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DTK Mechanics

Happy Monday (again) MTG peeps,

As promised, we have a second post for you today to cover off the freshly revealed mechanics of the next Magic: the Gathering set - Dragons of Tarkir.  We suggest, that if you have not yet already, pop on over to our previous post here to catch up with the big flashy rare / mythic rare Dragons of Tarkir previews.

Anywhoos, straight to business - lets get down to the new and returning mechanics for Dragons of Tarkir.  In today's article on the mothersite, Magic: the Gathering's Rules Gurur, Matt Tabak ran through the mechanics and provided a new Dragons of Tarkir preview card for each - 
Bolster - Sandcrafter Mage
Rebound - Ojutai's Summons
Exploit - Silumgar Butcher
Dash - Sprinting Warbrute
Formidable - Stampeding Elk Herd
Megamorph - Aerie Bowmasters

Bolster - signature ability of the green-white Dromoka clan
Reminder text - Choose a creature with the least toughtness among creatures you control and put a +1/+1  counter on it.
To bolster, first find the creature you control with the least toughness. If there's a tie, choose one of those creatures. Then put a number of +1/+1 counters on that creature equal to the bolster number. Bolster doesn't target any creature. You don't determine which creature is getting the counters until you're taking the bolster action.

Rebound - signature ability of the white-blue Ojutai clan
Reminder text - If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.
Rebound lets you cast an instant or sorcery spell a second time for free. If you cast a spell with rebound from your hand, you exile it instead of putting it into your graveyard. Then, at the beginning of your next upkeep, you can cast the spell again without paying its mana cost. After casting it from exile, it's put into your graveyard. If you manage to have several spells rebound during the same upkeep, you can cast those spells in any order.

Exploit - signature ability of the blue-black Silumgar clan.
Reminder text - When this creature enters the battlefield, you may sacrifice a creature.
Each creature with exploit has another ability that gives you a benefit when it "exploits a creature." This means when you sacrifice a creature because of its exploit ability. That ability doesn't trigger if you sacrifice a creature for any other reason, including the exploit ability of a different creature.

Dash - signature mechanic of the black-red Kolaghan clan
Reminder text - You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.
Dash is an alternative cost found on creature spells. As you cast a spell with dash, you can pay its dash cost instead of paying its mana cost. If you do, the creature will have haste, so it can attack that turn. At the beginning of the next end step, you'll return the creature from the battlefield to its owner's hand.

Formidable - signature mechanic of the red-green Atarka clan
Reminder text - specific with reference to a total power of 8 or greater.
Formidable is the signature mechanic of the red-green Atarka clan. Formidable is an ability word, so every formidable ability is different, but they all care in some way about controlling creatures with total power 8 or greater. Read each one carefully to see exactly what it does.

Megamorph - keyword ability shared with all clans
If you understand how morph works, megamorph is almost exactly the same. The only difference is that if you turn a face-down creature with megamorph face up by paying its megamorph cost, not only will it suddenly have its normal characteristics, but you'll put a +1/+1 counter on it as well! Note that if you turn a face-down creature face up some other way (for example, say you manifest a card with megamorph and turn it face up by paying its mana cost), it doesn’t get the counter.

Turning a creature face-up doesn't use the stack and it can't be responded to. So if I controlled a face-down Aerie Bowmasters and turned it face up, it would be a 4/5 (3/4 with the +1/+1 counter) before any player could do anything.

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