Tag: sultai-flayer

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Roy Anderson - February 5, 2015

GP San Jose: The Sockymans’ Story (Day One)

Pearl Lake Ancient

GP San Jose: The Sockymans’ Story (Day One) – Team Sealed

By Roy Anderson – Sockymans

Hello my fellow looters! It’s Sockymans here with this week’s article, or should I say, articles. That’s right, this week is a two part series (As you probably saw from the title) about my adventures at Grand Prix San Jose. Now, I was only there for two days, Saturday and Sunday, so the article today will be about the first day of the main event.

To start off, man was I excited to see a Grand Prix so close to home. I was even more excited to see that the main event format was Team Sealed. To add even more excitement it was just a week after a new set release, therefore, it had a very new format! Now before I go into the actual day, I want to clarify some things people may not know.

 

Team sealed

So Team Sealed, what is it? It is a format you don’t see too often but if you have two friends that are also into Magic, I would highly recommend it. It works similar to regular sealed except you are on a team of three people. You start, just like in sealed, cracking your packs and building a deck. However, in Team Sealed, you have 12 packs between the three of you to build three decks. This gives you more options in each color, however, you must be able to figure out which team member gets which card. I will talk more about this when I describe my team’s pool. Another thing I want to note is that you must have every card in the sideboard of a certain player. You cannot have cards flowing between players sideboards so that is an important thing to decided as well. So when decks are built and round one starts, you are sat opposite another team. The way it works from there is each person plays against the person sitting opposite from them and whichever team has two of their members win their match, wins the round. During the games you are allowed to talk to your team and get advice about: plays, hands, and even sideboard options. If you make day two, after another Team Sealed round, you get to play team draft which is a whole other can of worms. Well, let us get to the meat and potatoes of the article!

Starting this story on a good note, we got to wake up at 6:30am. Now continuing this story with less sarcasm, we got there early very anxious for the event to start. There was a huge turnout for the main event which made competition fierce. In order to make day two, a team would need to not lose more than two rounds in a nine round tournament. My friends, John, Andy, and I, knew that would be tough but we were pumped and ready to go.

So they announced the start and we sat down. For those who have never played at competitive level  before, there is a step before you just crack packs and build decks. You first open a pool of cards and register every single one. Only after this is done, you pass your pool to someone else. This ended up being a good thing this time around as the pool we had to register was utter garbage. There were no strong archetypes, no strong reason to play any colors, no bombs, nothing. Bullet dodged. So we finally finish all of the boring stuff and we get our real pool. Our pool was much better. Lots of strong Fate Reforged, FRF, and Khans of Tarkir, KTK, cards with good pulls to multiple different archetypes. After some deliberation with my comrades we all settled on decks that were good and the decks we wanted to play. The end result was a very strong Abzan deck, a Sultai Control deck, and a mediocre R/W Aggro deck. We figured this divide of cards was decent at the time and we all were happy with the archetypes we had. I ended up with a personal favorite of mine, Sultai Control.

I won’t leave you hanging on the details, so here is the list I decided to run:

 

Abomination of Gudul – This creature was never too relevant for me and I think in FRF/KTK it is actually a bit worse. That being said, it was always a morph in the worst match-up and it did cycle through my deck quite a few times in the longer games

Pear Lake Ancient – This is just a very powerful game ending card. It only came out of my deck in extreme situations when my opponent’s deck was super fast. Even in the aggro matchup, it was good as a flash blocker.

Debilitating Injury – Super solid early game removal.  Even in FRF/KTK this remains an all-star.

Disowned Ancestor – This was mostly used to muck up the ground and keep me alive until I dropped Torrent Elemental or Pear Lake Ancient. I took this card out in control matches, however, I was not sad with this in the main deck.

Sultai Scavenger – A very solid mid-game flier. It was useful at getting past defenses. It was even a way to get Torrent Elemental into exile to use his ability. 10/10 would play again.

Archer’s Parapet – Same reasoning as Disowned Ancestor but I would have much rather had two of these. This never got boarded out as it is a supper good card.

Longshot Squad – This was in because I needed creatures, it was a Hill Giant with upside. I can’t complain about that.

Scout The Borders – Delve fuel, enough said.

Sultai Flayer – This was another all-star in my deck. The life gain was always very relevant and he has a nice body in the format. He definitely lifts bro.

Aven Surveyor – This card I was still on the fence on. Some games I was super impressed and others I was not so happy having him. First off, he was two blue which hurt in a three color deck with little fixing. My other concern was his body for his mana cost. Even if you didn’t need the bounce, which was never the case, he still died to every piece of removal and couldn’t trade with other fliers.

Enhanced Awareness – Can you hate anything with draw a card? It never seemed to end up in my hand when I needed it though. I kind of wish I had a treasure cruise along with this card.

