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Khans of Tarkir: Behind the Curtain

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One of my favorite things about new sets is just how open Wizards is about their design processes. As much as the company sometimes draws hate for other decisions, I feel like it's really difficult to fault them on the design front.

Tomb-of-the-Spirit-Dragon-Khans-of-Tarkir-Spoiler

That's why I love when new sets come out, and R&D is generous enough to give us a peek behind the curtain. Khans of Tarkir is no different, and it's Sam Stoddard of development that gives us the guided tour this time around, showing us the design process and comments on some of the new cards, something he calls "The M Files."

You can find the full article here.

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Corbin Hosler

Corbin Hosler is a journalist living in Norman, Oklahoma (also known as the hotbed of Magic). He started playing in Shadowmoor and chased the Pro Tour dream for a few years, culminating in a Star City Games Legacy Open finals appearance in 2011 before deciding to turn to trading and speculation full-time. He writes weekly at QuietSpeculation.com and biweekly for LegitMTG. He also cohosts Brainstorm Brewery, the only financial podcast on the net. He can best be reached @Chosler88 on Twitter.

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Misprints, misplaced packs and a Prerelease

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Prerelease is over! I played in three events myself (which was one too many; I was exhausted at the last one). And while all the packs at my store seemed normal, it turns out we actually got a few notable misprints across the country.

Check this out, for instance:

Weird, for sure. It didn't stop there.

I'm not sure how the printing process makes for such weird misprints. I get it if something is maybe miscut or the register on the printer is a little off, but upside down? Odd.

Of course, nothing tops this.

Rather than intro pack, someone found this instead. It reminds me of the time my LGS got 600 copies of buy-a-box Ratchet Bombs for whatever reason. Those things were given away like hotcakes, and even still it took forever to get rid of them all. One person even traded for 100 of them and backed his entire Commander deck in promo Ratchet Bombs.

Which, come to think of it, may be the best use for Dragon Throne of Tarkir.

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Corbin Hosler

Corbin Hosler is a journalist living in Norman, Oklahoma (also known as the hotbed of Magic). He started playing in Shadowmoor and chased the Pro Tour dream for a few years, culminating in a Star City Games Legacy Open finals appearance in 2011 before deciding to turn to trading and speculation full-time. He writes weekly at QuietSpeculation.com and biweekly for LegitMTG. He also cohosts Brainstorm Brewery, the only financial podcast on the net. He can best be reached @Chosler88 on Twitter.

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Posted in Feature, Free, Khans of TarkirTagged , 4 Comments on Misprints, misplaced packs and a Prerelease

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Khans of Tarkir Price Cheat Sheet – European Edition

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I wanted to make sure I got this up quickly as midnight prereleases in Europe will be starting soon. Sorry about your luck, Asia and Australia. I hope the QS cheat sheet was good enough!

When I say "QS cheat sheet" I of course refer to this bad boy that I have printed out and plan to use to my advantage tonight. Those prices are in US dollars and reflect TCG Player prices. What about for our non-American readers?

When Kelly's guide was posted to reddit, Brainstorm Brewery writer Sander Van Der Zee commented "Cute. Now if only I copied this for European players using MCM's prices." My thought was "Cute. Now if only Sander worked for me and I could pay him to do that so the European players would have a guide to use."

Except Sander totally does write for me and he totally DID make the guide up. If you're in Europe and you're going to the prerelease soon, this guide is for YOU.

European cheat sheet

The original design is Kelly Reid's and full credit goes to him for the design. As far as I know, Kelly was the first one to make up these price cheat sheets and they've been an invaluable resource to me. Sander Van Der Zee updated the list for European prices. You can check out Sander's writing at Brainstorm Brewery or catch him at an upcoming Pro Tour event.

What do you think, European readers? Is this valuable? Would you like to see Quiet Speculation do a guide for European and Asian prices in the future? Let us know!

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Jason Alt

Jason Alt is a value trader and writer. He is Quiet Speculation's self-appointed web content archivist and co-captain of the interdepartmental dodgeball team. He enjoys craft microbrews and doing things ironically. You may have seen him at magic events; he wears black t-shirts and has a beard and a backpack so he's pretty easy to spot. You can hear him as co-host on the Brainstorm Brewery podcast or catch his articles on Gatheringmagic.com. He is also the Community Manager at BrainstormBrewery.com and writes the odd article there, too. Follow him on Twitter @JasonEAlt unless you don't like having your mind blown.

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These Intro Pack Decklists are an Embarrassment

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When I suggested that the Daily MTG website could use a revamp of its decklists, I was suggesting that WOTC make improvements to its content layout. Instead, yesterday we got Intro Pack decklists posted that look like this:

abzandecklist

That's pretty weird, but luckily, the nifty new Daily MTG interface allows us to sort these cards in different ways. Let's try sorting by color:

azandecklistsortedbycolor

Hmm, that's interesting. I would be surprised if a three-color set featured an intro pack with 51 colorless cards, but I can't know for sure what's going on because everything is cut off. Maybe sorting by mana cost will be an improvement.

abzandecklistsortedbycost

Well, that's an improvement in that we can see more card names, but it's still cut off and this still makes no sense whatsoever. One last attempt to make sense of this decklist. Let's sort by rarity:

abzandecklistsortedbyrarity

Apparently this intro pack has no rares. And again, the list of cards is weirdly cut off.

Look, I've posted articles here at Quiet Speculation with errors before. As editor of Brainstorm Brewery, I've published decklists that were broken, and have sometimes failed to catch it right away. Occasionally, errors will sit for 24 hours or more before I'm able to update. I understand as well as anybody that mistakes happen—and that they're not the end of the world.

But the difference here is that Daily MTG is a commercial website, backed by the corporate behemoth of Hasbro, staffed by multiple full-time employees, with a worldwide presence, representing a groundbreaking game that dominates its industry and has done so for more than 20 years. I write for QS and edit for BSB as a hobby, but I still take pride in the work I do for these sites. Presumably folks at WOTC consider their jobs careers, but for over 24 hours now, we've had these ridiculously broken decklists sitting there, being useless.

My plan for today was to list the rares in these decks for you so you could be aware of extra printings of cards when considering speculation targets. But all of the "other" cards in the decklists above are not linked, and frankly, I don't have the time and patience to type the name of every unlinked card into Gatherer just to find which of these cards are rare, especially since they're virtually guaranteed to be undesirable bulk anyway.

