By Bruce Gray – Casual Encounters
Well, I’m back after having spent a lovely holiday season with my family. Santa was very generous to my little guy and there are now plenty of trucks and farm animals to scatter around on the floor. The only real unfortunate part about the holidays is that I don’t get much chance to sit down and play much Magic. Sure, I can sneak a little bit of time here and there, but I would like to pour a little more time into it and really sink my teeth into a few things…building decks, playing, or drafting. So, now that things have settled down a little I can take a few minutes and take one last kick at Khans of Tarkir pack before we have Fate Reforged arrive on the scene and force us all to adapt pretty heavily. So, let’s crack a pack and see what we get!
Well, let’s start with the rare in this pack. Rakshasa Vizier…hmmm…I really like this guy and feel like he could be an absolute menace. A 4/4 for 5 mana isn’t a bad stat line and if you have any Delve sources things will get pretty out of control as you just have a pretty big beat stick. However, I’m not a big fan of taking him with my first pick in pack one because of the fact that it forces me into playing three colours right off the hop. It’s just too many colours too early in the draft. I’ll let this guy go and see where my picks lead me.
Hordeling Outburst: This is a premium spell and generates effectively a 3 for 1. Whether you are Jeskai, Mardu or just a 2 colour Red deck, Outburst is the sort of spell you want to be running all day and all night. This would get thumbed straight to the front of the pack for sure.
Abzan Guide and Ponyback Brigade: These are both first rate Morphs in this set and can really turn the tide of battle for you, but just like the Vizier, they are too many colours too early in the draft. So, I’ll need to let these go and establish my colours…and THEN see if these wheel around and give me the chance to grab either one of them.
Swarm of Bloodflies: This is a very strong creature in Limited. It is mono coloured, casts for a single black, is evasive, and has upside. All of these abilities make this a prime target to take first. It gets pulled to the front of the pack along with the Outburst.
Watcher of the Roost: I’m probably higher on this guy than most people, but I feel like creatures that un-Morph very inexpensively (like this guy) can’t be overlooked because of the synergies you can create and extra value your deck can eke out. Also, add in the fact that it is an evasive creature is never a bad addition. My only regret with this guy is that he has 1 toughness, meaning he dies to a stiff breeze. So, while I like him and might be prepared to take him in the first half of the draft round, there is very little chance I’d take this guy first.
Jungle Hollow: We have seen the value of the mana fixing in this set become a high priority…and with good cause. With so many 3, 4, and 5 colour decks the mana needs to be available in order to make those all work. Jungle Hollow is fixing and is very reasonable. Based on the fact this pack is relatively weak, the Hollow would get a good long look too and so I’d probably pull it to the front for consideration.
Savage Punch: Quality, cheap removal in Green. While the art is awesome, the truth is that I will not be taking this first because it isn’t that sort of good. I would be looking to find one of these late in the draft and see what comes from there.
Weave Fate: You might take this in the very late portions of the Draft, but you aren’t happy to do so and you don’t want to run it. You would only play this if you didn’t grab a Treasure Cruise and even then you might opt to leave the 4 mana card draw spell in your sideboard because it just isn’t that good. I’ll keep looking and largely ignore this.
Feed the Clan: Nope. Bad spell. Don’t waste your time.
Barrage of Boulders: We’ve seen that this can do some good work and bust up those board stalls that develop and let you force through the damage you need to close out an opponent. It isn’t a first pick, but if you are in Red you certainly will not mind running 1 or 2 of these in amidst your spells just to open the floodgates and close out the game.
Jeskai Student: A very reasonable Bear…but not a first pick. A playable card you’ll want, but should be able to find in the mid rounds.
Kheru Dreadmaw: I know this is a 4/4, but really, this feels like a bad card because it is a defender. If only it could attack! I’m not on board taking this even if I am in Black and Green, and I’m certainly NOT taking it first!