Torrent Elemental – This card is bonkers. Using quadrant theory, this card was never bad at any point in the game. When you are ahead he wins the game almost immediately. When at parody he wins almost immediately, during setup he doesn’t serve much purpose but when behind he is even a flying blocker with a big butt.

Whisk Away – This was a card that was just okay in all my matches. I cast it and was reasonably happy with the results when I did. It was not a removal spell but it was quite the tempo swing.

Douse In Gloom – This card was awesome. I wrote about it quite a bit in my FRF pre-release article so I won’t cover it too much here. The only thing I want to say is that my opinion has not changed about this card. I am happy it exists.

Gurmag Angler – This is a new addition to the delve family and I think it is a pretty good one. It is had a huge body that not many other creatures can tangle with. It is also out of removal range for most of the removal spells in this format too unless your opponent is white. This guy also was a very common two for one as they would chump and use a removal spell.

Reach of Shadows – This card I was always happy with. Five mana, kill something other than morphs or manifests. Since the format is slower in general than formats in the past, five mana is very achievable to kill a big threat.

Rotting Mastodon – This should not have been in my deck. I never liked it much in KTK and it got worse. It was boarded out every game for something.

Sultai Emissary – This card made me happy to have, especially in the aggro mirror match-up. It is pretty much the black Jeskai Sage except he is card advantage with a card on the board. You are not even unhappy when you manifest a land. In my deck I ran 18 lands which meant if I could turn one into a creature and trade I was happy as a red player with a Lightning Bolt.

Whisperer of the Wilds – Since I had many five to seven drops this helped me ramp just a little bit. It was a bread and butter card. I was never happy with it but never sad.

Wildcall – This card I was unhappy with at the prerelease. Boy was I wrong. This is a very good card for any matchup. At the very worst it is two green for a 2/2 with possible upside. In most games, this card was the most flexible in my deck. On average it made a four to six power creature that would  become the biggest threat on the board. Sometimes, it would just manifest a land and I would be 100 percent happy with a six power land.

 

Sideboard Stratedy

There you have it, my GP SJ main event deck. Neither of my team mates were using blue so I got a lot of very powerful spells. I also had a good amount of very relevant sideboard choices against different matchups. Against aggro I could side in an extra Sultai Emissary, Despise, Force Away, and a few other low drops. Against a mid-ranged strategy, I would side in Disdainful Stroke, Despise, Tasigur’s Cruelty and a few other relevant creatures. Finally, against control, I would switch to a game of fighting for resources. I would take out some low cost removal and side in Disdainful Stroke, and Tasigur’s Cruelty. Now that our decks were completed, it was time to do what we came to do, play Magic and chew bubblegum! (You know the rest.)

 

Main Event

Round One

This round was the first of the tournament. My teammates and I, unofficially named “The Ainok Bond-kins,”  were ready to start on a good foot. My first round match was the mirror match and I felt pretty confident that I could win with my good resource advantage cards. Torrent Elemental helped pick me up a quick game one and I was feeling great. Andy was also winning his match. John, not so much, however, I was still happy. Game two I was not so fortunate. I ended up losing to flooding a bit and my opponent resolving a Treasure Cruise and slowly beating me out of the game. No big deal, I am on the play for game three. I look to see how my team is doing and they are both done. Turns out, we are one and one so this game three was the deciding game. The pressure was on.

Game three was a very long game. Lots of trades, draw spells, and board stalls. Finally, a line of play opened up that started to tip the scales in my favor. I resolved a Tasigur’s Cruelty delving away my Torrent Elemental. I was able to cast it tapped and I put my opponent in top deck mode. Turns out he didn’t draw anything but an Gurmag Angler. This turned out not to matter as I quickly untapped and started crashing in. Turned out that ended up winning me the game! My day was off to a good start.

 

Round Two

So, I don’t know if any of you here recognize the name, but my second round opponent was none other than Day9 and his friends Case and Tristan. First of all, it was awesome to be able to talk to him and he was a super nice guy, however, I was playing Case. So there is not much to talk about this round as there was one card that won every game that it came out. This resulted in my losing 1-2 which was a bummer. The card I speak of is Ojutai, Soul of Winter. This card is expensive, however, against a deck like mine, that was not a big problem. Had Case been playing my friend John, he may have won with his very aggressive deck. The two cards I had that could deal with that card was my two copies of Reach of Shadows. I also boarded in a Disdainful Stroke when I first saw the card. Unfortunately, game three, he played a Frontier Siege which, for a dragon deck, was pretty good. I never saw it so I was unable to board against it. Sadly, despite Andy winning. John lost another match and we were now 1-1.