Pointing out the apparently endless list of shortcomings related to Daily MTG and MTGO has become a bit of a recurring topic in the MTG community lately, and that's because they really are that bad. Errors happen. They're acceptable. They (hopefully) don't hurt anybody. But consistently broken products that perform several tiers below their still-not-stellar predecessors are not acceptable. Magic is my favorite game, and its design has been consistently fantastic for years. But the business practices of Wizards of the Coast combined with the frustrating auxiliary products related to MTG are not even close to adequate. I think Matt Sperling said it best:

Even though it would absolutely devastate me to see the game I love headed down the drain, if these people had this big of a golden goose and could only manage to try over and over to strangle it, why should I root for them?

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Danny Brown

Danny is a Cube enthusiast and the former Director of Content for Quiet Speculation.

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Insider: Khans of Tarkir Set Review – Artifacts and Lands

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I’m excited to close out Quiet Speculation’s Khans of Tarkir set review with the artifacts and lands of the set. As a Limited enthusiast, I don’t like to limit financial set reviews to just mythics and rares. I’ve written extensively about the nice bumps in value one can get by stashing commons and uncommons after drafts, so I’ll be covering the less rare cards of the set today, too.

Nonetheless, I’m going to go by rarity and we’re getting started with the one colorless mythic in the set.

Rares & Mythic

Ugin's Nexus

Ugins-Nexus-Khans-of-Tarkir-Spoiler

I do not believe for even one second that a card called "Ugin's Nexus" doesn't mean the Eldrazi will be making an appearance in this block. Eye of Ugin appeared in Worldwake in anticipation of the BFMs of Rise of the Eldrazi, and I would be surprised if that didn't happen here, too.

As for the card itself, this is not very good and will almost certainly be a bulk mythic. It's the same mana cost as Time Warp, and sure, you don't have to be playing blue to run it, but you do have to jump through a significant hoop to activate it.

There is probably a local Commander metagame where extra turns (especially infinite ones) are something one may want to fight against, but is a five-mana hate card with only potential upside worth it? I'd be surprised. This is a bulk mythic, not playable in competitive formats, and certainly not playable in Limited. The sole purpose of this card is foreshadowing story elements, if I had to guess.

Altar of the Brood

Altar-of-the-Brood-Khans-of-Tarkir-Spoiler

This card is intriguing because of its mana cost. Being able to play this on the first turn of the game and get incremental value throughout has its upsides. It is not capable of self-milling, so unfortunately, this won't work in graveyard strategies.

As always, milling strategies only actually do something when they win. Let's start with the Limited outlook for this card. If you play this on turn one after your first land drop, you're probably looking at roughly six additional land drops in the average game. Perhaps you'll play five creatures, an aura, and another artifact. So let's say that over seven turns, this will mill around 13 cards.

Added to the seven drawn in those turns and the seven in the opponent's starting hand, that equals 27 cards, which is nowhere close to milling your opponent out. In the meantime, you've potentially helped your opponent with delve costs. This seems pretty bad unless it's being supported with several other mill cards.

In Constructed formats, this is likely even worse. With 20 more cards in the opponent's deck, but likely the same number of permanents played in an average game, this just doesn't do anything. Then again, this card puts a much faster clock on in multiples. But can you spare so many slots for a card that does literally nothing until the lethal activation?

This could be reasonable sideboard tech in very long, drawn out control mirrors. Besides that, this seems initially intriguing, but doesn't really get there when you do the math. I would be surprised if this was ever priced higher than a bulk rare, even if it did see fringe sideboard play.

In the long term, however, this may be worth stockpiling away for the casual mill player. Demand in that market is often rather surprising, as cards from Glimpse the Unthinkable to Mind Funeral show us.

Dragon Throne of Tarkir

Dragon-Throne-of-Tarkir-Promo-Khans-of-Tarkir-Spoiler

This is a very strange card that I doubt would have had any financial upside anyway, but by being a launch promo, it especially has no financial upside. This will likely be playable in Limited, but I have to assume it's too slow and unwieldy to do anything of value in Constructed. The awkward thing is that it gives the equipped creature defender, but since activation requires tapping, that creature can't block. A bulk rare here, folks.

Ghostfire Blade

Ghostfire-Blade-Khans-of-Tarkir-Spoiler

Again, we have a Limited playable and a Constructed dud. Even if a morph deck took over Standard, it is very, very rare for an equipment with an equip cost of more than two to do anything relevant in competitive formats. Godsend is the most recent example of an equip cost that resulted in an otherwise powerful card seeing virtually no play.

On the other hand, the casting cost of one plus a consistent equip cost of one would make this fit reasonably well in a deck with all colorless creatures. This is nowhere close to Cranial Plating in power level, but if any deck wants Ghostfire Blade, it's Modern Affinity. I do not believe that deck does want this, for the record. It's just the existing deck that could best put this to use.

I do think it's interesting that Ghostfire Blade subtly references Ghostfire. Between that reference, the card itself, Ugin's name making an appearance, and other hints (like Tomb of the Spirit Dragon), I would not be surprised at all to learn that one or both of the next sets in the block were "colorless matters" sets. If that happens, maybe Ghostfire Blade does become relevant for Standard. Otherwise, I think it's a bulk rare.

Fetch Lands

 

 

 

 

 

 

khansfetches

I wrote all about the fetch lands here, and I'm hardly the only one with an opinion on them. To summarize, I feel that:

  • The art is significantly inferior to the Onslaught fetches.
  • The preorder prices for these are far too high.
  • We should look at what happened with shock lands before we go stockpiling fetches at their current high prices (or even after they drop a little bit).
  • They are, however, a good place to hold value if you can trade Standard cards into them.
  • The time to stockpile will come, you can be sure. These see a lot more play than shock lands.

Uncommons

heartpiercerbow cranialarchive briberspurse1 witnessoftheages

Whether the three non-creature cards above—Heart-Piercer Bow, Cranial Archive, and Briber's Purse—are even playable in Limited will highly depend on the metagame.

Cranial Archive will be decent out of the sideboard against delve decks, but costing four mana before even doing anything is not exactly exciting. Heart-Piercer Bow would have gone well with all the one-toughness hate in M15, but that may or may not even matter in KTK. Briber's Purse is tough to evaluate. I could see how it would be good, but I could also see how it would do nothing.

