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KTK Deck Ideas

Happy Tuesday MTG peeps,

We are rather happy to now just receive our Khans of Tarkir pre-orders from MTG Mint Card - delivered safely 'n' soundly in under from over 12,500 clicks away to our door step in under four days.  We had carefully ordered a variety of the new Magic: the Gathering cards based on a variety of different reasons - but essentially what we thought would perform nicely in the new standard environment.  Now with this big pile of new cards, all efforts now go in to what decklists to brew up for standard constructed.  We don't really need to worry as a Pro Player has pretty much done all of that for us already - don't worry, we still have 'original' ideas and refer to the new strategies as a sort of sanity check.  

That Pro Player ? Tomoharu Saito.  This 30-year-old is a successful player with a long list of accolades and also happens to be the owner of Saito Card Shop (online retailer) and Hareruya MTG, Japan’s largest gaming store / tournament center, located in the suburb of Shinjuku-ku, Tokyo.  Tomoharu has been posting 'deck ideas' with the release of each new set and we've been loving it.  

Here's the full list of 15 different standard decks he posted to his twitter account and we're certain you'll like at the very least a few of them to try out and build upon.  We've just posted three pics and suggest you drop by Saito's twitter to get images of the rest of 'em. Click to embiggen.

Deck 1 ”All in Mardu”
Deck 2 ”Morph Festival”
Deck 3 ”Mardu Control”
Deck 4 ”Abzan Midrange”
Deck 5 ”Jeskai Burn”
Deck 6 ”Mono Black Beatdown”
Deck 7 ”Hardboild Sultai”
Deck 8 ”Temur Midrange”
Deck 9 ”Orzhov Warrior”
Deck 10 ”Naya Planeswalkers”
Deck  11 ”Mono Red Beatdown”
Deck 12 ”Mono Red Beatdown Part2"
Deck 13 ”Esper Control”
Deck 14 ”KTK All Stars”
Deck 15 ”The Darksteel Citadel”
'All in Mardu'

'Abzan Midrange'

'Jeskai Burn'



Mardu Tokens

Happy Monday MTG peeps,

We hope you've had a most excellent weekend.  This weekend also was the very first weekend where the latest Magic: the Gathering set, Khans of Tarkir was legal to play.  With Khans, Ravnica block rotates out of standard and with it about half the darn cards in most of our decklists.  For our first Friday Night Magic event at OMG! Games here in Barrie, Ontario we quickly scrapped together a very rough black / white list featuring the new Khans of Tarkir warriors which mirrored very closely the Event Deck (linky here). Rather funny match we had with our buddy Simon who happens to be in a middle of a move (card collection already packed away) and had played the event deck - mirror match silliness.

Anywhoos, we suggest you pop on over to Gathering Magic where Nick Vigabool summarizes the top 32 decks from the very first standard tournaments - StarCity Games Open Edison and Indianapolis.  Most of the players we've been yattering to had thought that Abzan Midrange would be one of the first 'popular' decklists out of the starting gates and they were right.  This build looks good and features the Abzan coloured (w/b/g) Siege Rhino - kinda the new Loxodon Smiter on the block.
What we really wanted to cover off is a decklist which quite a few other players are talking about - Mardu Tokens.  We suggest you pop on over to TCG Player where our fav pro player Craig Wescoe gives the low-down.  We know that Rabble Red was already a popular deck before the new format and we think that if you liked that build, you'll likely love this one.  We also think quite a few other players liked the build which lead into quite a demand (price) for some of the key cards . . .

We rather like the idea of this strategy 

• Drop a bunch of tokens with Raise the Alarm, Hordeling Outburst, Brimaz, Goblin Rabblemaster (and Mardu Charm which can also serve you well against Courser of Khrupix). 

• Get those dudes pumped with Sorin and Dictate of Heliod.

• Keep pinging with Purphoros with all those tokens coming on line as well as Stoke the Flames

• Final rinse with Butcher of the Horde who will be more than happy to eat your extra tokens to land serious damage.

We definitely want to game with this build - just one problem - we still don't have any Goblin Rabblemaster and need to pick this up from MTG Mint Card.


Khans of Tarkir Fat Pack

Happy Friday MTG peeps,

As is our custom here at MTG Realm, we've popped over to our local gaming store, OMG! Games here in Barrie, Ontario to pick up a Fat Pack from the newest set.  Khans of Tarkir officially releases today but we were at the store at Midnight (Tumblr post here) and wow was it packed with Magic: the Gathering fans eager to get a hold of the new cards.  Hopefully before Friday Night Magic begins, we will have replaced approximately half the decklist (as it has now rotated out of standard format) we've been playing for the last month or so with the new Khans of Tarkir goodness.

