Tag: mystic-of-the-hidden-way

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Bruce Gray - November 27, 2014

Further Deep Thoughts on… Drafting Khans of Tarkir

Riverwheel Aerialists - Drafting Khans of Tarkir

Further Deep Thoughts on… Drafting Khans of Tarkir

By Bruce Gray – Casual Encounters

As someone who really enjoys playing Limited games of Magic I was pretty excited to have a relatively free weekend not all that long ago where I could go and play a couple of drafts and try out some new and different things.  I know that there are many players out there who play Magic online through MTGO, but I am not one of those guys.  I have an account, and have played a few games here and there, but I prefer the live experience of sitting down with other players and actually playing the game.  This means I am likely to get far fewer opportunities than an online player because I need to make time in my schedule to make it to a store and draft instead on just firing up the old computer and grinding out a few matches when it is convenient.  Don’t get me wrong…I’d likely enjoy the online experience too, but it is just not something I’m prepared to get too heavily involved in when my budget for playing the game is as limited as it is.

Anyway, back to the point, I was prepared to hit two drafts in two nights and was really excited for it.  However, after the two nights I left slightly disheartened because I didn’t do very well.  I was 2-2 on the first night and was 0-2 and had to drop on account of a family emergency on the second night leaving me 2-4 for the weekend.  That’s not a particularly good record and had me wondering what the heck I was doing. I was really questioning my own ability to play and more importantly, why was I trying to write anything about my experiences when I couldn’t even manage to go 3-3?  What was I offering to the community if I am below the “Mendoza line” and simply stinking out the joint?  Well, I took a little time off and thought about where I fit and why I feel like I have some valid contributions to make to those who read my material here on Three Kings Loot (or anywhere else for that matter).

There are two reasons that I write.  The first one is entirely self-serving. As someone who doesn’t get too many chances to play, but still really enjoys to play Limited, the best way for me to try and improve my skills is to spend my time thinking about drafting and thinking critically about card choices and evaluation.  The writing here on Three Kings Loot helps me to try and stay as sharp as possible and to be thinking in preparation of my draft opportunities to make the most of them. For a guy with only 3 official drafts of the Khans format under his belt, I lack the repetition that many players have but I feel like I can make up for SOME of this with my preparation.  There is still no substitute for the experience, but preparation can go a long way to helping to shrink that gap.

The second reason is something I heard on a podcast.  The hosts were going on about how it is important to gather up as much aggregate data as you can in order to gain a sense for what works, what doesn’t and why.  If you only ever used your own experience you would come to many of the same conclusions, but it would take you far longer to gather the evidence you need to make that conclusion.  However, by using the relevant experiences of others, including mistakes and misplays, you can improve your game and learn from their mistakes more quickly.  This is my more significant contribution.  Yes, you could go and read or watch about the experiences of a professional player and watch as they don’t misplay and have got the card selection narrowed down very finely, but you haven’t seen the leg work that they have put in to get to those decisions that they have been refining off camera for weeks.  By reading about the mistakes of others who DO misplay and make HORRIBLE pick errors, you can see some of the work leading to those conclusions and accelerate your learning for your next limited experience.

With that sort of thought freshly in my mind I feel better about my drafts.  I feel like in both situations I drafted very viable decks that were quite reasonable.  Now, the 1st draft (Thursday Cheap night) was my better deck on a number of levels starting right from the 1st pick in pack 1, but I don’t regret either deck.  On the Thursday I drafted a Sultai deck that I felt had all the bits and pieces to really hang with the big boys.  The ceiling on the power level was quite high, I had a very solid curve with a number of very solid Morphs that could come down by turn 3 and start plugging up the ground, and even had enough mana fixing to support a 3 colour deck.  On the whole it felt pretty good.  On the Friday at FNM I started down the path of Temur, but as we progressed  through the draft the deck changed and took on more of a 5 colour feel.  I was happy to explore the 5 colour deck for something relatively unique that I have never tried before, but the power level just wasn’t high enough to really warrant such a deck. Let’s have a look at those deck lists.

 

Thursday Night Draft

Sultai Deck draft picks

 

For this Draft I was excited to play Sultai because my first pick was Villainous Wealth. I won’t go on too much about it here, but the card was really good for me.  As we kept moving through the draft there was a pretty solid Sultai deck coming my way and what clinched it was a Rakshasa Vizier who is a rare card that is marginal in most decks, but in a deck with a couple of Delve outlets could be a real game breaker.  The Vizier was passed to me late and I jumped on it, really sealing the fate of the deck.  However, the deck felt very solid and I was pretty pleased.

