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
If you look at most of the formats that are currently (except draft, but draft’s special), one thing you might notice is a sizable list of cards that are restricted associated with them. Today, I want to start off with talking about a couple of the cards that are currently banned. Then, we’ll take a look at why Wizards bans cards. Finally, we’ll wrap up withby talking about current events relating to bannings (namely talk of soon to be banned cards and cards that players have been calling for a banning of for a long time).
It’s interesting to go through and look at the various card restriction lists for the various formats, because of how much they change from format to format. There are cards that are eternally restricted in every format such as Black Lotus, some that are restricted in lower formats but open to play in higher formats such as Ancestral Vision, and some that are restricted in higher formats but open in lower formats such as Trinisphere. Let’s just look at some of these cards and try to understand why they were restricted when they were. First, let’s talk about the first restricted cards in Magic’s history, the cards that have stayed in this spot since 1994 are Shahrazad and the Ante cards. The reason for the banning of these cards was that Shahrazad often times made tournaments run way too long causing a series of games within a game. Ante cards made you ante or gamble cards against your opponent meaning that the game could no longer be played by kids and also allowed you to skirt the 60 card minimum to your deck if you ran 1 in your deck without playing ante. The other two cards on the original ban list were Time Vault, a card that has had its rules text changed more times than any other card in the game, and Divine Intervention simply due to it not seeming like a fun card for players (Tying games doesn’t really feel good). I’m sure there are some readers out there pointing out at this point that Standard doesn’t have a banned list, but that’s why I said that all formats, except for draft and sealed, have card restrictions, and this does hold true for Standard. Its card restriction list is all of the cards not currently in Standard. Let’s talk about some of the more modern card restriction lists. In modern, a couple of the cards that you have are Brainstorm and Ponder, Second Sunrise, Jace, the Mind sculptor, Skullclamp, and Mental Misstep. The first cards that we’re going to talk about are Brainstorm and Ponder. The banning for these two cards came after a modern season with a showing of Storm that was just too strong and fast for other decks to compete with. The field became almost untenable for other decks in the format and it wasn’t too long before Brainstorm and Ponder were on their way to being banned. The next card on my list is Second Sunrise, and as a player who’s played against the Eggs decklist in tournament, it’s a good fit for the modern banned list. The Eggs deck was just way too oppressive when it had its time in the sun. It was a deck that would take up an entire round worth of time to go off and was very hard for other players to respond to. Jace, the Mind Sculptor is a strong card that finds itself a home in many Legacy, while Skullclamp is a card that was deemed too strong for even Legacy and found itself a banning in the format. These cards are banned for power level reasons; they just make certain decks far too powerful for other decks to compete with them. Understandably, the power level of the two is different, but both have the ability to completely warp the format. Jace, the Mind Sculptor has the ability to maintain a game state extremely efficiently, being able to both control your opponent’s draw, having the ability to remove creatures from the field, a draw engine and even having the ability to act as your win condition if you can maintain the board state well enough. It’s pretty obvious that this card is a great addition to control, but Skullclamp acts as the foil to this card making aggro decks completely warped. The idea behind why it breaks decks is that all deck archetypes are supposed to have some fundamental weakness built into the deck, and for agro decks, the weakness is that they run out of cards pretty frequently. Skullclamp is just too much of a fixer for this problem and breaks Modern aggro too much. It’s in the mindset of Wizards of the Coast that every deck archetype should have a weakness, and for aggro that weakness comes in the form of a very limited draw base, with decks running out of cards a lot to keep the deck balanced against other deck builds. This is exactly the problem Skullclamp fixes for those decks. Finally, there’s Mental Misstep, a card that is almost a hex against faster decks in the format and can be run in any deck for its phyrexian mana allowing decks to do things that they shouldn’t be able to do.