Anywhoos - sit back and have a looky-loo at our Khans of Tarkir Fat Pack unboxing . . .

• 9 Khans of Tarkir booster packs
• 1 card storage box
• 1 player's guide (always awesome)
• 1 x 80-card land pack
•  2 x  60-card deck boxes
• 1 Spindown life counter

Here's the rares we pulled -
• Sarkhan, the Dragonspeaker
• Sage of the Inward Eye (FOIL)
• Temur Ascendancy
• Rattleclaw Mystic
• Sidisi, Brood Tyrant
• Rakshasa Vizier
• Ankle Shanker
• Siege Rhino
• High Sentinels of Arashin
• Herald of Anafenza



Creatures of Khans of Tarkir

Happy Thursday MTG peeps,

Very exciting weekend ahead for Magic: the Gathering players as Khans of Tarkir will officially release tomorrow (Friday 26th September 2014).  Some game stores will be staying open late, like ours in Barrie - OMG! Games, so players can be among the first to get a hold of sealed product and singles in time to build or modify a decklist in time for the launch event during the regular Friday Night Magic event.  If you are out for an FNM event tomorrow, then you will likely be able to score the Khans of Tarkir Launch Promo, Dragon Throne of Tarkir.  We also have our pre-orders from MTG Mint Card hitting the road on a delivery truck and expect it Tuesday giving us some time to get down to brass tacks in developing one or two lists ready for the new standard format environment.

Anywhoos, for today, we wanted to visit our sister site, MTG Realm on Tumblr to cover off some of the new / revisited creature types in the new Khans of Tarkir set - so let's go -
Magic: the gathering - Khans of Tarkir Races

Goblins run in packs and are barely sentient, eating whatever they can get their claws on. They scavenge when they can but aren’t above dragging down large prey (usually with significant losses) when the opportunity arises.  Mardu goblins are dangerous, tenacious fighters. They don’t often ride mounts themselves, but they are able to cling to the backs of other mounted warriors, hopping from one rider to another. Goblins live among the humans and orcs of the clan, but are generally ignored, like dogs at a feast. Other than Ankleshank, few goblins have attained a warname in the Mardu’s history.

Yasimin Ankleshank. Yasimin, often just called by her war name Ankleshank, is a female goblin warrior who’s famed for her rash battle expertise. She’s reckless and fearless, often rushing into battle without support from the rest of her horde. She famously never holds onto one weapon for very long, preferring to switch to the weapon her most recently slain enemy wielded.
Planeswalker’s Guide to Khans of Tarkir, Part 1
Planeswalker’s Guide to Khans of Tarkir, Part 2
Magic: the Gathering - Khans of Tarikir Races


The cat-shaped demons known as rakshasa are brokers in forbidden knowledge. Long ago they sealed contracts with the leaders of the Sultai, gaining power over and warping the clan in exchange for necromantic secrets. Rakshasa wield horrifying death magic that can slaughter entire armies

The rakshasas wield the most aggressive and dangerous magic of all the Sultai. It is swirling darkness and powerful spirits of the dead. Their magic is the kind that lays waste to swaths of land or reduces an army to dust. They summon horrors and abominations that swallow cities and devour legions.

Feyomsi. This terrifying rakshasa sorcerer and necromancer dwells within the Ukud Necropolis with his group of devoted mages, most of them human. They defend the necropolis with their spells and summoned demons known as sidikur. Feyomsi is given a great amount of breadth from Sidisi, as he is the rakshasa chief in giving her dark magic.

Planeswalker’s Guide to Khans of Tarkir, Part 1
Planeswalker’s Guide to Khans of Tarkir, Part 2
Magic: the Gathering - Khans of Tarikir Races


The snakelike naga are descended from ancient Sultai leaders who made dark deals with rakshasa. Naga are expert at magic that warps both mind and body. Many, including the khan, Sidisi, are necromancers. They are infamous for their cruelty, seeing others only as fodder for their ever-growing army of zombies.

Mind control, hypnosis, and the lotus perfume. The Sultai naga have the power to hypnotize and charm. They use this to influence deals or outright control others’ minds. To attain a similar effect, Sultai human mages have to resort to the use of lotus perfume, which causes a dreamlike sleep, paralysis, and—ultimately—death.

Naga magic. The magic of the naga is about warping the body, whether through shapeshifting or through modification after necromancy. They loathe humans, who they consider animals on par with their attack baboons. It is said that the naga’s cruelty comes from their resentment of the humanity they lost in ancient days. The naga are also versed in powerful venoms and poisons that can kill an elephant with a mere pinprick.