These are potentially bad in Limited, almost certainly bad in Constructed, and not worth pulling from draft piles, in my opinion. Straight to the bulk box for these three. Likewise, Witness of the Ages is a boring vanilla creature that isn't costed particularly enticingly, so it is also the bulkiest of bulk.

Tomb of the Spirit Dragon

Tomb-of-the-Spirit-Dragon-Khans-of-Tarkir-Spoiler

Here's another "colorless matters" card. This will be one I pull out of discarded draft decks all day long. At worst, it's repeatable lifegain for casual players. At best (and this is ambitious), it will see a little play in Modern Affinity as tech against Burn and other aggro decks. I would not be surprised to buylist this down the road for 50 cents or more.

allfivewedgelands

We already know from Shards of Alara that the tri-color lands are well worth pulling, and that doesn't change here. These lands are beautiful, powerful, and cool. That's a combination that will easily result in a $1 buylist price for these uncommons.

Commons

The only common, non-fixing artifact in the set, Lens of Clarity, doesn't do anything. I don't think it's worth playing in any format and is nowhere near close to setting aside from drafts. My disdain for it is so high that it's the only card in this article for which I will not be including a photo.

Banners

allfivenewcluestones

I discussed the Banners here, and I reiterate that I think they're probably going to be fighting for slots with your morph creatures. Unless you really, really need the fixing and/or ramp, I can't imagine that Banners will make the cut over creatures that come down and actually impact the board state.

Financially, my gut inclination would be to pull these just in case, but the Obelisks of Shards of Alara block and the Cluestones of Dragon's Maze suggest that these will likely be worthless. I'll probably ship them out with my bulk rather than storing them. I don't expect to draft these highly, so I will not likely be shipping too many of them.

New Refuges

alltennewrefugelands

I firmly believed that it would only be another year before I got a dime each on all my saved guildgates, but this ten-card cycle completely obliterates that plan.

I'm going to be pulling every single one of these with the same thought in mind—a couple years after this set stops being drafted, casual demand for cheap dual lands will push these up to a dime on buylists. Hopefully Return to Zendikar won't up the ante and give us two life per land drop.

Boring

Having my article posted on Friday means I got assigned the colorless cards for review, which is pretty darn boring in a three-color set, but that's how it goes sometimes. Besides the fetch lands, there's not a lot here that isn't pretty clearly bulk, but there's some interesting stuff for Limited play. I am excited to draft this set, and I'm looking forward to making some money on these cards, too!

Insider: Cracking Khans of Tarkir Sealed Deck

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When Vintage Masters hit Magic Online, I started playing a lot of sealed deck. So to help others in release events, I wrote a primer on sideboarding in sealed deck. In preparation for the Khans of Tarkir prerelease this weekend, I thought I’d share more sealed deck tips today. In honor of this multicolored set, I'll be focusing on the manabases.

The prerelease is a time for exploring the new cards in a very tactile way. It allows us to experience how these new cards function outside of the spoiler in the real, pragamatic context of a sealed deck tournament. Prereleases provide insight into how the cards actually work with one another. Building a sealed deck allows us to find synergies within our own cardpool, and by playing against opponents we see how these cards work within the context of an actual game. This interplay helps illuminate what the designers had in mind for a particular card’s function, and it provides the take-away of some insight into what role that card may play outside the microcosm of the prerelease and into constructed tournaments.

Personally, I haven’t been this excited for a prerelease in years. The set is full of fun, powerful cards that are sure to lead to many engaging, enlightening, and memorable games... and fetchlands!

Certainly this set will have some value, as the reprinting of the Onslaught fetchlands is the biggest Magic finance hype since the Power 9 hit Magic Online. These lands will send a shockwave through the Modern format, define Standard, and ensure a whole lot of Khans of Tarkir product will be opened.

This high demand will drive down prices of other cards in the set, so mythic rares will be a bit easier to come by in general. Don’t give into the hype by buying a bunch of cards this weekend or trading at a premium.

Mana Fixing

In sealed deck, mana fixing is perhaps the defining factor on what one can and should play, particularly in a multi-colored, gold-heavy, three-color focused set like Khans of Tarkir. Traditional sealed deck logic states to play a two-color deck with perhaps a small splash if there is some mana fixing and powerful late-game cards worth playing. This applies to this set, but the reality is that there are so many gold cards that it will usually be hard to build a straight two-color deck.

Luckily there is a wealth of mana fixing in the format. The defining mana fixing features are the cycle of ten common come-into-played-tapped, gain-one-life dual lands and the cycle of five uncommon come-into-played-tapped, wedge lands. These would be the first place I’d look when analyzing my sealed pool, as they will define most of what is possible. The cycle of three-color producing wedge lands are particularly valuable.

duallife

trilands

But back to fetchlands. Fetchlands are also valuable and should be included whenever possible. These command such a high price for a reason: they are ubiquitous playsets in every format where they are legal. Everyone uses them because they are simply very efficient and powerful lands. Fetchlands are essentially split-card lands, not true dual lands. They can never produce both colors of mana, but they can be treated as either in the terms of deckbuilding and in analyzing a hand or board state.

The true cost of fetch lands is that they require basic lands. This is actually an important thing to note, because often sealed decks want to splash a color off of nonbasics but not play any basics of that color. This makes fetchlands best for fixing the core colors of a deck or a modest splash that already intends to include basics of the splash color. Another option is to include it with a basic as a package for a light splash in a deck that can afford the splashed basic.

There is also a cycle of common three-mana artifacts that produce wedge colored mana, and these play a part in fixing mana but are not nearly as efficient or reliable as lands, so I would tend to consider these more akin to ramp cards than true fixing. They are particularly useful for ramping into the many wedge-colored five drops in the format, and they will play an important part of the overall mana-texture of this sealed deck format.

Because of this fixing in the format, sometimes the typical third color splash will not be a splash at all, and some decks may want to splash into two colors. In this wedge set. The more likely 4-color decks will be based in a core guild thats sits between two wedges. Here's a little chart:

  • Izzet: Temur/Jeskai
  • Golgari: Sultai/Abzan
  • Orzhov: Abzan/Mardu
  • Boros: Mardu/Jeskai
  • Simic: Sultai/Temur

This sort of thing should not be sought out, but it should be utilized when the pieces come together, the results of a particularly powerful pool with a wealth of mana fixing and cards worth splashing.