 

Round Three

After pulling ourselves together, we went to face our next opponents. This time I was against my worst matchup: Aggro. This is when I also want to point out what I think the red MVP card in FRF is and that is: Goblin Heelcutter. This card wreaked havoc on my deck. I lost the first game and thanks to some good sideboard options and a good draw, I made it to game three. Sadly, he curved out really well despite a Debilitating Injury in my opening hand. Andy, who is a boss, was now 3-0 and our team was 1-2. John was getting creamed in mirror matches for the first three rounds.

 

Round Four

This was it, if we lose here, we have no chance of making day two. The record you needed to get to day two was at least 7-2. If we wanted that record, it would be a long rest of the day. We sit down against our next round opponents and they were also on the block. They seemed to be having a lot of fun and it was a fun match overall. It was another mirror match and this time, I knew how to board better. I was learning the matchups and changing my deck more and more each game. I boarded in both Tasigur’s Cruelties and Disdainful Stroke after winning game one. I lost game two and I knew I had to win in order to carry the team. I looked to my teammates and, to my surprise, they had won. Yay!  We had hung on for at least one more round.

 

Round Five

Another mirror match? At this point, I felt like my deck was advantaged in the mirror. I had a Pearl Lake Ancient, a good curve, good removal, and lots of ways to generate card advantage. This time, for the first time in the tournament, it was an easy 2-0. I looked over at Andy and finally, he dropped a game. I was worried as John’s deck was disadvantaged in yet another mirror. However, he had won his best of three and we were on to yet another match!. Awesome! 3-2

 

Round Six

I will be 100 % honest, I don’t even remember this round as the next one was so intense. The important part is we won yet again. We were all starting to realize that the dream was real for us! We were crawling back from a 1-2 record to end up sitting pretty at 4-2. We only had three rounds to go. Let’s move on.

 

Round Seven

At this point in the tournament, it was getting intense. Side events were closed down and everyone had been there for so long and come so far. We sat down against some very nice foreign players who made some great conversation. My matchup this time around was another aggro deck, which I dreaded seeing. This was different from other aggro decks I had faced. It was mostly red Mardu and boy was it fast. Game one I was obliterated despite having a removal heavy hand. Alright, on to game two. I made some needed side boarding and moved into game two. Notably, I brought in Despise and Tasigur’s Cruelty in order to kill dash cards. I also brought in my second Sultai Emissary which was good against his 3/1s and 4/1s. Through some good managing of resources and a timely Pearl Lake Ancient, I took game two. Sadly, my opponent came out of the gate swinging on turn two. Even with the removal in my hand, nothing prepared me for being hit by Kolaghan, the Storm’s Fury. Luckly, I was able to kill it and his other dash with Tasigur’s Cruelty, however, it was too late. I lost. As it turns out, both my allies bit the dust as well. Our dream had died.

All in all, we had a lot of fun at the GP San Jose main event. If you ever have a chance to play in any GP, I would highly recommend it.

I will have another article up later this week detailing my day two GP report. I hope you enjoyed this article. Let me know what you think and, if you were there, let me know what your record was and what you played.

For now, Happy Planeswalking!

 

By Roy Anderson

@Sockymans on Twitter

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Bruce Gray - November 11, 2014

Crack a Pack MTG Khans of Tarkir with Bruce (4th)

Khans of Tarkir booster packs - Crack a Pack MTG

Crack a Pack MTG Khans of Tarkir with Bruce (4th)

 By Bruce Gray – Casual Encounters

It feels like it has been a long time since I’ve sat down and played much in the way of Magic recently. There are times when playing Magic is largely inconsequential and events in the world around us put things in perspective.  For those of you who don’t know I live in Ottawa, Ontario, Canada and our community was recently touched by a tragic act of violence.  I won’t recap what happened because you can find all that relevant information online if you’re interested.  However, as a result of the events on October 22nd , 2014 we have been trying to put things back to normal and get things back to the way they were. However, when events like what happened in Ottawa take place it makes playing Magic seem very trivial.  What really matters is ensuring that your friends and family are all safe and that you value your time with all of them.  If you haven’t done so recently, pick up your phone and call your friends and family and just have a chat with them and be sure to tell them how much they mean to you.

 

From my end, I am teacher.  The events of Oct 22nd were extra scary because I was organizing a soccer tournament.  We had 300 plus 9 and 10 year olds out playing soccer and had to stop our tournament on account of what happened and find some place safe to go and shelter until we got the signal that things were all clear.  It was a very stressful day for all the coaches and students but everyone handled the situation very well.   However, as the guy who is organizing the tournament I have spent much of my time since trying to organize a chance to re-play our tournament, on short notice, before the snow flies.  Needless to say, I have been busy.