Now that we’ve talked about some of the more restricted cards in the game and why they’re restricted, we begin to see a few trends emerging from the whys of the various cards that are restricted. Magic is a game and the first reason that cards tend to get banned is for making the game un-fun for players, an excellent example of this is the card Second Sunrise. We mentioned the Eggs deck before, but just mentioning it doesn’t do just to the shear amount of pain that opponents would feel while playing against the deck. It was a combo that would take almost a whole round of time to go off and had your opponent just sitting there for a long period of time. The second reason that cards get banned is for the health of a particular format. Wizards of the Coast has long maintained that to keep the game fun there should be a variety of decks in a format, so that players may while still being competitive be able to use various decks. This can be seen through the cards Brainstorm and Ponder, cards that made one deck archetype far too powerful in the format, or through Jace, the Mind Sculptor, a card that made playlists that weren’t Blue control a hard deck to succeed with. The third major reason that cards get banned is if a card is so good that it can be run in any deck and does something that the deck shouldn’t be able to do. This principle can be seen though Mental Misstep, a card that found a home in almost the entire format before its banning. There is one more suspected principle, but we’ll examine its validity in the next section.
The last principle and one that I want to talk about before we talk about our first suspected future banned card. The principle of price is one that people always hint at when people guess at what are going to be banned next. The justification for this believed principle is that high price is something that bars individuals from entry into a format and this may in some way be hurting the health of a format. I personally disagree with this idea, because there will always be replacements for the “most expensive” cards, and banning these cards could cause general mistrust from the secondary market in Wizards of the Coast’s ability to maintain the prices of their products. Additionally, Wizards of the Coast (or more importantly in this case, Hasbro) is still a business and the ability to pump up their sales exponentially is to include 1 or 2 of these expensive cards in their set. Nonetheless, the first cards that everyone always tries to shove onto this list are the fetch lands. I doubt that this will happen as Wizards just released a set chock full of these cards, and players have the ability to pick up any number of them at less than $20 a card, and I feel that this is the best way to deal with cards that are “too expensive”. As a player, I feel that banning these cards would be inherently bad for the game and hurt it in ways that many of us may never understand. The cards changed the game forever when they were printed, allowing 3 to 5 color decks to be run in multiple formats (even if they’re still rarer), and allowing 2 color decks to become far more consistent than they would be otherwise. On top of the various consistent decks that these cards bring to the table, they also bring advantages to mono-colored decks and have hidden cards that they combo with that just add to the complexities of the card. All of this basically means is that while these cards are very powerful cards that have far-reaching effects on the game, and a price tag to match, they also contribute much to the health of the game and as such I hope that they do not earn themselves a banning or restriction at any point in the near future. It looks like Wizards of the Coast is going to answer my hopes with exactly what I want also, as a reboot of Zendikar is right around the corner (supposedly with a reprint of the enemy fetches) and with the ally fetch lands just being printed in Khans of Tarkir. Tarmogoyf is a card that falls perfectly in line with the fetch lands; it works well in combination with them and falls into an even higher price gap than the fetch lands. Same as the fetches though, it looks like Wizards Is more than happy to reprint this card and I’m even looking forward to seeing another iteration of it in Modern Masters II that is supposed to be happening at some point in the near future. The other 3 cards that are supposedly on the chopping block are Jeskai Ascendancy, Treasure Cruise, and Dig Through Time. Dig Through Time has been making a powerful showing and has made appearances in decks throughout the Modern format. It does help control and combo decks quite a bit, but having played against it, I like the fact that its ability can’t be played too early and acts as a foil to cards like Snapcaster Mage, and Past in Flames that typically want to keep cards in the yard. The card is a strong contender for sure, but I feel that it hasn’t quite earned itself a banning even with it being so good. Treasure Cruise is in a different boat, while Dig Through Time has made a strong showing in Modern, Treasure Cruise has made a strong showing in all formats. If we look at history, Wizards doesn’t like players drawing 3 cards off of 1 card and for good reason, just look at Brainstorm. The card is powerful, and while like its counterpart Dig Through Time, I’m not sure letting this card run free is such a good idea. Still, whether it gets banned or not a year or two from now, I don’t see it getting banned in the immediate future. The last card we have to talk about is Jeskai Ascendancy, this is a card that I absolutely loved when I first saw it, thought that if someone figured it out it would be broken and it is.