Power vs Consistency

The key tradeoff in any sealed pool is power versus consistency. Typically, more power means stretching the mana in order to splash more powerful cards. And it means playing higher-risk, higher reward cards like expensive bombs and situational or otherwise volatile cards. This sort of deck will sacrifice some consistency for the ability to simply overpower the opponent.

On the other hand, building for consistency means sacrificing some power level in cards for the increased ability to utilize the cards it does have.

This tradeoff can be made to any degree, from the micro level to the macro. The simplest example would be something like cutting Kill Shot and two Swamps from my Orzhov deck and adding two Bloodfell Caves and a Mardu Charm. This new deck is more powerful because Mardu Charm has more function and utility than Kill Shot, but it’s less consistent because it’s much more difficult to assemble the mana to cast it.

Another effect is that in this case, the two nonbasic lands don’t positively impact the rest of the deck but rather negatively impact it by potentially stalling plays by coming into play tapped.

Another example with a wider scope would be the decision between assembling two completely different decks. I could envision a pool of a potential Izzet deck that splashes into a couple of Jeskai Charms with a few white nonbasics, or a full fledged Jeskai aggro deck that includes a bunch of white creatures and other white gold cards, but is forced to play something close to the dreaded 6-6-6 manabase.

This sort of manabase can lead to overpowered wedge openings, but at the risk of a clunky mana draw that cuts off a whole color and prevents access to a third of the cards. This is particularly risky in a wedge set with a lot of gold cards, as missing a color can cut off a huge percentage of spells. This is much of the reason why mana fixing lands are so powerful and so important in sealed deck.

Overall, sealed deck is typically a relatively slow zone and games tend to go long, so building for power is often a wise choice. On the other hand, a consistent and aggressive deck can take advantage of slow or clunky draws and win games before the opponent ever gets started.

The best place is a balance between the two--a deck that has a clear curve and proactive goals and still contains powerful cards and disruption. Of course we can’t choose the cards we open. But we can choose how to best utilize them, and that’s the whole fun of it.

Morphs

One fun aspect of Khans of Tarkir in particular are the morphs. These morphs can be cast reliably for colorless mana, which allows decks to effectively splash more powerful cards at a much lower risk. Morphs are a great way to leverage mana fixing and powerful cards, yet not destroy the integrity of a deck. I'd check all sealed pools for mana fixing options and any potential morph cards that could be utilized with them.

I imagine there will be a lot of value in playing extra mana fixing in order to take advantage of a some splashed morph creatures.

Resources

Good luck and have fun!
-Adam
Follow me @ www.twitter.com/adamyurchick

Turn to the comments with any questions!

What’s that combination called?

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I'm getting there, and I'm trying. I really am. To learn the names of the new Wedges. It's a slow process, I admit, but I'm getting there.

You have to remember, it was once like this for the Shards from Alara as well, and now we use those in common usage.

So here's a cheatsheat.

Pretty helpful, right?
Pretty helpful, right?

This is as awesome as it gets, in terms of readability. Enjoy!

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Corbin Hosler

Corbin Hosler is a journalist living in Norman, Oklahoma (also known as the hotbed of Magic). He started playing in Shadowmoor and chased the Pro Tour dream for a few years, culminating in a Star City Games Legacy Open finals appearance in 2011 before deciding to turn to trading and speculation full-time. He writes weekly at QuietSpeculation.com and biweekly for LegitMTG. He also cohosts Brainstorm Brewery, the only financial podcast on the net. He can best be reached @Chosler88 on Twitter.

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Khans of Tarkir Prerelease Price Guide

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Each pre-release, we compile a list of the valuable cards from the new set and put them into a handy, printer-friendly document.  The goal is to give everyone quick, easy access to price information when they go to their pre-release events.  This keeps trading fair, and more importantly, who wants to mess with their phone to look up prices at 3AM?  Not me.

You can print it using the PDF link below, but we've also given you access to the source data so you can customize it if you want!  It's got all the cards that currently retail (via TCGPlayer "Mid" price) for a dollar or more.  The left-hand column is sorted by price, so you can see what's most valuable at a glance.  The right-hand column is sorted alphabetically so you can quickly look up your cards.

You already know these are worth some serious cash.
You already know these are worth some serious cash.

I highly encourage you to print off a dozen copies of this and bring them to the pre-release.  

Why?

Because a lot of new, or returning players come to pre-releaess.  This is your chance to be an ambassador for the game and to help them avoid bad experiences.  It's tough to get ripped off in a trade when the prices of your cards are staring you in the face all night.  Heck, print 2 dozen.

These cheat sheets are a QS pre-release tradition that our staff compiles as a way to encourage fair trading and spread the culture of MTG finance far and wide.  They're free for everyone, so enjoy!

[PDF] Khans of Tarkir Cheat Sheet (Printable)

[GDOC] Khans of Tarkir Cheat Sheet (Spreadsheet View)

We also have a cheat sheet to help you remember which Morph creatures go with which colors / clans.

 Khans of Tarkir Morph Creatures


Morphs of Tarkir: A Visual Guide

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Before each new prerelease, the QS staff compiles a financial cheat sheet that we encourage players to print off and bring to their events.  This has become something of a tradition for us, and it's been really popular, so we were looking for ways to expand the "cheat sheet" offering.  We asked ourselves, "What information will every player need that is not readily available in a printer-friendly format?"

Many sleepless nights ensued, wracking our brains for the answer.

This common morph is an 8 point life swing waiting to happen.   Beware face-down Abzan creatures with 5 mana open.
This common morph is an eight-point life swing waiting to happen.

Just kidding.  The idea of a morph cheat-sheet was kind of a no-brainer when we asked the question above. Knowing your opponent's potential morphs by rarity, color, and morph cost is a huge advantage. We suggest doing your best to memorize at least the common and uncommon morphs, especially those that can flip for free.

Point of Order:  According to the Magic Tournament Rules* (sec 2.11 on Taking Notes), you may not use these during games, deckbuilding, or drafting.  You may use these between games and between rounds.  Excessive note review is considered slow play, so we suggest you pick the cheat sheet that you find most useful.  We have them sorted by color/wedge, flip cost, and rarity.  If you have any concerns about this, please verify with your event's judge. We strongly suggest you print each of these 2-page PDFs double-sided.