Planeswalker’s Guide to Khans of Tarkir, Part 1
Planeswalker’s Guide to Khans of Tarkir, Part 2
Magic: the Gathering - Khans of Tarikir Races


Tarkir is home to two lineages of the canine humanoids called ainok. Those of the desert wastes resemble hyenas and are masters of survival and camouflage; they often are adopted into the Abzan. The bearlike ainok of the Qal Sisma mountains live and work among Temur humans.

Ainok sandcalling. The Abzan includes members of the canine race known as the ainok. The ainok of the Abzan Houses are deeply connected to the desert. They can always find their way to water, and they rarely become disoriented in the ever-changing landscape of the Shifting Wastes. In fact, some ainok have mastery over the sand itself. These sand shamans excel at obscuring their movements, scouring their enemies with sandstorms, or simply getting their enemies hopelessly lost. Some humans have been taught this magic, relying on the instruction of their ainok kin.

When the Temur entered the mountains, they encountered roaming packs of canine humanoids who called themselves ainok. After a few skirmishes, the two groups came to respect each other’s combat ability, and an informal alliance was struck. Especially trusted ainok join a family of the clan. They are considered to be family members and enjoy all the rights (and assume all the responsibility) that role entails. Other ainok are only loosely associated with the Temur but can be called on as allies in battle.

Planeswalker’s Guide to Khans of Tarkir, Part 1
Planeswalker’s Guide to Khans of Tarkir, Part 2
Magic: the Gathering - Khans of Tarikir Races

ORCS - no - not the Oxford Rugby Club

Muscular and savage, orcs are well suited to Tarkir’s harsh environment. The Mardu clan includes many orc warriors—including its khan. Orcs also share the wild lands of the Temur. The Abzan sometimes adopt orphaned orcs into the clan as “krumar,” who are among its most dedicated defenders.

Gvar Barzeel is the commander of the krumar, and there is no orc more respected among the Abzan. He leads the krumar in battle, and he is always found where the fighting is fiercest. He is shorter than most orcs, but stout. He wields the mighty Axe of Ancients, a gift given to him by the family he was bound to on the day they formally adopted him. He can trace his roots to the Mardu, but he is proud of his adopted clan. Gvar Barzeel believes the Mardu to be savages, and he knows his destiny is to one day meet Zurgo, the orc khan of the Mardu, on the battlefield.
Planeswalker’s Guide to Khans of Tarkir, Part 1
Planeswalker’s Guide to Khans of Tarkir, Part 2



Khans of Tarkir Event Deck

Happy Tuesday MTG peeps,

Some news on the mothersite today that some Magic: the Gathering players may be interested to hear - the Khans of Tarkir Event Deck.  The Khans of Tarkir Event Deck gives players an easy way to jump into a Standard tournament, like Friday Night Magic, with a powerful deck and has the following contents:
• Ready-to-play 60-card deck
• 15-card Sideboard
• Spindown life counter
• Strategy insert
• Deck Box

We know quite a few players who pick up the event deck and with only a few minor tweaks (typically just a two or three extra rares from the card shop or online retailer like MTG Mint Card), and then you're good to go.  In fact, our buddy Rick, co-owner at OMG! Games here in Barrie has been using Event Decks at Friday Night Magic Events and we'll freely admit that the decklist kicks butt.   

Anywhoos, on to the decklist !

Creature (25)
1 Herald of Anafenza
3 Mardu Hateblade
3 Tormented Hero
1 Bloodsoaked Champion
2 Chief of the Edge
2 Chief of the Scale
2 Seeker of the Way
3 Oreskos Swiftclaw
3 Mardu Skullhunter
1 Pain Seer
1 Mardu Hordechief
1 Herald of Torment
2 Timely Hordemate

Sorcery (1)
1 Rush of Battle

Instant (2)
1 Bile Blight
1 Silence the Believers
Artifact (1)
1 Spear of Heliod

Enchantment (7)
1 Spirit Bonds
2 Banishing Light
2 Raiders' Spoils
1 Dictate of Erebos
1 Dictate of Heliod

Land (24)
1 Caves of Koilos
4 Scoured Barrens
10 Plains
9 Swamp

Sideboard (15)
2 Despise
2 Solemn Offering
3 Glare of Heresy
3 Dark Betrayal
1 Drown in Sorrow
2 Tormod's Crypt
2 Brain Maggot
 We rather like this list.  In fact, this was not too far removed from one of the first new standard format decks we were going to develop for the next FNM event.  Our only criticism is that out of the 10 rares in here, only 2 are from Khans of Tarkir.  We should have liked a bit more if WotC threw in some of the sweepers like Utter End / End Hostilities or even Grim Haruspex.