 

But today I wanted to take some time and go back to Magic, crack a pack, and allow Magic to be the diversion that it is, even if only for a little while. Let’s bust open a pack and see what we’ve got!

 

Rare

 

 

Uncommons

 

 

 

 

Commons

 

 

So…Siege Rhino?  As my rare?  Well, that is a snap first pick if I’ve ever seen one.  4/5 for 4 mana?  Sweet enter the battlefield trigger? Trample?  Hell YEAH !  This wins on every metric I can find.  The card is efficiently costed, a huge beater, comes with a sweet upside in terms of an enter the battlefield trigger and is even worth a pretty penny on the secondary market.  This is a slam dunk.

 

Swiftwater Cliffs actually gets my attention because in draft 5 colour Morph decks are a thing.  You need all the fixing you can find to pull it off, but the potential power level is through the roof.  I’ve watched a number of players draft the 5 colour morph deck and it looks sweet and very potent (and surprisingly reliable).  I would be seriously eye-balling this card.

 

Sultai Scavenger is a pretty nice 3/3 flier.  The Delve on this is what makes it very viable because it makes this so much cheaper to play.  The single Black mana in the casting cost makes it very splashable, but the real treat is a 3/3 flier.  Flying is crazy relevant in this format because fliers are hard to come by and the evasion allows you to bust up a board stall really quickly.  This is a super solid common and something that really gets my attention and a solid push to play Black.

 

Sultai Flayer is still a solid 3/4 for 4 mana and comes with a solid upside.  I wrote about this card a couple of weeks back and I’m still a fan.  I think it brings enough presence and pressure to the board, has a relevant upside to help your position and is just an efficient creature to slide in your deck. I’m on board.

 

Scaldkin is another creature that gets my attention, but I’m not really sold on it yet.  It’s a little pricey for a flying 2/2, but the flying really helps restore this creature.  The fact that it can also be used as a Shock to handle those pesky Morphs is useful and relevant and makes this a nice mid-round pick.

 

Dragon Grip is kind of spicy, but the issue I have with it is that it doesn’t add any toughness to my creature.  Think about it, Hammerhand and Titan’s Strength at least pump your creature a little in the toughness department so that it can rumble a little more effectively than it could before.  Inferno Fist, another recent enchantment, allows you to clear the path with a “Shock” and remove something.  This simply gets used as a pricey combat trick to pile on the damage, but then leaves your creature no better able to stave off dying because the toughness hasn’t taken a boost (and leaves you open to a 2 for 1 later). Don’t get me wrong, I LOVE me some flash, but I’ll likely take this mid to late round because I’m not big on it.

 

Shambling Attendants.  These guys are everywhere in these packs.  They are solid, but unexciting and expensive.  I’ve spoken about this in previous weeks…go check them out here on Three Kings Loot to read my thoughts.

 

Glacial Stalker and Canyon Lurker are both nice Morph cards that I’m likely to prioritize.  They can be played in any deck and if you can Morph them back then you get to seriously ambush your opponent and smash face.  I’m a fan…and I’m increasingly a fan of the 5 colour Morph deck so I might prioritize these higher than some other cards.

 

Salt Road Patrol is another nice card that is relatively inexpensive and outlasts nicely.  Unexciting and a tad clunky, but if you can get a +1/+1 counter on it you are likely laughing because fighting through a 3/6 (or better) is really tough..

 

Tusked Colossodon is another curve topper and is a pretty healthy fatty to play.  I would put this down near the bottom of my selection pile, but can still be serviceable. I usually figure that for the 7 mana I spend on this guy that I would rather do a number of more impactful things, but if you need a big body, this fella will do nicely.

 

Alpine Grizzly is another reasonable 4/2 for 3 mana.  I’m not excited for it, but I won’t be sad to see this either because it trigger Ferocious…plus 4 power is nothing to sneeze at.

 

Awaken the bear…umm…no thanks…

 

Top 5 cards

 

  1. Siege Rhino
  2. Sultai Scavenger
  3. Swiftwater Cliffs
  4. Sultai Flayer
  5. Glacial Stalker

 

So, once again this week, it is really a non-issue.  My first pick is quite clearly Siege Rhino because it outclasses everything else in this pack by a fair margin.  Efficient and devastating is nice…and the Enter the Battlefield trigger is a nice addition as well.  It’s hard to argue with this card and when it sees extensive play in Constructed formats you know it has to be good.

 

The other cards on this list are other efficient critters or provide useful upside…and Swiftwater Cliffs enables a whole ton of interesting deck options if you go down the 5 colour deck road.  One of the interesting pieces I’ve started to see in these decks is that when there are no really good choices for you to draft and you can opt to take a land card, you’ll grab the land.  If this becomes an early strategy in Pack 1 you have opened the door for a deck where the upwards power level is extremely high because you can honestly select the most powerful you see at every pick from there on afterwards, making a very reliable strategy.  Now, this will likely dry up as more people get on board this and get wise to the ploy, but at this relatively early stage of things it feels like a perfectly viable strategy and route to success.