[PDF] KTK Morphs, By RARITY (Printable)

[PDF] KTK Morphs, By COLOR (Printable)

 


*source: http://blogs.magicjudges.org/rulestips/2011/06/what-notes-you-can-take-and-use/

Insider: Khans of Tarkir Top 10!

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Welcome, Magic players, to my latest Top 10!

It’s a great time to be playing Magic and Khans of Tarkir is a big reason why. This new wedge set has some great new cards for us to start brewing with. Despite first appearances, there is a lot of depth to this set. While there are cards that stand above the rest, the overall power level of the set is high. Many of the cards in this set that have their full wedge colors in them are pushed to new heights of power.

One interesting part about tri-colored blocks like this is that deciphering which cards are the most powerful or even which cards are good enough to see play in Standard is challenging. Not only is it difficult to determine which cards are good enough, there has to be enough other cards that also pair well with them in order to make a wedge viable in the Standard metagame.

Take Anafenza, the Foremost for example. This card is crazy high powered. Not only does it do a great Loxodon Smiter impersonation at parties, but it also pumps your other creatures.

The problem arrises when trying to put together a solid Abzan deck. This creature is good but does it have a home? The same can be said of many cards from this set. Working Shards of Alara into Constructed play took some time and I expect the same for Khans. There is a whole list of cards similar to Anafenza in this set so the brewers of the world need to get right to work and start trying to crack this nut open.

Aside on Wedges

Throughout the course of this and future articles I will be referring to each wedge by its new name. After being a bit grumpy about the plane specific names of the wedges, I came to a realization. Everyone will start using these five new names almost as a necessity. Not everyone knows the names yet, but referring to cards from this block will become more and more difficult for those players who refuse to use the names of the wedges.

Once I realized that we would all eventually adopt the names, I gave up on fighting the inevitable. We will all start saying Temur, Abzan, Mardu, Jeskai, and Sultai as a normal progression from playing with the set, so start now and make the transition easier. Even if we all don’t care for the new names, at least we have them now. It’s been far too many years of players struggling to name their wedge decks. At least now we have something to go by.

Alright, now back to our regularly scheduled top 10!

Honorable Mentions

Hooded-Hydra

Hooded Hydra is one of my favorite cards in the new set but how good it is depends on the format surrounding it. If not many players are killing your creatures and they are relying on evasion or cards like Banishing Light to get the job done, then the newest hydra won’t be important.

I suspect that there will be many versions of midrange control, most likely in the Abzan and Temur wedges, and that they will be packing the most efficient removal spells their color combinations have to offer. Hooded Hydra fights against those decks extremely well. I think this green token-making machine will fit right into a mono-green Nissa, Worldwaker deck and start showing off how tricky morph creatures can really be.

Anafenza-the-Foremost-Khans-of-Tarkir-Spoiler

I already spoke about Anafenza, the Foremost in my intro but the card does deserve mention again. The first ability to pump another creature you control pairs perfectly with Elvish Mystic, but even if you don’t have an ideal draw, you can always play another creature before you attack so that the counter has somewhere to go.

The second ability intrigues and terrifies me all at the same time. There are a surprising number of creatures with effects that trigger upon death and this efficient beater allows you to sidestep all of them. In addition, there is an obvious graveyard deck that is viable in Standard and Anafenza stands in the foremost position to lay down some serious disruption. All of these things combine for one stellar Magic card that should see play.

Even though all these abilities are stuck to one card, it still seems innocent and under the radar to me. We are getting too used to three-mana 4/4’s with abilities for my liking and this card is a great example of that power creep.

Clever Impersonator

Like Phantasmal Image and Phyrexian Metamorph before him, Clever Impersonator is here to remind us how good clones can be. The problem with clone effects is that you never want a lot of them in your deck. I could see every controlling type of deck running one or maybe two copies of this card for the duration of Khans in Standard. I can’t in good conscience include a card in my Top 10 that will only ever see play as a one-of though.

Crackling-Doom-Khans-of-Tarkir-Spoiler

Crackling Doom is definitely good, but how good will depend on what the metagame looks like. If everyone is trying to go fast and win the game, getting rid of creatures that cost less than this three mana spell is a recipe for disaster.

Against the midrange decks though, this spell is the actual best. This Mardu removal spell is like Devour Flesh that always hits their best creature. Sure they will keep their Sylvan Caryatid, but it will kill their giant monster that they are trying to beat you with. If the format shapes up as I think it will, this card should see play but it may reside primarily in sideboards.

There are many other powerful cards in the set. Here are some of the ones that were up for consideration in this article.

  • Grim Haruspex
  • Arc Lightning
  • Tri-Lands
  • Charms
  • Ascendancy’s
  • Hordeling Outburst
  • Murderous Cut
  • Mindswipe
  • Jeering Instigator (other morphs?)
  • Ponyback Brigade
  • Tormenting Voice
  • Valley Dasher

All of these cards are solid choices for constructed except maybe Ponyback Brigade. I’m a sucker for a token maker, but six mana is a lot for this type of card. You can morph it for three and then unmorph for five so it might be good enough but I found it intriguing enough to consider. Valley Dasher seems like a great two-drop for any aggressive deck and I’m surprised it hasn’t gotten more attention. Most of these cards should see play in some fashion throughout their time in Standard.

And now, the Khans of Tarkir Top 10!

10. Ashcloud Phoenix

Ashcloud-Phoenix-Khans-of-Tarkir-Visual-Spoiler

At this point, if Chandra doesn't control it, no phoenix is taken seriously. Many players saw the name of this card and passed it by after reading the name, but I think it's one of the most underrated cards in the set.

It's well known that I'm a sucker for creatures that replace themselves. When Wizards prints cards like Xathrid Necromancer, Voice of Resurgence, or the newest addition Ashcloud Phoenix, they have my attention.

There may be too many exile effects in Standard for the new Phoenix to take flight, but I don't think every deck is going to be packing Magma Spray, Utter End or Silence the Believers. As long as other removal spells are the most commonly played, I'll be sure to summon my phoenix buddy and watch him rise from the ashes over and over again.

This is my sleeper pick from the set. I do like Hooded Hydra quite a bit, but I think that we could see a big jump in price from Ashcloud Phoenix. I never got around to preordering either of the two mythics like I wanted to, but I think both have a lot of room for growth.

9. End Hostilities

End-Hostilities-Khans-of-Tarkir-Spoiler

Wrath of God may not cost four mana in Standard but that doesn't mean it won't be an important card in the format. When I see a card that completely invalidates a block's central mechanic, I don't see it sitting on the sidelines for long.

