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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 -
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Magic: the gathering -
Khans of Tarkir Races
GoblinsGoblins 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 1Planeswalker’s Guide to Khans of Tarkir,
Part 2
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Magic: the Gathering -
Khans of Tarikir RacesRAKSHASAThe
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 1Planeswalker’s Guide to Khans of Tarkir,
Part 2
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Magic: the Gathering -
Khans of Tarikir RacesNAGAThe
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 1Planeswalker’s Guide to Khans of Tarkir,
Part 2
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Magic: the Gathering - Khans of Tarikir Races
AINOK
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 1Planeswalker’s Guide to Khans of Tarkir,
Part 2
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Magic: the Gathering -
Khans of Tarikir RacesORCS - 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 1Planeswalker’s Guide to Khans of Tarkir,
Part 2
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