 

Well, there we go.  We have another pretty diverse Khans pack and a nice new Siege Rhino to rumble with.  Sweet!  I’ll keep crossing my fingers for a few other sweet treats to come my way, but on the whole this was a nice pack and well worth the time to sit down and have look at it.

 

Until next week, may you open nothing but Mythic Rares…have a great one ladies and gents!

 

By Bruce Gray – Casual Encounters
@bgray8791 on Twitter

 

 

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Bruce Gray - October 6, 2014

Crack a pack MTG Khans of Tarkir with Bruce

Khans of Tarkir boosters - Crack a pack mtg

Crack a pack MTG Khans of Tarkir with Bruce #13

The Khan is here! The Khan is here! Ok…maybe not quite…but that’s what I wanted to yell when I finally had a chance to crack some Khans and play with the new shiny toys.  Oh boy! Oh Boy! Oh Boy! I’ll spare you waxing poetically about Khans and let’s get to the good stuff.

 

Rare

 

 Uncommon

 

Common

 

 

So, my initial reaction to this pack is BOOOO…nothing crazy sweet in this pack, but it is pretty reasonable and offers some interesting choices for cards and a tough first pick.  Having not had a ton of limited experience with this set I’m working a bit in a vacuum, but I still have an idea about where I would go.

 

Let’s start with the rare and while the Deflecting Palm has proven to be very good in Jeskai tempo decks in Constructed, it is by no means a slam dunk for Draft.  It will very likely sit dead in your hand in many games, if you draw it, and even once you do it does little to impact the board.  Now, there will absolutely be situations where it is the best card you could have hoped to pull, but most of the time will be unless you’re on the Jeskai game plan and can trigger a load of Prowess triggers.  I won’t discount this card from this pack, but it isn’t an automatic slam first pick.

 

Amongst the uncommons we have a couple of really interesting cards.  Let’s start with the Charm because these are all very powerful.  All three modes of this are borderline bananas and the sheer versatility of this card makes me want to jump on board. Yes, it is 3 different mana symbols to cast it, but the options this can present are remarkable.  Also, with the wide range of mana fixing in this set like the common Refuge cycle, Banners, and Tri-lands (and forget about those fetches) you could easily pull this off.

 

Sultai Flayer is a 3/4 for 4 mana and is very versatile.  While the name claims it is a Sultai creature, it can also synergize very nicely with the Temur clan because of all the 4 toughness creatures it seems to have kicking around.  Gaining 4 life is pretty significant and big creatures tend to have a bit of a bulls-eye on them, so you may as well reap a little benefit from it.  The 3/4 for 4 mana is also pretty efficient and gives you something to exert some good board presence.

 

Goblinslide is not something I’m really keen on because I don’t really want to play that has no impact on the board when I cast it, needs other pieces to trigger it (like non-creature spells) and then STILL pay 1 mana to get the Goblin token.  It has its applications, but I’m not lining up for this one.

 

Shambling Attendants gets my attention because a 3/5 with Deathtouch is pretty solid.  The casting cost on this one is not ideal, and even with the Delve it makes for a tough sell, but something this large with deathtouch basically shuts down your opponent because they will be unlikely to be keen to trade with the attendant.  A little pricey, but will get a good solid look based on the impact it can have on the board.

 

Archer’s Parapet gets my attention pretty quickly because it is a way to help bust a board stall situation.  Two mana for 0/5 is totally doable and gives you a solid barrier to hide behind while you set up your board.  The fact that you can use it to deal damage in the later game is a nice bonus.  The black activation is not a big drawback due to all the fixing in this set, but it is something to keep in mind as you move through your draft.

 

Rite of the Serpent.  Well, Well…6 mana removal is back.  You’ll play this and it will likely get drafted mid-round because removal is always at a premium.  The thing that I like most about this card is that you get a sweet bonus of a Snake token if you take out a creature with a +/1+1 counter on it.  That’s some nice value, even if it is conditional.

 

Weave Fate is the Divination for this set, but might be slightly better because it is at instant speed.   Blue decks will want this and will be happy to grab it and play it on their opponent’s end step all game long.

 

Tusked Colossodon is a massive Green fatty for 6 mana.  I remember when Craw Wurm was the big dumb Green fatty for 6…this guy is a significant upgrade.  You won’t want this guy early but to grab him later in the round as a big defender or just a way to trigger Ferocious will earn this guy his stripes.