As soon as the bestow creatures start showing up, other player will bring out End Hostilities to ruin their day. We need to work with the tool we are given. Even if control decks look a little different, that's okay. This card is good and I expect to have to play against it regularly in Standard.

8. Bloodsoaked Champion

Siege Rhino

Just like our wrath effect got a makeover, so did our friendly neighborhood Gravecrawler. This time around, there is no tribal requirement for Bloodsoaked Champion, but we do have some hoops to jump through.

First of all, the ability costs two mana instead of one. I certainly would have paid more if Gravecrawler cost two mana and I didn’t need another zombie in play to bring him back. The other ability of having to attack with another creature is a hefty fee. This typically means that it takes an extra turn to bring back your champion.

This new Savannah Lion rewards you for playing cheap creatures with haste because instead of waiting for the following turn, you can bring him back the same turn your haste creature is played. The two stipulations on this aggressive new black card are steeper than the last incarnation, but still well worth it. I expect it to see a lot of action during its time in Standard.

7. Rattleclaw Mystic

Rattleclaw-Mystic-Khans-of-Tarkir-Spoiler

The first time I saw Rattleclaw Mystic, I was unimpressed. The more I’ve seen the other cards in Khans though, the more I’ve gotten on board with this card. It’s not that it is overwhelmingly impressive, but rather just a solid card. This Golden Hind upgrade has stats that allow the user to attack when necessary and generate mana the rest of the time.

This card reminds me more of Noble Hierarch than traditional mana accelerants like Sylvan Caryatid. Not only does it produce mana, but it functions well in a variety of situations. This type of versatility has not been seen in Standard for quite some time. The three ways to play this creature give it a diverse skill set that isn’t comparable to any other card.

First it has a normal mana accelerant role. You can just play it as a guy that generates mana. Second, if you are willing to be a bit more patient, you can generate an extra two mana. Jumping up in mana from four to six mana on turn four is acceleration we haven’t seen since Lotus Cobra was in Standard. This may be a slow progression for the game to take so many turns to increase your mana and it may be easily disruptable, but it’s well worth doing in some situations.

Thirdly and finally, just using Rattleclaw as a Grizzly Bear some of the time is okay too. He has power and toughness for a reason and it’s okay to use him to put some pressure on your opponent. Final verdict: Solid role player that will definitely see play.

6. Surrak Dragonclaw

Surrak-Dragonclaw-Khans-of-Tarkir-Spoiler

The combination of abilities on Surrak Dragonclaw is impressive to say the least. Despite how many awesome abilities this card has, it’s taken me some time to get on board with it.

Flash on such a huge body is unprecedented and you will be able to ambush your opponents attackers just like with Restoration Angel or Plumeveil. Tacking on the Root Sliver ability of not being able to counter the creature or any future creatures is certainly powerful as well. Finally, there’s no need to play Nylea, God of the Hunt when you can just get the other creatures gain trample ability as an added bonus.

Maybe I’m relying on an invalid argument, but my fear is that Hero's Downfall and similar cards will be too much for this card and will push it out of the format. There is no doubt that the combination of abilities is unparalleled, but since any removal spell can take out Mr. Surrak Dragonclaw, I don’t know how much he will be played in Standard. Evaluating it on its own merits, the card is amazing and something to be feared.

5. Sidisi, Brood Tyrant

Raid

If you read my article on updating G/B Dredge and turning it into Sultai Dredge, then you know that I am high on this card right now. I know that self-mill seems like a part of the game designed for casual players but you need to know that it’s real and very powerful.

The majority of the time, you will be generating five power for four mana which is on par with Polukranos, World Eater as well as many other solid four-mana threats. If you are able to untap with Sidisi in play, then you can start making a zombie per turn just because you are playing the game the way your deck normally functions. She creates an army of zombies that forms an undead wall that is quite hard for any aggro deck to break through. Unlike most other zombie producers, these tokens don’t come into play tapped and they are ready to get to work right when you summon them. Sidisi has proven herself so far in testing and I wouldn’t be surprised if she was a cornerstone of the format.

4. Butcher of the Horde

Butcher-of-the-Horde-Khans-of-Tarkir-Spoiler

My original Top 10 for this article did not have Butcher of the Horde this high on the list, but as I’ve seen him in play, he has constantly exceeded my expectations. Some writers have compared this card to Falkenrath Aristocrat, but that does not seem accurate to me at all. I think a more apt comparison would be Baneslayer Angel.

That may seem surprising, but the lifelink ability on this demon as well as his enormous flying power creates a threat that's extremely difficult to deal with. We need to find good creatures to sacrifice. A good place to start would be with Goblin Rabblemaster or Brimaz, King of Oreskos tokens, or possibly the new Bloodsoaked Champion. There is nothing overpowered like Voice of Resurgence or Xathrid Necromancer, but there are certainly still some good options.

Even on his stats alone, a 5/4 for four mana with no drawback is extremely good. Being able to give your Butcher more abilities for the mere cost of sacrificing a creature pushes him over the top. My initial impression is that this Mardu card will be one of the premier threats in the format. If there are profitable creatures to sacrifice, Butcher will be that much better.

3. Savage Knuckleblade

Savage-Knuckleblade-Khans-of-Tarkir-Spoiler

Between Anafenza, the Foremost and Savage Knuckleblade, Wizards is really exploring how pushed they can make a three-mana creature. They’ve taken their rule of the more mana symbols equals more abilities and pushed it to the limits in this set.

Knuckleblade has so many abilities that there isn’t even room for flavor text! This guy attack well, blocks well, and even evades removal well. Three mana is kind of a lot to protect himself but we can hardly ask for this card to be better than it already is. Prepare yourself to get savagely beaten by this card.

2. Fetchlands

This may be an obvious choice but I think the Onslaught fetchlands are important not only for Modern and Legacy, but also for Standard. Once you start playing with them, you will realize quickly how amazing it is to get a land that comes into play untapped. Sure you can’t get a dual land with them, but that’s okay. Each wedge gets one and if you are playing multiple colors these lands will be invaluable.

The real contenders are the green ones though. They are the ones that will be paired with Courser of Kruphix for not only free searching, but also for changing the top of your library. I’ve been doing this for a while in Modern, as have other players, and it’s a potent game plan. Most often you are shuffling away extra lands, but sometimes you are digging for another threat to close the game or a removal spell to prevent you from losing.