This deck has been boasting an impressive, consistent turn 2 or 3 win rate. The basic idea of the deck is to get Jeskai Ascendancy and a mana producer such as Birds of Paradise, Noble Hierarch, or Sylvan Carytid online, and then just win. The mana producers not only play well into the combo, but can also act as an accelerant for your deck. The land-base needs to be straight-forward for the deck, either being fetches, lands that tap for any colors, lands that count as green (for the mana-producers) and one of the colors for Jeskai Ascendancy. Most of the sorceries and instants in the deck are just draw for your deck, with the instants pulling double duties for cool creature effects like haste or untap and also mana acceleration with the Ascendancy and some creatures. The Ascendancy also acts as a filtering engine on top of its untap ability, allowing you more filtering power. The biggest piece of secret tech for this deck is the Glittering Wish, it can count as an answer to a question you didn’t even know you had to answer, counts as 4 extra Jeskai Ascendancy’s in your deck, and in this decklist is also your only way to access your win condition. In the board are mostly targets for Glittering Wish, the only other 2 cards in the board besides these solutions are Leyline of Sanctity, a solution to a lot of decks including the deck I currently use in Modern, and Swan Song, because it’s a pretty good solution to control. The question is, is this deck too good for Modern? My answer is yes, probably. Combos like this are of the speed and consistency of Affinity, and unless we are about to enjoy a season that will see a ton of unbannings, we are about to see a Modern season that will see at least a banning. So that brings the next question, will Jeskai Ascendancy see banning? My answer to this question is almost an affirmative no. We can look at the history of the ban list for proof. When Wizards thought Jund was too powerful for Modern did they ban Tarmogoyf? No, they banned Bloodbraid Elf. What about when they thought Affinity too powerful, a banning of Cranial Plating or even Arcbound Ravager? Nope, let’s ban artifact lands and Disciple of the Vault… to be fair banning Disciple of the Vault is probably more relevant to the deck than the rest of the cards, but still. It can be shown that pretty consistently if Wizards thinks that a deck is too powerful, they will ban a card that is typically used as a major piece of the deck without getting rid of the engine that allows the deck to function. Another quality that these cards should possess is the fact that the card is run almost exclusively in the deck and a banning won’t affect other decks too much. There is a card in the deck that fits the bill on all of these and that is Glittering Wish. Through the banning of this card the consistency of win for the deck would drop and even the deck’s ability to find its combo would be hampered. Additionally, this card is one that doesn’t see that much play in the format besides this deck.
In today’s article, we took a look at the modern banned list. What it takes to get on it, some of the cards that are on it and why they’re there, and some potential future additions to the list. In our next article we’ll aim to look at what makes a good card store, a good card store.
By Daniel Clayton – the Will of the Floral Spuzzem
@DC4VP on Twitter
1st at Grand Prix New Jersey Legacy on Nov. 16th 2014
It was a daily double last weekend with Treasure Cruise decks winning both this and the Modern GP in Madrid. Despite that though there was not an abundance of Treasure Cruise swarming the top 8 with a total of 10 copies between 4 decks, and they were each a distinct archetype. It wasn’t even the bogeyman UR Delver which won which was the other deck running the full 4 copies and there was an amazing diversity between all 8 decks.
Folks, I have to admit, it has been a long time since I sat down and set about to brewing up some new decks. With the excitement that Khans has provided I have been engrossed watching the new top tier Standard decks take shape and getting primed for the draft format. This means I have not spent nearly enough time brewing my own wonky concoctions for fun…but that has finally changed. I sat down and put together some new decks that I want to share with you for your next casual game. Will these EVER win you anything at a Constructed event? Not a chance. But around a kitchen table they are loads of fun and well worth the time to put them together.
The impetus this time was that my friends and I had our casual night a couple of weeks ago and we agreed to play Hobo. For those who are new here on Three Kings Loot, Hobo is basically the name my friends and I gave to playing decks with no rares or mythics…just commons and uncommons. This is often called Peasant, but we thought the name was lame and preferred the name Hobo. This particular time the extra restriction we set was that all the cards needed to be from Khans or M15 in an effort to force us to play new cards.
Most people brewed heavily with Khans because many of the cards are just more powerful than what we find in M15. However, I decided to go the other route for one of the two decks I put together. I figured that many of the M15 uncommons would be unplayed, giving me the chance to surprise my opponents and come at them with a bit of a curve ball. The first card I wanted to brew with was Brood Keeper. I really feel like the potential upside of this card has largely gone unexplored and I wanted to do something with it. Well, the deck was a mess and I affectionately called it “4 colour mess”…and it was terrible. I’m not even going to bother to post the list because I took it apart so quickly, but it did lead me to attempt number 2 on the Brood Keeper deck. Here is what I’ve got.