Whirlwind Adept: The fact that this guy has Hexproof and Prowess makes him interesting, but with no evasion I’m not really keen on this guy unless I need filler. He is certainly playable, but you likely aren’t happy to do so.
First Pick in this pack is a little dicey, but I figure it really comes down to either the Outburst or the Swarm…and I’m taking the Outburst. I feel like the Outburst and the fact that it produces 3 tokens is super useful and can be used to enable all sorts of things. The Tokens chump block readily in a pinch, can double up and take out a Morph, get Trumpet Blasted to make a mess of your opponent and are just very versatile. The Swarm is good too, but 5 mana for 2/2 initially is not exactly what I want to be doing and it needs work in order for it to be good. I’d rather have the 3 tokens and move on. Also, the Outburst has ramifications for Constructed decks if you want to play Jeskai Tokens or the like, so the double application (much as it really isn’t a consideration for me too frequently) is kind of nice.
Well, there we go. I will be honest, I’m looking forward to mixing up the Draft format a little with Fate Reforged because I have largely stunk at Khans Limited in all its varieties. Maybe, with some fresh cards and a shake-up of the format I will see some more success and better results from my decks.
Thanks very much for taking the time to read. Enjoy your pre-release events and I look forward to opening up some Fate Reforged for you in the not too distant future. Until next time, may you open nothing but Mythic bombs.
By Bruce Gray – Casual Encounters @bgray8791 on TwitterWell Merry Christmas everyone! I hope you are enjoying the time with your friends and family…and maybe opening a few cool new treats that Santa left for you! It’s a pretty busy time of year for everyone with visiting family, big turkey dinners, and generally being festive during the Holiday season. However, I know that those of you who are Magic players can’t wait for Fate Reforged to drop in a couple of weeks and for the Draft format to get totally turned on its ear again, so I thought what better way to start getting ready than to crack open a holiday treat a little early and see what we find. Let’s take a look.
Well then…we opened ourselves up a Mythic…and a pretty good one at that. Zurgo is pretty devastating bomb to open up in limited because there really isn’t much in Limited that can handle him. He attacks all the time and can be very difficult to handle when he attacks because of the indestructibility he gets. Also, blocking profitably is really just an impossibility with this guy so you are always on your back foot. Kill Shot and other such removal won’t really do the trick either. So, you end up having to get him with clunkier sorcery removal on your turn…which is not a bad thing or impossible, but it just makes the whole process of killing him harder and more narrow. 5 mana isn’t impossible and the fact that he has 3 different colours might be an issue…but the fact is the upside in terms of power is likely well worth the risk. He would immediately get moved to the front of the pack for serious consideration.
In this pack, to complement Zurgo, there is a Nomad Outpost, Highspire Mantis, a Ponyback Brigade, and a Trumpet blast. All of these would see themselves thumbed to front of the pack as well. We have the makings of a pretty solid Mardu deck that would absolutely cause our opponents a bunch of trouble. However, here is the issue. These are all good to very good Mardu cards meaning that one of your neighbors is going to take a look and decide that Mardu appears to be open and move in too. That is an issue because Zurgo is going to reward you most when you have the ability to curve aggressively into him and then go on a massive offensive. The very real reality could be that none of these cards wheel around to you and that you have a number of other players competing for the Mardu deck too. So, while Zurgo is still a very strong card, and this pack has a whole of bunch of super nice cards to complement it, there are still going to be some issues that you will need to negotiate as you move through the draft.
Longshot Squad is likely the next card that gets my attention. It is a very solid creature, has a relevant ability and is just a very useful Green creature. I have been a fan since day one and will continue to be a big fan. It may not be a game breaker or spicy the way Zurgo is, but he’s solid, reliable, and knows his role.
Sidisi’s Pet…no…I’m not taking this. A 1/4 is woefully inadequate in this set even with the Lifelink. The ONLY plus is that he can be a Morph in a Secret Plans/Trail of Mystery deck, but since that doesn’t appear to be the direction I will head with this pack it would be WAY down my list of cards for this pack.