 

Mardu Banner and Swiftwater Cliffs sort of serve the same role of enabling the fixing in this set with so many demands on your mana base.  The fact that these are readily available in just about every pack is good news and may mean that both of these are available later in the round.  However, don’t be surprised to see these guys start disappearing earlier and earlier as people fight over the mana they want/need.

 

Swift Kick is an interesting take on the Green “fight” style of removal.  Instant speed, and getting +1/+0 could mean you take out their creature, but you are likely working out a trade at best and leaving you down a card because they lose their creature…and you just traded your creature and a spell to do it.  Also, 4 mana for this sort of effect is pretty expensive, particularly when Savage Punch is in this same set at 2 mana.  This is acceptable and does see play, but it isn’t high on my list of priorities.

 

Rush of Battle has all the trappings of being just like Sanctified Charge except Charge is an Instant and grants First Strike and not Lifelink.  The key is the Instant speed and First strike because they tip the scales and make Sanctified Charge terrific as your whole team just runs over your opponent. Rush of Battle is a sorcery, so needs to be played before combat is declared in order to even have effect, but the LifeLink doesn’t guarantee that your boys win in combat the way that Charge almost certainly ensured it.  You will rarely run this and only if you are desperate for playables or ways to trigger Prowess.

 

Cancel is a perfectly reasonable counter spell in most formats and this set is no different.  The problem becomes where do you prioritize it?  I would argue that it is a mid-round pick for me, and mostly as insurance to make sure that I am packing some counter magic, but I may find that it slides further down the pick order as the format evolves.

 

Top Five cards

 

  1. Sultai Charm
  2. Sultai Flayer
  3. Deflecting Palm
  4. Archer’s Parapet
  5. Rite of the Serpent

 

First Pick

 

My first pick out of this pack is quite seriously the Sultai Charm because I like the versatility of the spell and all three modes are very strong.  The casting cost is a little prohibitive, but there is loads of fixing in every pack and by selecting it first you can craft your deck to support all three colours if that is the route you intend to take.  However, even if you don’t play Sultai because the colours aren’t overly open, you are at least assured that you won’t have to face this down as you move through your rounds.  I had considered Deflecting Palm and opted for the Charm because it is just more useful in more situations than Deflecting Palm, which is really only good in a couple of situations.

 

Well, there we have it as we move into the new world that is Khans draft limited and things look sweet.  Even with this pack, which is pretty marginal, has a bunch of really interesting options to consider when evaluating the cards in the pack.  I’m really excited for what Khans is going to offer the draft environment and help freshen up the Limited environment.  I can’t wait to get my first crack at the format and see what the draft feels like to play first hand.

 

Thanks very much for once again reading this week and I can’t wait to see what Khans offers us as the draft and constructed formats continue to evolve and emerge.  Thanks very much and may you open nothing but Mythic rares.

 

by Bruce Gray – Casual Encounters
@bgray8791 on Twitter
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Three Kings Loot - May 19, 2014

Khans of Tarkir Spoiler – Release notes, Artwork & Card Gal...

KHANS-PRE-ORDER LARGE

 

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:

  • Standard
  • Khans of Tarkir Draft

Top 8:

  • Standard
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 InnistradDark 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.

  •  The five clans are based around a single color in WUBRG order with one ally and one enemy
  •  Each clan has it’s own mechanic plus morph

Abzan Houses – White ManaRed ManaGreen Mana, Aspect: Endurance, Khan: Anafenza, Symbol: Scales, Theme: Control
Jeskai Way – Blue ManaRed ManaWhite Mana, Aspect: Cunning, Khan: Narset, Symbol: Eye, Theme: Tricks
Mardu Horde – Red ManaWhite ManaRed Mana, Aspect: Speed, Khan: Zurgo Helmsmasher, Symbol: Wings, Theme: Aggro
Sultai Brood – Red ManaGreen ManaBlue Mana, Aspect: Ruthlessness, Khan: Sidisi, Symbol: Fang, Theme: Resource manipulation
Temur Frontier – Green ManaBlue ManaRed Mana, Aspect: Savagery, Khan: Surrak Dragonclaw, Symbol: Claws, Theme: Midrange fatties

 

Intro videos to Khans of Tarkir Spoiler

 

Khans of Tarkir Trailer from WotC

 

Khans of Tarkir WPN Retailer Video

 

Khans of Tarkir Spoiler

KTK card reviews by authors Daniel Crayton and Bruce Gray

 