Khans of Tarkir PreRelease

Happy Monday MTG peeps,

Wow, what a weekend.  Magic: the Gathering players packed our local store, OMG! Games here in Barrie, Ontario, Canada-Land for Khans of Tarkir PreRelease events over the weekend.  This may perhaps have been one of the best attended PreRelease events in some time.  By the time Sunday morning rolled around and we finally had a chance to game, the store was out of Abzan, Mardu, and Temur PreRelease packs (in fact, in this particular order of preference) and if you did not already reserve one, you were stuck with either Jeskai or Sultai . . . we picked Jeskai.

The 'seeded' Jeskai pack produced the following ;
Sage of the Inward Eye (foil prerelease promo), Jeskai Banner, Arc Lightning, Dragon's Eye Savants, Take Up Arms, Mystic Monastery, Jeskai Student, Jeskai Windscout, Bloodfire Mentor, Alabaster Kirin, Mystic of the Hidden Way, Defiant Strike, Crippling Chill, Smite the Monstrous, Efreet Weaponmaster, Swiftwater Cliffs.

Some rather decent mana support and spell support for Jeskai but we were still gunning to play Abzan or Mardu for the Prerelease - so - we cracked the packs and here's what we scored -
Pack 1 - Abzan Ascendancy
Pack 2 - Abzan Ascendancy
Pack 3 - Windswept Heath
Pack 4 - Rakshasa Deathdealer, FOIL Polluted Delta (!)
Pack 5 - Rakshasa Vizier

After sorting through the pool, we were in fact able to scrap enough solid choices to go Abzan (white, green, black).  In fact the choices were good enough to take the decklist to first place.

Definitely impressed with the double Abzan Ascendancy, a double Mardu Hordechief, and the Abzan Falconer.   We are already planning our first standard format with these cards and will be picking up some additional ones from MTG Mint Card. Here's a quick video of the unboxing - 



Khans of Tarkir Intro Pack Decklists

Happy Thursday MTG peeps,
We have been picking up Fat Packs and Intro Packs from every Magic: the Gathering set now for a quite a few years.  Intro Packs are typically picked up by newer players to get into this amazing game but we've enjoyed pitting the different Intro Packs against each other when we play as the decklists are typically reasonably balanced power-wise and simply make for great games.  If you are starting off in the game, the decklist serves as a solid chassis upon which to gradually upgrade a constructed deck.  We suggest picking up singles from MTG Mint Card and adjust to your taste.
Essentially you have everything you need in one ready-made deck. Includes 60 cards, a foil premium rare card, two sealed 15-card booster packs, a strategy insert, and a Magic learn-to-play guide.
Deck contents:
• 1 premium card
• 1 60-card deck
• 2 Khans of Tarkir booster packs
• 1 learn-to-play insert
• 1 strategy insert

Out today on the mothersite, and just in time for some 'Open Dueling' during the Khans of Tarkir PreRelease this weekend are the decklists.  Let's have a looky-loo -

Abzan Siege
Outlast your opponents with the Abzan Siege deck! Like the scales of the dragon, individuals within the Abzan clan come together to create a force more powerful than the sum of its parts.

2 Disowned Ancestor, 3 Ainok Bond-Kin, 1 Sungrace Pegasus, 2 Child of Night, 2 Abzan Falconer, 2 Tuskguard Captain, 1 Abzan Battle Priest, 1 High Sentinels of Arashin, 1 Razorfoot Griffin, 2 Salt Road Patrol, 1 Mer-Ek Nightblade, 2 Longshot Squad, 1 Armament Corps, 1 Ivorytusk Fortress, 1 Carnivorous Moss-Beast 

1 Suspension Field, 1 Eternal Thirst, 2 Abzan Banner, 2 Kill Shot, 1 Abzan Charm, 1 Dragonscale Boon, 1 Hunt the Weak, 1 Flesh to Dust, 1 Incremental Growth 

1 Blossoming Sands, 1 Jungle Hollow, 2 Sandsteppe Citadel, 1 Scoured Barrens, 8 Plains, 7 Swamp 6 Forest

Jeskai Monks
The followers of the Jeskai Way hold up the eye of the dragon as their symbol, looking inward to find the path to enlightenment. These powerful martial artists are trained to master the physical world and overpower their opponents' brute force with clever skill.

