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9.25.2014

Creatures of Khans of Tarkir

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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
Goblins

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
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Magic: the Gathering - Khans of Tarikir Races

RAKSHASA

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
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Magic: the Gathering - Khans of Tarikir Races

NAGA

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
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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 1
Planeswalker’s Guide to Khans of Tarkir, Part 2
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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

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