The plan behind the deck is dead simple. Cast a Brood keeper and then hit it with an aura or two in order to produce the Dragon token it makes. The token (a 2/2 flying dragon with Firebreathing) is a real card…Furnace Whelp was an uncommon in M13. Dragon Whelp has been a thing since the beginning of Magic…and Brood Keeper just produces them as value. Wow. That’s mildly insane. Everything else in the deck is designed to help you get there. Heliod’s Pilgrim allows you to fetch up an aura if you don’t have one in hand. Sightless Brawler can be used to Bestow it on the Brood keeper or play it as a dude. Bladetusk Boar and Eagle of the Watch give you suitable targets to cast auras on if you don’t have a Brood Keeper and both come with a form of evasion. The auras are cheap and many cantrip for more cards or have some other upside to them being in the deck. It isn’t a fancy deck, but the curve is low, Brood Keeper is most certainly a thing, and it feels like a much more reliable build than a 4 colour mess.
The other deck I ran was an unadulterated Sultai deck. I feel like the Delve mechanic has been breaking formats since Khans hit the shelves and I wanted in on the plan. The deck wants to dump a ton of cards in the graveyard and then do broken things with the extra resources. At Hobo night the deck fared quite well because it just could make more use of its resources than many of the other decks. I mean, Treasure Cruise for 1 blue mana (+ a bunch of cards in the exile pile) is pretty solid card advantage and leaves you wide open to cast any spells you picked up when you drew off the top. It proved to be a very potent combination and left many opponents unable to handle the relatively potent spells that I could follow up with. Here’s the deck list.
Essentially I’m not paying the full casting cost for all my most powerful spells on account of the Delve mechanic or the Convoke mechanic. Satyr Wayfinder and Sultai Soothsayer dump cards in my yard that I will then turn around and Delve to cast something else…and then in the next breath tap them to pay the Convoke cost of the Feral Incarnation I want to play. It really was kind of disgusting and a couple of opponents just looked on, in bewilderment, as I paid the Convoke cost of Feral Invocation and then in the next turn played Overwhelm meaning that things got crazy fast. It was a fun build and one well worth keeping together and fixing up to make it more…I’m not sure…spicy?!. Ok, more spicy.
The last deck I have for you is an update of an R/W heroic deck that I was running several months ago and I wrote about here on Three Kings Loot. I like the deck, but with Standard rotating I wanted to freshen the deck up somewhat. My build around piece was Preeminent Captain and the ability to play soldiers without paying their mana cost. The deck is full of soldiers and combat tricks to protect the creatures or to trigger Heroic and get in there for big damage. Here’s what I’ve got.
The game plan is to play my Preeminent Captains, protect them with a Gods Willing or Feat of Resistance and attack to drop another soldier card from my hand for free. Since I can play the creatures for free I can use my mana to play the tricks in my hand to make combat miserable. The addition of the Refuge lands from Khans has been a neat twist and really enabled the playing of Ajani’s Pridemate, which is a terrific card. Play it for free and have it pile on counters each time you gain a life is a nice boost. Dragon-Style Twins and Fabled Hero are just the sort of hammer you really need should things start to get out of control and can seal up a win in short order if you can fire off a few tricks. Along that same vein, Flying Crane Technique really serves the same role to just snatch a win out of nowhere by making your team Double Strikers with Flying. Oh, and the Ainok Bond-kin is a terrifying little creature because this deck can pile up +1/+1 counters very quickly…making the Bon-kin super useful to give my team First Strike and just make combat totally miserable. Will this deck wow the world at the neck Standard event? No. But it is a lot of fun, particularly if you can get the Captain on-line to play creatures for free. And it isn’t even that expensive to build! Nice value!
Well, there we have it, three new brews to share with you guys. These may not be Standard worthy, but they have given me plenty of enjoyment around a Kitchen table and letting me to do some pretty silly things. The best part, many of the decks I have here are relatively kind to your wallet, which is always a secondary consideration when playing Magic. No one likes to be broke, so why not try to keep the costs of playing this hobby down a bit.
So, until next time, keep it fun, keep it safe…keep it casual.
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