1 Monastery Swiftspear, 2 Jeskai Elder, 1 Leaping Master, 1 Jeskai Student, 2 Seeker of the Way, 2 Jeskai Windscout, 2 Bloodfire Expert, 1 Bloodfire Mentor, 1 Alabaster Kirin, 1 Highspire Mantis, 1 Whirlwind Adept, 1 Tireless Missionaries, 1 Serra Angel, 1 Sage of the Inward Eye, 1 Warden of the Eye, 1 Riverwheel Aerialists 

1 Void Snare, 1 Oppressive Rays, 1 Lightning Strike, 2 Jeskai Banner, 1 Crippling Chill,1 Divination, 1 Solemn Offering, 1 Winterflame, 1 Jeskai Charm, 1 Weave Fate, 1 Smite the Monstrous, 1 Lava Axe, 1 Flying Crane Technique 

2 Mystic Monastery, 1 Swiftwater Cliffs, 1 Tranquil Cove, 1 Wind-Scarred Crag, 8 Island, 6 Mountain, 7 Plains

Sultai Schemers
The Sultai Brood—represented by the fang of the dragon—is ruthless and pitiless, seeking power and wealth in all forms. The Sultai think nothing of making a profitable pact with demons, nor using necromancy to crush their enemies with the power of the grave.

1 Typhoid Rats, 1 Black Cat, 1 Walking Corpse, 2 Satyr Wayfinder, 1 Wall of Mulch, 1 Research Assistant, 2 Necromancer's Assistant, 1 Gravedigger, 1 Rotfeaster Maggot, 1 Rakshasa Vizier, 1 Sultai Soothsayer, 2 Sultai Scavenger, 2 Hooting Mandrills, 2 Shambling Attendants, 1 Necropolis Fiend

1 Debilitating Injury, 2 Taigam's Scheming, 1 Sultai Banner, 1 Rakshasa's Secret, 1 Scout the Borders, 1 Sultai Charm, 1 Bitter Revelation, 1 Murderous Cut, 1 Throttle, 1 Become Immense, 1 Set Adrift, 1 Treasure Cruise, 1 Dead Drop

1 Dismal Backwater, 1 Jungle Hollow, 2 Opulent Palace, 1 Thornwood Falls, 7 Swamp, 8 Forest, 6 Island

Mardu Raiders
The Mardu Horde spreads destruction across the face of Tarkir, conquering and pillaging territory before moving on. They charge into battle just as swiftly and relentlessly as their symbol, the wing of the dragon, would suggest.

1 Firehoof Cavalry, 1 Mardu Hateblade, 2 Borderland Marauder, 1 Valley Dasher, 2 War-Name Aspirant, 1 Gurmag Swiftwing, 2 Mardu Skullhunter, 2 Goblin Roughrider, 2 Mardu Hordechief, 1 Carrion Crow, 1 Necrogen Scudder, 2 Mardu Warshrieker, 1 Timely Hordemate, 1 Ankle Shanker, 1 Mardu Roughrider 

1 Crippling Blight, 1 Lightning Strike, 1 Raise the Alarm, 1 Mardu Banner, 2 Trumpet Blast, 1 Hordeling Outburst, 1 Mardu Charm, 1 Bring Low, 1 Smite the Monstrous, 1 Crackling Doom, 1 Arrow Storm, 1 Flesh to Dust, 1 Heat Ray 

1 Bloodfell Caves, 2 Nomad Outpost, 1 Scoured Barrens, 1 Wind-Scarred Crag, 8 Mountain, 5 Plains, 7 Swamp

Temur Avalanche
The Temur are a clan of hardy nomadic warriors living in the inhospitable northern territories of Tarkir. In those difficult conditions, under the banner of the dragon's claw, they defend their territory against outsiders by harnessing the savagery of nature itself.

2 Elvish Mystic, 2 Heir of the Wilds, 2 Runeclaw Bear, 1 Icefeather Aven, 2 Alpine Grizzly, 2 Summit Prowler, 1 Pine Walker, 1 Thundering Giant, 1 Avalanche Tusker, 1 Bear's Companion, 2 Glacial Stalker, 1 Tusked Colossodon, 2 Snowhorn Rider, 2 Woolly Loxodon

1 Stubborn Denial, 2 Savage Punch, 1 Titanic Growth, 1 Force Away, 1 Lightning Strike, 2 Temur Banner, 1 Roar of Challenge, 1 Dragon Grip, 1 Temur Charm, 1 Windstorm, 1 Icy Blast 

2 Frontier Bivouac, 1 Rugged Highlands, 1 Swiftwater Cliffs, 1 Thornwood Falls, 8 Forest, 5 Island, 7 Mountain



Wallpaper Wednesday

Happy Wednesday MTG peeps,

The very next Magic: the Gathering set, Khans of Tarkir is ready to be unleashed worldwide at PreRelease events this weekend.  If you have not already, we suggest you may want to touch base with your local games store (handy Wizards Store & Event locator here) and see if you may need either to reserve a spot, a prerelease box or both.  We've still not yet nailed down which particular Clan we would like to play this weekend - there are benefits to each one in a sealed environment although we think perhaps two may be better suited (but only slightly). 