Match 1 went my way with a 2-0 win including an awesome Villainous Wealth for 5 that flipped over and Arrow Storm for lethal in game 1.  Game two was the Mystic of the Hidden Way show and the Abomination of Gudul playing second fiddle to get the job done.

Round 2 saw me sit down and play a ridiculous Abzan deck.  In game one he curved into Abzan Falconer, Tuskguard Captain, Armament Corps on turns 3,4 and 5…leaving me essentially dead on board.  I did manage to stabilize and remove the biggest threats, only to be blown out by Duneblast.  Game 2 was somewhat better because he got out to an early lead again, but I fought back and Villainous Wealthed him for 6 turning up 5 permanents I could play…only to see the Duneblast a second time rendering me dead on board all over again.

Round 3 saw me grind out a super long match where I ended up decking myself in game 1 and going to extra turns in game 2, only to lose the match because I lost game 1.  It felt pretty yucky, but what can you do?  My deck hung in there and I just couldn’t squeeze through enough to close the deal despite being in the driver’s seat for most of the game.

Round 4 was the Bye, and while I am loath to count it, the computer seems to think I won a match and I’ll take it.  I would have much rather had a chance to play, but those are the breaks.

 

FNM draft deck

5 Colour draft deck

 

 

Right from the beginning I didn’t feel as if this draft was going my way.  Pick 1 Pack 1 was Meandering Towershell (a.k.a The Durdle Turtle).  That’s not really the sort of card you want to take first, but I feel, based on the strength in the rest of the pack and that Green is generally a pretty strong colour that it was the best pick to make in that pack.  One thing I did remember from the night before was the possibility of a board stall and so I made sure to pick up a Roar of Challenge to try and set up a ridiculous alpha strike to close out a game.  As we kept moving through the draft I was noticing that there was loads of mana fixing available and that there were a number of Gold cards floating around.  I started making a point to grab some of these and to take a stab at the 5 colour deck.  As you can see, I had the mana base for it, but what I lacked was the relative power level in the deck.  What I had were Gold cards that didn’t impact the board overly much like Temur and Sultai Ascendancy but could be splashy.  That ended up putting a lot of pressure on my creatures, many of which were just average creatures like Mardu Blazebringer and Riverwheel Aerialists, to carry the load of breaking down the board stall and getting me a win. They couldn’t quite manage it and I ended up stalling.

I won’t recap the matches I played because I only played a pair of them because I ended up having to leave on account of a family emergency.  However, once again, board stalls were the order of the day and one of the matches went to extra turns and I came out of the wrong end of that exchange again.

Hits and Misses

Hit

Villainous Wealth: This over performed in my estimation.  Any time you can fire off one spell and net 3 or 4 cards off it is just pure evil.  It breaks a board stall wide open and can absolutely warp a game.  Yes, it takes some set up, and sure you need a fair pile of mana to make it worth it, but if you can stabilize the board you can likely make this one work for you because of the regular board stall situation in the game.  I will be making a point of grabbing this one and using it the next time I see it.

Mystic of the Hidden Way: Again, a great way to bust open a board stall was to have an unblockable creature.  He’s not flashy, but good lord is he effective to just chip away at a life total while letting you keep your shields up.  This guy is a star and well worth the pickup to ensure you can get through.

Heir of the Wilds:  He’s just unfair.  He’s really a 3/3 with Deathtouch in many decks and just provides enough insurance because nobody is keen to tussle with this guy.  Perhaps the best 2 drop in the format.

Riverwheel Aerialists: A 4/5 with Flying and Prowess is a pretty stacked creature.  This was a menace and my opponents quickly opted to take it out rather than dealing with the humungous flier buzzing around.

Monastery Flock: You know what deals with fliers really well?  The Flock.  A- it is cheap to cast B- very little can fight its was through an 0/5 flier and C- no one ever thinks to use removal on a 0/5…c’mon…what sort of threat is that?  So, needless to say, this is just an all-star blocker.  Put this is a Secret Plans deck, net the cards off the Cheap Morph, and enjoy your big blocker!

Bust

Durdle Turtle:  I was not a fan of this…I even got passed the stupid Temur Ascendancy and I wanted to live the dream of having the Turtle trigger the extra card draw on the Ascendancy.  Instead I got a big, dumb, slow creature that routinely died to Kill Shot or Smite the Monstrous.  Yuck.