 Abomination of Gudulainok trackeralabaster kirinalpine grizzlyAltar of the Broodarc lightningarcher's parapetArmament Corpsarrow stormawaken the bearbarrage of bouldersbecome immensebellowing saddlebruteblinding spraybloodfire expertbloodfire mentorbrave the sandsbring lowburn awaycancelcanyon lurkersCranial archivecrippling chilldazzling rampartsdead dropDeath frenzydebilitating injurydefiant strikedisowned ancestordragon gripdragonscale boondutiful returnerasefeat of resistancefeed the clanFirehoof Cavalryforce awayglacial stalkerHeart-piercer bowhighland gameHighspire Mantisincremental growthjeskai studentkheru bloodsuckerkheru dreadmawkill shotkin-tree wardenKrumar Bond-Kinleaping masterlongshot squadmardu blazebringerMardu Hateblademardu hordechiefMardu RoughriderMaster the waymistfire weavermonastery flockmystic of the hidden waynaturalizePonyback brigaderite of the serpentroar of challengerotting mastodonRush of Battlesage-eye harrierSagu Archersalt road patrolscaldkinscion of glaciersscout the bordersseek the horizonseeker of the wayset adriftshattersiegecraftsinging bell strikesmite the monstroussmoke tellerSnowhorn ridersultai flayersultai scavengerSultai Soothsayersummit prowlerswarm of bloodfliesswift kicktaigam's schemingtake up armsThrottletimely hordemateTomb of the Spirit Dragontormenting voicetrumpet blasttusked colossodonvalley dashervenerable lammasuwar behemothWarden of the Eyewaterwhirlweave fateWetland Sambarwhirlwind adeptwindstormWoolly LoxodonUnyielding KrumarMonastery SwiftspearBloodsoaked ChampionHordeling OutburstDig Through TimeAbzan FalconerBriber's PurseChief of the EdgeChief of the ScaleEmbodiment of springGurmag SwiftwingHigh sentinels of ArashinKin-Tree InvocationMer-Ek NightbladeMolting SnakeskinPine WalkerRakshasa's SecretRetribution of the AncientsRide downTrap essenceTuskguard CaptainDespiseWinterflameAbzan CharmJeskai AscendancyDisdainful StrokeGoblinslideGrim HaruspexHooting MandrillsQuiet ContemplationSavage PunchSecret PlansSidisi 's PetSurrak DragonclawTreasure CruiseVillainous WealthBear's CompanionButcher of the HordeEfreet WeaponmasterKheru Lich LordMaster of PearlsWitness of the AgesAbzan BannerJeskai BannerMardu BannerSultai BannerTemur BannerAbzan Battle PriestHooded HydraJeskai CharmSiege RhinoAdamant NegationAshcloud PhoenixMurderous Cut Deflecting PalmTemur CharmPearl Lake AncientTrail of MysteryBloodfell CavesBlossoming SandsDismal BackwaterJungle HollowRugged HighlandsScoured BarrensSwiftwater CliffsThornwood FallsTranquil CoveWind-Scarred CragMardu CharmMeandering TowershellRakshasa DeathdealerSultai AscendancyEmpty the PitsFrontier BivouacHardened ScalesIcy BlastMantis RiderOpulent PalaceSandsteppe CitadelSavage KnucklebladeSuspension FieldMindswipeWar-Name AspirantClever ImpersonatorCrater's ClawMocking InstigatorSage of the Inward EyeKheru SpellthiefRaider's SpoilsDragon's Eve SavantsFlying Crane TechniqueGhostfire BladeHorde AmbusherRuthless RipperTemur ChargerWatcher of the RoostWingmate Roc Avalanche Tusker - Intro packs alternate artAnkle Shanker - Intro packs alternate artRakshasa VizierAbzan AscendancyAnafenza, the ForemostMardu Ascendancy Sagu MaulerSee the UnrwittenUtter EndSidisi, Brood TyrantEnd HostilitiesHowl of the HordeSorin, Solemn Visitor Ugin's NexusBitter RevelationAbzan Guide Ainok Bond-KinHeir of the WildsIcefeather Aven Jeskai Windscout Lens of ClarityMardu WarshriekerShambling AttendantsBloodstained MireFlooded StrandPolluted DeltaWindswept HeathWooded FoothillsRattleclaw MysticSarkhan the DragonspeakerNarset, Enlightened MasterCrackling DoomTemur Ascendency - Khans of Tarkir SpoilerSultai CharmDragon-Style TwinsDuneblastHerald of AnafenzaMardu SkullhunterNecropolis FiendIvorytusk FortressZurgo Helmsmasher Dragon Throne of Tarkir

Khans of Tarkir Tokens

Goblin Token Bear Token Zombie Token Vampire Token Snake Token Spirit Warrior token Spirit Token Morph token Emblem - Sorin Emblem - Sarkhan Bird token

 