Anywhoos, our main format is standard constructed and although we've never placed Top 8 in any prerelease event for all the years we've played, we do enjoy ourselves tremendously and more importantly, we get a hint at what the upcoming shape of standard format.  Also of note, if you have not already, you might want to get those Khans of Tarkir pre-orders in - we've got a bunch coming from MTG Mint Card and almost cannot wait to hold all the new cardboard awesomeness after the set officially releases on Friday 26th September.

Righto - on to today's post - you know what comes after Taco Tuesday - it's Wallpaper Wednesday.  Its when the mothersite loads up another sweet Magic: the Gathering art so you may adorn your desktop, mobile device or social media page.  Today at MTG Realm, we want to just cover off the two moste recent ones - the Planeswalkers in Khans of Tarkir.

Sorin, Solemn Visitor (Khans of Tarkir mythic rare) illustrated by Cynthia Sheppard


Sorin Markov
There is more at stake on Tarkir than the fate of Sarkhan and the clans. Elsewhere, the world-devouring entities known as the Eldrazi have arisen to feed on the planes of the Multiverse, and the key to stopping them may lie on Tarkir. The vampire Planeswalker Sorin Markov was one of three Planeswalkers who trapped the Eldrazi on the plane of Zendikar thousands of years before—the other two being the Lithomancer and Ugin, the spirit dragon. Now that the Eldrazi have awakened once more, Sorin is on a mission to reunite with these Planeswalkers.

Sarkhan, the Dragonspeaker (Khans of Tarkir mythic rare) illustrated by Daarken


Sarkhan Vol
The dragon-worshipping Planeswalker Sarkhan Vol is a native of Tarkir, where dragons had gone extinct long before his birth. Obsessed with their fury and predatory majesty, Sarkhan learned as much as he could about his world's ancient dragons, even going so far as to join a group of infamous shamans who venerated the apex predators. He had a talent for battle and gained status as a warrior in the Mardu clan, but he soon tired of the petty quarrels of the battlefield.



Khans of Tarkir Release Notes

Happy Tuesday MTG peeps,

Magic: the Gathering fans we've been yattering to have all been chattering up a storm about the Khans of Tarkir PreRelease events taking place this weekend - anything from cards they want to pull, Clans they should go with, sealed pool strategy and of course the handful of new mechanics / abilities with this set.  We'll be at our local card shop, OMG! Games here in Barrie to take part in at least one event over the course of the weekend.

WotC rules gur Matt Tabak and a small crack team have put together the Khans of Tarkir Release notes which should be going up over on the mothersite tomorrow.  For now, we've pulled just the very essential notes on the new tech as much for our benefit as perhaps yours to ensure our PreRelease events go smooth.  We suggest you read over the entire Release Notes including card specific notes before you head into the events this weekend - for now, here's the quick 'n' dirty -
The Khans of Tarkir set contains 269 cards (101 common, 80 uncommon, 53 rare, 15 mythic rare, and 20 basic land).

Prerelease events: September 20–21, 2014
Launch Weekend: September 26–28, 2014
Game Day: October 18–19, 2014

The Khans of Tarkir set becomes legal for sanctioned Constructed play on its official release date: Friday, September 26, 2014. At that time, the following card sets will be permitted in the Standard format: Theros, Born of the Gods, Journey into Nyx, Magic 2015, and Khans of Tarkir.

Theme: Five “Wedge” Clans

The plane of Tarkir is inhabited by five clans, each led by a powerful khan, that battle for territory and supremacy. Although dragons have long been extinct on Tarkir, the clans each embody a draconic aspect. Each clan is based around three colors of magic known as a “wedge”: a pair of allied colors and their common enemy. For example, the Mardu clan uses the allied colors black and red and their common enemy white. Each clan has a signature keyword or ability word. Cards strongly associated with a clan, including all cards with that clan’s mechanic, have the clan icon in their text boxes. These icons have no effect on game play.

Abzan Keyword: Outlast
Abzan is the white-black-green clan. Its clan icon is a crossed pair of dragon scales. Outlast is a new keyword that allows creatures to prepare for a long battle by becoming more powerful.