Bouce effects: Ok…I’m not calling these a bust…because they straight up blew me out on two occasions…but they wrecked me and left me fuming because of something as simple as Force Away.  My spells fizzled ALL THE TIME…particularly Roar of Challenge as I set up an Alpha strike.  Grrr!  Good cards…but irritating to play!

5 colour decks- These are just not all that good compared to more reliable decks.  The upswing in power doesn’t always trade off well against the much poorer mana.  Also, unless you grab a ridiculous Gold bomb early (Duneblast, Villainous Wealth etc) that facilitates you forcing 5 colour, you are unlikely to have enough benefit to really take advantage of you forcing 5 colours.  I was listening to a podcast and they were discussing the relative success of the 5 colour deck and found that it was quite low. Either the deck performed amazing or it just whiffed.  I tend to agree…the deck was somewhat underpowered and really not as good as I had hoped.  I have a feeling I will try to avoid it in the future.

Banners:  I was mildly disgusted with myself for having to play a banner and it was just a bust.  I would have much rather done all sorts of things instead of playing it.  I would avoid it in the future because I would rather have had a creature, any creature, instead of it.  Card slots matter in this format, particularly when many decks are sacrificing picks to select lands and are opting for 22 cards and 18 land, and this is a waste of a card.

 

Well, there we have it.  This has been a fairly lengthy article, but hopefully it helps someone out there.  I can’t wait to take another crack at a draft, but that may need to wait a few weeks with Christmas looming and family obligations pending.  Oh well…hopefully these lessons continue to bear fruit into the Fate Reforged/Khans format that will follow early in the New Year.

 

Thanks for reading this week and as always keep it fun, keep it safe…and keep it casual.

 

By Bruce Gray – Casual Encounters
@bgray8791 on Twitter

 

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Bruce Gray - November 20, 2014

Crack a pack MTG Khans of Tarkir with Bruce (5th)

Khans of Tarkir booster - Crack a pack MTG

Crack a pack MTG Khans of Tarkir with Bruce (5th)

 By Bruce Gray – Casual Encounters

            I’m trying to get things back in order and get back into a routine of writing for you guys.  It’s been a while since I’ve sat down and done much in the way of writing, but I have been tinkering with some decks some more and have some ideas that I am prepared to share with you guys, however not today.  Today I’m going to bust open another pack of Khans and see what we get because this weekend I’m actually going to get a chance to draft some of this stuff.  I’m pretty excited and hope that my preparation (such as writing here on Three Kings Loot) and watching a number of other guys stream their draft videos will help me to a decent record in my upcoming events.  Let’s open up our pack and see what we find.

 

Rare

 

 

Uncommon

 

 

Common

 

 

Well, this pack has a number of solid commons, a high profile Rare, and bunch of lousy uncommons so it makes for a number of interesting selections. Let’s start with the Rare. Crater’s Claws is a pretty awesome ‘Fireball’ that is just really versatile.  It’s even better if you can trip the Ferocious trigger on this little treat that makes this a shock at worst, and just insane from there on.  Seeing as this can serve as removal if you need it, or as a form of inevitability to just burn out an opponent to the ‘dome’ this makes for a pretty excellent spell to pick and one that your opponent is unlikely to play around or expect.  This is a nice spell and will be a high priority in this pack for me.

 

Seek the Horizon and Goblinslide are spells that I don’t much care for.  Seek the Horizon is a pretty marginal ramp spell that can be useful if you need the fixing, but it eats up a slot at 3 mana on your curve.  You know what else takes 3 mana on your curve?  Only every Morph in the format is what.  You would rather be playing a Morph at 3 mana and not durdling for more land.  So, Seek the Horizon is likely to be cut in favor of creatures and spells that have more impact.  Goblinslide takes a fair amount of set up and then you STILL need to pay for it.  I can imagine a Jeskai sort of deck with lots of non-creature spells that would be interested in this, but honestly, if you WANT to run this card it is because you want the comedic value of trying to bury your opponent under a pile of Goblins. However, I am generally not that motivated by this one either because I would rather be doing some other things with my mana.

 

Watcher of the Roost is the other uncommon in this pack and I’m pretty okay with it, but I would not be taking this early.  Sure, it comes down as a Morph and can flip essentially for free if you reveal a White spell, gives you two life and even has flying.  These are all relevant things to do.  However, a 2/1 with Flying is…how to put this…slightly disappointing.  I will happily play this but I won’t be taking it early because I maintain that there are better things and select.