Either way, these shuffle effects, combined with Courser, provide a powerful way to have some control over what you draw for the turn. They can impact the game so much that I typically hold them in my hand until I have a Courser in play. Get yours now because they are invaluable to every player.

1. Sarkhan, the Dragonspeaker

Sarkhan-the-Dragonspeaker-Khans-of-Tarkir-Spoiler

Sarkhan Vol is my favorite planeswalker because his character is sweet and because he interacts with your opponent in multiple ways. When you are controlling the pace of the game he gives your team haste and bonus power. When your opponent tries to disrupt your attack, he clears the way as well as adds to the damage you are dealing for the turn.

Sarkhan, the Dragonspeaker is the same way. The difference between five and four mana is a lot but for that mana investment you are getting your money's worth for sure. Wizards has spent many years avoiding creatures as well as planeswalkers that kill creatures when they come into play. The fact that Sarkhan does just that is a big deal. There are creatures with higher than four toughness but the majority of what's out there can be defeated with Sarkhan's might.

Sarkhan has had strong reactions from both sides. Some claim he's overrated and Stormbreath Dragon is still the other way to go. Strong supporters of this new planeswalker think you should sell those Stormbreaths immediately because they are completely invalidated. Those on the fence are advocating for some combination of both cards.

Unfortunately I can't see the future but what I do know is that this combination of abilities makes one great card and and a great new evolution of Sarkhan. As far as this planeswalker goes, my opinion is that it's the best card in the set and the one that will see the most play.

There are tons of great cards in this set and the difference in power level is much less between these cards than I was expecting. The Top 10 were clearer to me than any set I’ve reviewed previously but it was muddy as to what the order should be. In the end, I’m happy with my choices and I think they will prove accurate. What is your Top 10? Did I undervalue or overvalue a card? Did I completely miss something you think should have been on the list? Post your thoughts in the comments below.

Until Next Time,

Unleash the Khans Force!

Mike Lanigan
MtgJedi on Twitter
Jedicouncilman23@gmail.com

Insider: Khans of Tarkir Set Review – The Abzan Houses

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Set review time! And as it works out, I get my favorite wedge to review, Abzan. Also known as “Junk” or green-white-black.

Why is it my favorite combination? I suppose it goes back to Knight of the Reliquary and the Legacy decks named “Junk” back in the day. Knight is one of my favorite cards ever, simply because I like the idea of doing cool stuff with your lands. I also play Karador, Ghost Chieftain in EDH, so there’s that.

Anyway, so let’s move on to what we’re looking at today. I’m going to walk through the major cards from this wedge and look at their possible place in Standard and eternal formats and what the implications of that could be. I’ll be back next week with my full set review, but this week I’ll be going a little more in-depth on individual cards instead.

Let’s get started.

Anafenza, the Foremost

Anafenza-the-Foremost-Khans-of-Tarkir-Spoiler

For starters, this is sitting at $5 on TCGPlayer after some expected early volatility. And to be honest, I’m kind of unsure how to approach cards like this. It all comes down to how effective the mana will be, and since we’re working with scrylands and tri-lands as a major part of that, casting something like this on turn three will be pretty difficult. Not impossible, of course, but the question is twofold: How much damage are you going to deal yourself to cast this early, and how good is this if you don’t cast it on curve?

To the first question, I think casting tri-costed stuff on turn three is possible, but you’re certainly paying a high price to do so. To the second, I think context matters, and that depends on how aggressive your deck is. If you’re a control deck, you really don’t mind slowing down.

All that said, where does this card fit? With the fact it triggers on attacking and a large part of the upside is being a 4/4 for three mana, I don’t think we’re getting there unless the second ability turns out to be especially relevant. It’s a powerful card, but I think it’s simply going to be too many hoops to jump through to get the payoff here. That means a continued downward trend in prices.

Abzan Ascendancy

Abzan-Ascendancy-Khans-of-Tarkir-Spoiler

This is certainly a powerful effect, and something that fits into a token-type deck, possibly alongside Spirit Bonds. Given that it’s basically near-bulk right now, it could be a breakout candidate. But again, I don’t know how you can stretch your deck to three colors to play this. More likely to remain a bulk rare than anything.

Abzan Charm

Abzan-Charm-Khans-of-Tarkir-Spoiler

This card is sweet, and a reason to actually want to play all three colors. The first two modes are insane, and the third is decent. If Standard looks anything like Block last year, we’ll see lots of midrange decks running around, and this fits into those shells, even if it’s the BUG (Sultai) decks from the Pro Tour splashing White for this.

With Caryatid and better mana-fixing, it’s certainly a possibility. This is removal when you need it, card draw when you want it, and a combat trick to make your Prognostic Sphinx win the mirror all in one, and that’s a lot to like.

Siege Rhino

Siege-Rhino-Khans-of-Tarkir-Spoiler

Now here’s a three-color card I can get behind, though maybe not right away.

The problem is Polukranos, World Eater. That’s a pretty high bar set at the four-mana green slot, and anything that will compete with it needs a reason to do so. I’m not sure the Rhino fits that bill, most notably because he loses combat to Polukranos. The life drain is truly awesome, but it’s an added bonus more so than something you play the card for.

If some sort of reanimator shell does come about and you can turn this thing into a bad impersonation of Thragtusk, then we’ll talk. But until then I see this dropping from the $4 it’s currently at.

Duneblast

Duneblast-Khans-of-Tarkir-Spoiler

Bulk price now, and likely to remain that way even though it’s a cool design. If the four-color midrange deck I described above came to pass, this would be a techy sideboard option, but that’s about it.

Rakshasa Deathdealer

Rakshasa-Deathdealer

The newest incarnation of Putrid Leech, which you better believe was an insane power in its day, the Deathdealer definitely is interesting and powerful.

That said, I don’t think it’s going to make the transition to Constructed. It’s hard to kill, but it simply ties up too much mana to keep everything up. I’m pretty sure this falls on down to bulk status.

Empty the Pits

Anafenza

Though not strictly Abzan (given the presence of delve), I want to touch on this card. I think it’s a little better than people give it credit for, even if they don’t give it credit for much. I doubt there’s much upside at $4 right now since it’s kind of the definition of a late finisher that doesn’t need many copies, but the power here can’t be denied. In the control mirrors it’s basically an instant-speed “I win the game” card, and that can’t be denied.

