifest mechanic in Fate Reforged there is the very real possibility to push Morph decks from the realm of Limited to Fringe Constructed play. Here is where my mind is going.
We saw very early in the Khans Limited format that Secret Plans was a very powerful engine in the 5 colour Morph deck…or really any Morph deck. It allowed your Morphs to outclass those of your opposition, could chain you into more cards (replacing the need for more narrow card draw spells in the later stages of the game) and generally allowing you to out card advantage your opponent as you closed in for the kill. I also had an up-close look at Trail of Mystery and have decided that it is the real deal too. It may not pump your Morphs right now, but it does filter your deck, ramp your land, and then lead to blow out central when you start un-Morphing your creatures later on. These two powerful engines can really make Morph decks go. So, the logic being that if they are good in Limited, there is an outside chance, with some additional support, that they could start to be reasonable to see some fringe constructed play at FNM or some low pressure constructed events.
What are the new treats you ask? Well, the two that REALLY got my attention were Ethereal Ambush and Whisperwood Elemental. These two cards come with the Manifest mechanic and can totally enable further some gross things. They just enable you to chain more Morphs together into more cards and lands…and then full on going off. It does rely on synergy to get ahead and can be easily disrupted, but you should be able to pull it together once in a while and with devastating effect.
Now, I was debating what colours to use when building the deck, but the obvious starting point is U/G/X…and the X is totally up for debate. Yes, yes, I could go 5 colour, but that is just full on greedy and if the intent is to create something that is at least feasible in a competitive arena then 5 colour is NOT the way to go. So, we’re back to 3 colour build. Let’s see what we can do here.
My first reaction is to slide in Red for the Temur Morph deck, and looking at the other cards that have been spoiled, this feels pretty normal. Now, the nice thing with a Morph deck is that your actual curve is quite flat…because everything you play is really a Morph and you don’t much care about the actual casting cost. You DO care about the Morph cost, but hey…at least you should have things on board early on.
With the inclusion of Ethereal Ambush and the Whisperwood Elementals you aren’t rewarded for spells with the Manifest ability because lands and non-permanent spells simply become a 2/2 until they die. That is not overly useful in lots of regards. So, packing a deck full of spells is a bit foolish. So, as you may be able to see, most of the things in this deck are the two engines (Trail of Mystery and Secret Plans) or are creatures with a Morph ability anyway. The real trick is finding creatures that can Morph relatively inexpensively but yet are still useful. Sagu Mauler and Ashcloud Phoenix are obvious auto-includes and a couple of Thousand Winds could prove very effective at washing away your opponent. The other Morphs are all cheap to un-Morph and all of them have a solid ability. The Flock is just a big old flying wall to ensure you don’t get shredded from above. The Mystic of the Hidden Way ensures inevitability because it just can’t be blocked. The Icefeather Aven is a fun bounce effect. And the Rattleclaw Mystic is unadulterated ramp. The other spells are all useful, but if you lose one or two to being Manifested (Is that going to be the Term? I guess we should figure that out) by the Whisperwood Elemental or a stray Ethereal Ambush, but hey, that’s ok.
Your ideal opening hand has you playing Trail of Mystery on Turn 2, a Morph on Turn 3 to fetch a basic land, another Morph on Turn 4 to hit your 5th land drop…and you are off to the races. By the 5th Land drop you could cast Ethereal Ambush on your opponent’s End Step, Manifest 2 face down creatures, search up 2 more lands and well and truly be set cast your whole deck. Sneak in a Secret Plans as you go and you have a card engine to match your land filter engine…and all the mana you need to pay those Morph costs. Sounds like a pretty sweet deal to me and could lead to all sorts of ridiculous things.
Now, I have been toying around with some of the other colours as well. For a while everything I touched turned Bant…so U/G/W…and this could very well lead me to doing exactly the same. Here’s the build I’ve been toying with.