 

Moving on the commons there are some very reasonable spells and creatures to weigh.  The first one that gets my attention is Alabaster Kirin.  It’s a 2/3 with flying and vigilance which makes it a pretty solid attacker that can also play defence.  The 3 toughness makes it a very reliable blocker to handle all those Mardu aggro creatures or Warrior tokens. It isn’t flashy but very effective.  It is also nice because it dodges stuff like Suspension Field and Smite the Monstrous making it a surprisingly difficult to creature to handle.

 

Abomination of Gudul is another very solid Morph and among the best of the Gold common cycle of Morphs because it packs flying and lets you ‘Loot” once you get through for damage.  It dodges Smite the Monstrous which is also a thing, but sadly still gets caught by Suspension Field.  I like this one too, but it falls behind the Kirin for me because the mana requirements are pretty tough to meet.

 

Mystic of the Hidden Way is another very reliable Morph that provides good inevitability because you can’t just block it.  It’s a very solid, Morphs for cheap and is just a stud to wreck an opponent.  The part I like best about this card is that it isn’t as broken as Invisible Stalker was, but it is still a tricky creature to contain because of the evasion it has.  It’s a pretty solid mid-round pick up.

 

Mardu Hateblade is a solid 1 drop that can pack deathtouch.  If you are Abzan, or Mardu, or even the Warrior deck you want this guy because he is just a reliable creature that is major deterrent to your opponent because nobody wants to have the feel bad of having your better creature die on a 1/1 deathtoucher.  He’s a nice pickup, but Ruthless Ripper and Heir of the Wilds are better choices because you don’t have to activate the deathtouch ability.  Sadly, they are both uncommons and you are far more likely to find this guy in your pack than either of those.

 

Kin-tree Warden is yet another solid Morph that is a resilient defender that helps a Abzan deck get to the late game by regenerating for the ridiculously cheap cost of 2 mana.  Honestly, I miss the days of cheap regeneration cost and this guy is as close as you are likely to get.  I like  it and would be prepared to grab this as a mid round pick.

 

Rugged Highlands is pretty solid because the common Refuge lands are lynch pins in any multi colour deck and even  MORE crucial if you are rocking the 5 colour Morph deck with all the flashy spells you can grab.  It isn’t an exciting pick, but in this format, with a lack of obvious pick you grab a land and fix your mana to do something more powerful than you would otherwise do in a regular 2 colour deck.

 

Rotting Mastodon is a big dumb wall.  5 mana 2/8’s or huge to fight through and make solid ways to get your shields up while you Outlast your Abzan dudes.  I’m not a huge fan but can see the role this fatty can play.

 

Cancel is acceptable counter magic that is an insurance policy.  If you play Blue, you’ll want one of these just to be sure you can counter their biggest threat or that key piece they are looking for, but otherwise you don’t really want this too highly.

 

Barrage of  Boulders is not something I want. It doesn’t do enough for me and to trigger the “unable to block” feature means you need to have the Ferocious online.  I don’t know…I might give it a try this weekend to see if I can make this lead to a blow out, but I’m not big on this guy at this point.

 

Lastly, Summit Prowler is a just another dude in your deck. You aren’t excited about this guy at all.

 

Top 5 cards

 

  1. Crater’s Claws
  2. Alabaster Kirin
  3. Abomination of Gudul
  4. Rugged Highlands
  5. Mystic of the Hidden Way

 

First Pick

First pick is pretty easy this week. Crater’s Claws is most obviously the first pick in this pack but there are a number of very solid creatures and Morphs available.  The hope is that you can wheel at least one of them when the pack comes back, but the relative depth of this pack is pretty low meaning that you might get this pack back with nothing but junk left in it.  That’s a shame.  However, Crater’s Claws offers you, like I said, a bad shock at worst, or a way to close out a game out of nowhere.  The potential ceiling on this card is extremely high and you will absolutely grab this and make a point of playing it.  Not to mention, you will not be sad to draw this at just about any point in your match.  It may not be worth all that much on the secondary market, but the relative impact this can have in a game is huge and well worth the risk.

 

Thanks very for taking the time to join me this week as we go through yet another pack.  Things are looking pretty spicy and the format looks like a lot of fun with a ton of variance meaning that there are a number of successful archetypes and strategies to win with.  I hoping to be able to return next week, after my weekend of getting a number of drafts in, and be able to pass along a little more to you guys.

Thanks again and until next week may you open nothing but Mythic bombs.

 

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