Smoke Teller is a potentially useful 2/1 for 2…and that’s it. He’s a Bear with an ability. I feel like his ability is under-utilized, but I’m not really surprised.
Disdainful stroke is useful and shuts out pretty expensive bombs. I would be looking at this in the mid-to late rounds of this first pack if I was in Blue, but since this pack looks Mardu heavy it will likely be a late pick.
Awaken the Bear…and no once again. It is a marginal trick that in most situations is really just a Giant Growth. Occasionally the trample will be relevant, but the biggest issue is the casting cost. Giant Growth is 1 mana for +3/+3. Titanic Growth is 2 mana for +4/+4. This is 3 mana for +3/+3…and some trample. No. If you are looking for a pump spell, this really isn’t a good option. It feels slow, is too expensive, and is not something I can get behind.
Gurmag Swiftwing has a load of abilities, and even flies…but is a 1/2. He could be useful, but I’m not lining up to get this little critter. A serviceable choice in the mid-rounds, but that is about it.
Rakshasa’s Secret feels like an expensive way to target your opponent’s hand. Yeah, 3 mana isn’t outlandish, but it feels a little slow to be relevant regularly and is likely on the outside looking in for most decks. Besides, this pack is looking like a Mardu style pack and the Secret plays into a Sultai deck a little bit better.
Salt Road Patrol is just about the only reasonable White card in this whole pack but even that isn’t saying much. Yes, 2/5 is tough to fight through, and to Outlast him once makes him just about impossible to fight through, but really, he’s kind of bland and just not overly exciting. I would take him in the mid-round and be pretty ok with it. Like I mentioned earlier, this pack has a number of Mardu cards in it meaning that it could get striped of prime Mardu cards long before the pack wheels. However, this might be something that you might find should the pack wheel meaning you would at least get a second solid playable out of this pack for your Mardu deck.
Weave Fate is an acceptable card draw spell, but it is dwarfed by Treasure Cruise in terms of flexibility and overall power. You might see this get forced at the end of this pack, and that’s ok…or you might see this card disappear to a Blue player around the table because blue cards in this pack are so sparse. On the whole…Blue players will curse this pack while players packing Red are going to be drooling.
My first pick goes against almost all of my beliefs. I don’t like taking a three coloured spell first…it potentially pigeon holes me into those three colours. Three coloured spells are rough to cast because your mana invariably takes a beating and you lose a bunch of consistency. It just feels like you are forcing a very narrow understanding of your deck and not allowing the cards to come to you to make up your deck. HOWEVER, I have seen that many of the three colour spells are just ridiculous BOMBS. Villainous Wealth is evil. Duneblast ends games on the spot in most situations. There is no reason NOT to expect that Zurgo would have a significant impact on the game as well. Also, just because I open up with a Mardu mythic creature does not mean that I am FORCED to play Mardu. There are almost 3 full packs for me to change directions if I start to notice that something else is open. So, with that in mind, I want to take a first pick that offers the most potential upside and highest power ceiling. So, I’m going to grab Zurgo and cross my fingers some of those other Mardu treats come back my way. I realize the Outpost and Mantis are likely gone, but there is an outside chance that the Ponyback brigade, Trumpet Blast or the Salt Road Patrol will come back meaning that I would have a complementary card for a Mardu deck.
Well, there we go. That was an interesting pack to say the least. A tough choice if you want to venture down the Mardu path because you know you will be fighting with a number of other players for the same pool of cards, but the upside on Zurgo might just be too much. What would you have done? The Outpost for the fixing? The Mantis because it only leaves you in 2 colours? Maybe the Longshot squad because you appreciate the simple reliability of it? Let me know what you think.
Once again, Merry Christmas to all of you and I wish you all a happy holiday season with your friends and family. May you have a terrific end to 2014 and an amazing start to 2015!
Until next time, may you open nothing but Mythic bombs.
By Bruce Gray – Casual Encounters @bgray8791 on TwitterThe 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.
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.
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
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