The official rules for outlast are as follows:

702.106. Outlast

702.106a Outlast is an activated ability. “Outlast [cost]” means “[Cost], {T}: Put a +1/+1 counter on this creature. Activate this ability only any time you could cast a sorcery.”

* The cost to activate a creature’s outlast ability includes the tap symbol ({T}). A creature’s outlast ability can’t be activated unless that creature has been under your control continuously since the beginning of your turn.

* Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.

Jeskai Keyword: Prowess
Jeskai is the blue-red-white clan. Its clan icon is a dragon eye. Prowess is a new keyword that gives a creature a size bonus whenever you cast a noncreature spell.

The official rules for prowess are as follows:

702.107. Prowess

702.107a Prowess is a triggered ability. “Prowess” means “Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.”

702.107b If a creature has multiple instances of prowess, each triggers separately.

* Any spell you cast that doesn’t have the type creature will cause prowess to trigger. If a spell has multiple types, and one of those types is creature (such as an artifact creature), casting it won’t cause prowess to trigger. Playing a land also won’t cause prowess to trigger.

* Prowess goes on the stack on top of the spell that caused it to trigger. It will resolve before that spell.

* Once it triggers, prowess isn’t connected to the spell that caused it to trigger. If that spell is countered, prowess will still resolve.

Sultai Keyword: Delve
Sultai is the black-green-blue clan. Its clan icon is a single dragon fang. Delve is a returning keyword that lets you exile cards from your graveyard to help pay for spells.

The official rules for delve are as follows:

702.65. Delve

702.65a Delve is a static ability that functions while the spell with delve is on the stack. “Delve” means “For each generic mana in this spell’s total cost, you may exile a card from your graveyard rather than pay that mana.” The delve ability isn’t an additional or alternative cost and applies only after the total cost of the spell with delve is determined.

702.65b Multiple instances of delve on the same spell are redundant.

* The rules for delve have changed slightly since it was last in an expansion. Previously, delve reduced the cost to cast a spell. Under the current rules, you exile cards from your graveyard at the same time you pay the spell’s cost. Exiling a card this way is simply another way to pay that cost.

* Delve doesn’t change a spell’s mana cost or converted mana cost. For example, Dead Drop’s converted mana cost is 10 even if you exiled three cards to cast it.

* You can’t exile cards to pay for the colored mana requirements of a spell with delve.

* You can’t exile more cards than the generic mana requirement of a spell with delve. For example, you can’t exile more than nine cards from your graveyard to cast Dead Drop.

* Because delve isn’t an alternative cost, it can be used in conjunction with alternative costs.

Mardu Ability Word: Raid
Mardu is the red-white-black clan. Its clan icon is a pair of dragon wings. Raid is an ability word that appears in italics at the beginning of cards that improve if you attacked with a creature that turn. (An ability word has no rules meaning.)

* Raid abilities care only that you attacked with a creature. It doesn’t matter how many creatures you attacked with, or which opponent or planeswalker controlled by an opponent those creatures attacked.

* Raid abilities evaluate the entire turn to see if you attacked with a creature. That creature doesn’t have to still be on the battlefield. Similarly, the player or planeswalker it attacked doesn’t have to still be in the game or on the battlefield, respectively.

Temur Ability Word: Ferocious
Temur is the green-blue-red clan. Its clan icon is a dragon’s claws. Ferocious is an ability word that appears in italics at the beginning of abilities that improve if you control a creature with power 4 or greater. (An ability word has no rules meaning.)

* Some ferocious abilities that appear on instants and sorceries use the word “instead.” These spells have an upgraded effect if you control a creature with power 4 or greater as they resolve. For these, you only get the upgraded effect, not both effects.

* Ferocious abilities of instants and sorceries that don’t use the word “instead” will provide an additional effect if you control a creature with power 4 or greater as they resolve.

Returning Keyword: Morph
All five clans of Tarkir regularly use deception in their battles with each other. Morph is a returning keyword that lets a creature hide its true identity.

Other than some minor terminology changes and rules renumbering, the official rules for morph haven’t changed since their last appearance in an expansion. They are as follows:

702.36. Morph

702.36a Morph is a static ability that functions in any zone from which you could play the card it’s on, and the morph effect works any time the card is face down. “Morph [cost]” means “You may cast this card as a 2/2 face-down creature, with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost.” (See rule 707, “Face-Down Spells and Permanents.”)

702.36b To cast a card using its morph ability, turn it face down. It becomes a 2/2 face-down creature card, with no text, no name, no subtypes, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up card’s characteristics) are applied to casting this card. These values are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 706, “Copying Objects.”) Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use morph to cast a card from any zone from which you could normally play it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.