 Each of the Khans of Tarkir Intro Packs will have alternative art

Sage of the Inward Eye

Sage of the Inward Eye – Jeskai Way Intro packs alternate art

Rakshasa Vizier

Rakshasa Vizier – Sultai Brood intro pack (alternate art)

Ankle Shanker - Mardu Horde prerelease promo

Ankle Shanker – Mardu Horde Intro pack (alternate art)

Avalanche Tusker

Avalanche Tusker – Temur Frontier Intro pack (alternate art)

Ivorytusk Fortress - Khans of Tarkir Spoiler

Ivorytusk Fortress – Abzhan Houses Intro pack (alternate art)

Promo Khans of Tarkir Spoiler

Rattleclaw Mystic - Buy-a-box promo Dragon Throne of Tarkir - Launch Promo Heir of the wilds - Game Day participation promo Utter end - Game Day  top 8 Game Day Khans of Tarkir champion playmat

 

DD: Speed vs. Cunning – Khans of Tarkir Spoiler

 

Jeskai Elder - Khans of Tarkir SpoilerMystic Monastery - Khans of Tarkir SpoilerNomad Outpost - Khans of Tarkir SpoilerMardu Heart-Piercer - Khans of Tarkir SpoilerThousands winds - Khans of Tarkir SpoilerZurgo Helmsmasher

Artwork for KTK

Demon art ktk Jeskai art 1 Jeskai art 2 Jeskai constructs Mardu Horde art 1 Sorin 1 Sultai art 2 Sultai art 3 Sultai art Temur art 1 Temur art 2 Termur art 3 Termur art 4 Ugin's Nexus

Duneblast artwork Herald of Anafenza artwork Khans of Tarkir art 1 - Mardu Skullhunter artwork Rattleclaw Mystic artwork

Fetch Lands artwork for KTK

Bloodstained Mire artwork Flooded Strand artwork Polluted Delta artwork Windswept Heath artwork Wooded Foothills artwork

Sarkhan Vol artwork Sultai brood artwork Temur Frontier artworkKhans of Tarkir Artwork 6

Abzan Houses clan artwork

Abzan Houses banner Abzan Houses clan art 01 Abzan Houses Clan art 02 Abzan Houses clan art 03

 

Jeskai Way clan artwork

Jeskai Way bannerJeskai Way Clan art 01 Jeskai Way Clan art 02

 

Mardu Horde clan artwork

Mardu Horde bannerMardu Horde clan art

 

Sultai Brood clan artwork

Sultai Brood banner Sultai Brood clan art

 

Termur Frontier clan artwork

Temur Frontier Banner Temur Frontier Clan art 01

More Khans of Tarkir spoiler artwork

Khans of Tarkir artwork 01 Khans of Tarkir artwork 02 Khans of Tarkir artwork 03 Khans of Tarkir artwork 04 Khans of Tarkir artwork 05 Khans of Tarkir artwork 06 Khans of Tarkir artwork 07 Khans of Tarkir artwork 08

Clan Symbols for Khans of Tarkir Spoiler

Abzan Houses symbol

Abzan Houses symbol

Jeskai Way symbol

Jeskai Way symbol

Mardu Horde symbol

Mardu Horde symbol

Sultai Brood symbol

Sultai Brood symbol

Temur Frontier symbol

Khans of Tarkir Spoiler

Clan Champions Artwork

Abzan Champion

Abzan Houses

Jeskai Champion

Jeskai

Mardu Champion

Mardu

Sultai champion

Sultai

Temur Champion

Temur

Intro Pack Rares of Khans of Tarkir Spoiler (Alternate art)

JESKAI - Sage of the Inward Eye

JESKAI – Sage of the Inward Eye Illustrated by Anastasia Ovchinnikova

SULTAI - Rakshasa Vizier

SULTAI – Rakshasa Vizier Illustrated by Peter Rohrabacher

ABZAN - Ivorytusk Fortress

ABZAN – Ivorytusk Fortress, Illustrated by Matt Stewart

TEMUR - Avalanche Tusker

TEMUR – Avalanche Tusker illustrated by Eric Deschamps

MARDU - Ankle Shankler

MARDU – Ankle Shankler illustrated by Steven Belledin

 

Tarkir Clans

Abzan Houses

Abzan Houses

Mardu Horde

Mardu Horde

Sultai Brood

Sultai Brood

Temur Frontier

Temur Frontier

Jeskai way

Jeskai Way

Khans of Tarkir Artwork 1

Anafenza

Anafenza

Narset

Narset

Sidisi

Sidisi

Surrak Dragonclaw

Surrak Dragonclaw

Zurgo Helmsmasher

Zurgo Helmsmasher

Sarkhan Vol

Sarkhan Vol

Khans of Tarkir Artwork 3 Khans of Tarkir  Artwork 4Khans of Tarkir Artwork 5