The deck functions very similarly to the Temur version but is somewhat less obviously powerful with no Phoenixes or direct burn. Instead you have Watcher of the Roost and Master of Pearls as the replacements and a couple of Feat of Resistance to make combat truly miserable. The trick here is that when you Morph your Watcher of the Roost for Free (Provided you still have a white card in your hand) the Trail of Mystery triggers making it now a 4/3 flier. Pump it again with a Master of Pearls as it Morphs and it is now a 6/5 until end of turn and likely making combat truly awful. Now, this is absolutely living in a fantasy land where I can do as I please and have all the pieces to the combo set up, but I can clearly see that this deck has more “moving parts” in order to generate the sort of explosive damage I want and can be derailed more easily. I feel like the Temur build is the better option, but I still like the idea of blowing out an opponent with Master of Pearls and a couple of Watcher of the Roost.
The options in Black if I wanted this to be a Sultai deck are less appealing with only the Ruthless Ripper and Grim Haruspex as desirable targets to Morph, but it does offer a lot of really interesting spells that I would love to have access to. Villainous Wealth and Murderous Cut being the first two most obvious choices, but there are others including Dead Drop. Archfiend of Depravity is also highly entertaining but none of these cards play into the Morph deck idea. Heck, the Villainous Wealth deck is already a thing on the fringe of Constructed standard. No, unless there are some higher quality black Morph cards coming in Fate Reforged the Sultai version would just be Sultai good stuff and not so much a Morph deck looking to abuse Trail of Mystery and Secret Plans. So, I think I’ll pass.
Well, there we have few new ideas to go about what Fate Reforged has to offer. And I just scratched the surface because I can see loads of other great pieces that will make many of the best decks even better, and will allow for some newer decks to start taking shape. Needless to say, we will be in for a treat in a few weeks when we all get to crack Fate Reforged and see what it has to offer up close and personal at the Pre-releases. I can hardly wait.
Anyway, thanks for taking the time out of your busy day to read my ramblings. As always, keep it fun, keep it safe…and keep it casual.
Regards,
By Bruce Gray – Casual Encounters @bgray8791 on Twitter
Set Name | Khans of Tarkir |
Block | Set 1 of 3 in the Khans of Tarkir block |
Number of Cards | 269 |
Prerelease Events | September 20-21, 2014 |
Release Date | September 26, 2014 |
Launch Weekend | September 26-28, 2014 |
Game Day | October 18-19, 2014 |
Magic Online Prerelease Events | October 3-6, 2014 |
Magic Online Release Date | October 6, 2014 |
Magic Online Release Events | October 6-22, 2014 |
Pro Tour Khans of Tarkir | October 10–12, 2014 |
Pro Tour Khans of TarkirLocation | Honolulu, Hawaii, USA |
Pro Tour Khans of TarkirFormats | Swiss:
Top 8:
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Official Three-Letter Code | KTK |
Twitter Hashtag | #MTGKTK |
Initial Concept and Game Design | Mark Rosewater (lead) Mark L. Gottlieb Zac Hill Adam Lee Shawn Main Billy Moreno and Ken Nagle |
Final Game Design and Development | Erik Lauer (lead) Doug Beyer David Humpherys Tom LaPille Shawn Main and Adam Prosak with contributions from Matt Tabak |
Languages | English, Chinese Simplified, Chinese Traditional, French, German, Italian, Japanese, Korean, Portuguese, Russian, Spanish |
Available in | Booster Packs, Intro Packs*, Event Deck*, Fat Pack*
(* – Not available in all languages) |
(Magic Online only available in English.) |
Khans of Tarkir is going to be a large set—small set—large set block structure (like Innistrad, Dark Ascension, and Avacyn Restored, with a special consideration for Limited and “a time travel element” yet to be revealed.
Tarkir itself is a plane of five warring clans, each worships a different aspect of the plane’s (now extinct) dragons.
Abzan Houses – , Aspect: Endurance, Khan: Anafenza, Symbol: Scales, Theme: Control
Jeskai Way – , Aspect: Cunning, Khan: Narset, Symbol: Eye, Theme: Tricks
Mardu Horde – , Aspect: Speed, Khan: Zurgo Helmsmasher, Symbol: Wings, Theme: Aggro
Sultai Brood – , Aspect: Ruthlessness, Khan: Sidisi, Symbol: Fang, Theme: Resource manipulation
Temur Frontier – , Aspect: Savagery, Khan: Surrak Dragonclaw, Symbol: Claws, Theme: Midrange fatties
KTK card reviews by authors Daniel Crayton and Bruce Gray