702.36c You can’t cast a card face down if it doesn’t have morph.

702.36d Any time you have priority, you may turn a face-down permanent you control face up. This is a special action; it doesn’t use the stack (see rule 115). To do this, show all players what the permanent’s morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn’t have a morph cost if it were face up, it can’t be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don’t trigger when it’s turned face up and don’t have any effect, because the permanent has already entered the battlefield.

702.36e See rule 707, “Face-Down Spells and Permanents,” for more information on how to cast cards with morph.

* Morph lets you cast a card face down by paying {3}, and lets you turn the face-down permanent face up any time you have priority by paying its morph cost.

* The face-down spell has no mana cost and has a converted mana cost of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3}. This is an alternative cost.

* When the spell resolves, it enters the battlefield as a 2/2 creature with no name, mana cost, creature types, or abilities. It’s colorless and has a converted mana cost of 0. Other effects that apply to the creature can still grant it any of these characteristics.

* Any time you have priority, you may turn the face-down creature face up by revealing what its morph cost is and paying that cost. This is a special action. It doesn’t use the stack and can’t be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.

* If a face-down creature loses its abilities, it can’t be turned face up because it no longer has morph (or a morph cost).

* Because the permanent is on the battlefield both before and after it’s turned face up, turning a permanent face up doesn’t cause any enters-the-battlefield abilities to trigger.

* Because face-down creatures don’t have a name, they can’t have the same name as any other creature, even another face-down creature.

* A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren’t affected.

* Turning a permanent face up or face down doesn’t change whether that permanent is tapped or untapped.

* At any time, you can look at a face-down spell or permanent you control. You can’t look at face-down spells or permanents you don’t control unless an effect instructs you to do so.

* If a face-down spell leaves the stack and goes to any zone other than the battlefield (if it was countered, for example), you must reveal it. Each graveyard is kept in a single face-up pile.

* If a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.

* You must ensure that your face-down spells and permanents can easily be differentiated from each other. You’re not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.

The very handy new 'overlay' card printed by Wizards are definitely helpful with respect to the last point here and we've order a few extras (in case we don't pull enough) along with our Khans of Tarkir pre-orders from MTG Mint Card



Khans of Tarkir PreRelease Box

Happy Monday MTG peeps,

With the very latest Magic: the Gathering set, Khans of Tarkir, Wizards of the Coast is continuing with the very popular 'PreRelease Box'.  Each of these boxes have a small treasure within - let's have a look now -

Each Khans of Tarkir Prerelease Pack contains items designed specifically for the chosen colour.
• 5 Khans of Tarkir Booster Packs
• 1 Seeded Booster Pack including a promo card
• 1 activity insert with Planeswalker Points code
• 1 Clan Identity Sticker
• 1 Clan Information card
• 1 Spindown life counter
• 1 Clan identity button

Each tri-coloured enemy 'wedge' are associated with an aspect of the revered by now extinct dragon on Tarkir and each of the five Clans favour an specific aspect of the dragon -

• The Abzan Houses (White/Black/Green) see endurance as the most important quality of the dragon. 

• The Jeskai Way (Blue/Red/White) prefer the cunning nature of the dragon.

• The Sultai Brood (Black/Green/Blue) make themselves ruthless like the dragon.

• The Mardu Horde (Red/White/Black) views speed as the greatest aspect.

• The Temur Frontier (Green/Blue/Red) believe in the dragon's savagery.

With Khans of Tarkir, instead of one known prerelease promo card per pack, WotC is providing the possibility of one of five different cards you can pull out of a seeded prerelease pack.  Dan (Wizards Europe facebook) unboxed a Temur prerelease box and scored a 'Temur Ascendacny' foil  promo.  The new promo cards do not have alternate art but still has the prerelease date shown.
Here's what Dan pulled from the Temur seeded prerelease pack -
Temur Ascendacny
Temur Banner
Temur Charm
Pine Walker
Secret Plans
Frontier Bivouac
Weave Fate
Wooly Loxodon
Ainok Tracker
Alpine Grizzly
Snowhorn Ridder
Rugged Highlands
Savage Punch
Embodiment of Spring

Find a Prerelease near you 

Check out WotC Khans of Tarkir Prerelease Primer.

If, after playing in the Khans of Tarkir prerelease this weekend you totally fall in love with a card, make sure you preorder extra copies over at MTG Mint Card. We'll be at OMG! Games & Collectibles in Barrie, Ontario (near Georgian College) this weekend to take in one or more of the prerelease events, all kicking off at midnight Friday.