If anything were to actually come about that makes filing the graveyard a little easier, this is worth keeping an eye on given its mythic status.

…

So the Abzan mechanic of “counters give abilities” is sweet, and it definitely seems like a fun one for Limited. That said, abilities like this don’t have a great track record of making the push into Constructed, and I’m not sure how this will be any different.

Basically, we need for one of the cards to be playable on its own, and have the ability be an upside but not necessary to the card’s inclusion. Now maybe the mana is good enough for some sort of base-white Heroic deck to come out that can make use of Anafenza, but those decks skew aggressive and in order to justify the life loss you incur to play tri-color cards, those decks have to be much, much better than the mono-colored or even two-color decks. That’s a tough bill to fill, but we’ll see what happens.

In the meantime, happy prereleasing!

Thanks for reading,

Corbin Hosler

@Chosler88 on Twitter

The Secret of the (Secret) Promos

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I have had a serious complaint about Prereleases the last few years. While the whole "pick a Guild and play a promo from it!" was truly awesome for Return to Ravnica, it felt a little odd that the trend continued past that. After all, it doesn't make a ton of sense where there's no Guild to choose from.

On the other hand, I do understand letting people play the colors they want. People did it anyway, so you may as well give them the cards so they can actually compete.

But there was a problem. A major one. People weren't picking a color based on their preference, they were picking based on what the most powerful promo card was. After I played against Black five times in a row at the Magic 2015 prerelease, it was clear we had a serious issue.

Luckily, it seems to be one they've fixed.

Your promo this weekend? Maybe.
Your promo this weekend? Maybe.

For the Khans events this weekend, you will receive one of up to 40 promos and be allowed to play with it. The catch is, you have no idea what it could be. Is it a perfect solution? I'm not sure about that, but sure does seem like a really solid step forward. And that is awesome. You can find out more about it here.

Avatar photo

Corbin Hosler

Corbin Hosler is a journalist living in Norman, Oklahoma (also known as the hotbed of Magic). He started playing in Shadowmoor and chased the Pro Tour dream for a few years, culminating in a Star City Games Legacy Open finals appearance in 2011 before deciding to turn to trading and speculation full-time. He writes weekly at QuietSpeculation.com and biweekly for LegitMTG. He also cohosts Brainstorm Brewery, the only financial podcast on the net. He can best be reached @Chosler88 on Twitter.

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Insider: Khans of Tarkir Set Review – The Sultai Brood and Black

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The graveyard as it exists today in Magic functions a lot differently than a mere pile of spent resources.

Many remark that dredge decks are nothing like the Magic that Richard Garfield designed, but I contend that they are simply an imminent outcome of complexity, and one that I welcome to the game. This is not to say that I'm a lover of dredge, but I approve of the deck more than most, largely because when the graveyard acts as a relevant resource, the game is more engaging for there are more things to consider with every decision.

Threshold was a mechanic that drove players to consider the number of cards in either player's graveyard in a way that was not previously relevant, and Khans of Tarkir is bringing graveyard counts back in a big way. The Sultai Brood are bringing back (introducting?) the delve mechanic to Standard and allowing players to use their graveyard as an extension of their mana pools.

While the Sultai Brood do provide a graveyard emphasis, they bring significant power to the table in the more conventional sense as well.

Specifically, I expect the following card to be doing plenty of traditional beating down in the coming months.

Rakshasa Deathdealer

Siege Rhino

I'm not going to say that this is a better Putrid Leech, but I definitely like the card more. We'll call them strictly different. Leech had the advantage of not requiring mana to pump, but the downsides of costing life as well as only being able to be activated once per turn. On top of the upsides that Raksasha Deathdealer has on the pump ability itself, it can also be regenerated.

Most decks that want to play this card are probably playing Llanowar Wastes and/or Mana Confluence, which is definitely awkward when you intend to spend all of your mana every turn. I wouldn't be surprised to see it show up in slower decks though, as throwing down a bear to trade with opposing creatures early and having a one-card Voltron later isn't anything to scoff at.

Either way, this card is preselling for just over $1, and as a regular rare in a set with fetchlands, I don't see any money to be made here in the short term. If the price on regular rares dips as much as many expect it to, then this could definitely be one to look at when Theros is rotating out.

Raksasha Vizier

Siege Rhino

I suppose this card is interesting with delve. It strikes me as being a lot more work than Nemesis of Mortals to set up though. It might be funny to pants somebody by boarding Nighthowler out of your self-mill deck for this guy if you suspect your opponent will bring in Tormod's Crypt, but then they just have the option of not Crypting you.

That said, a 4/4 is still better than a 0/0. I don't expect this card to be worth anything, but it might see small amounts of play.

Sidisi, Brood Tyrant

Raid

The Sultai's Khan is somewhat difficult to evaluate. It is very unfortunate that Sidisi only makes one 2/2 no matter how many creatures are milled per iteration. I've seen comparisons to Hero of Bladehold and Grave Titan, but both of those creatures were better at not dying when they attacked.

If it's worth it to splash blue in Golgari self-mill, I don't believe this is the card that makes it so. Sidisi is by no means a weak card, but she does compare unfavorably to the other hay-makers of the format.

$4 isn't the steepest buy-in, but I would be surprised to see much of a gain on this one if it isn't just a straight loss.

Sultai Ascendancy

Siege Rhino

My nomination for the weakest Ascendancy by a country mile.

I've written previously that Jace, the Living Guildpact's power was going to be dependent on a powerful graveyard mechanic, and this card is no different. Delve is not that mechanic. Some minimal card selection along with minimal delve enabling in incremental fashion is not exciting. Elspeth, Sun's Champion provides immediate payoff in a way that is often stronger going longer anyway.

I'd stay away from this one unless you can buy it for less than bulk.

Sultai Charm

Charm

Sultai Charm, on the other hand, probably isn't the worst in its cycle. It is inefficient at everything it does, but there are definitely mono-colored creatures worth killing and targets like Hall of Triumph and Banishing Light worth naturalizing.

I don't think that I would maindeck four, but one or two seems totally reasonable. Some people are considering this one for Modern, which seems like a stretch to me, but this will 100% be played in good Standard decks.

Villainous Wealth

Siege Rhino
I have literally zero idea how good this card will be in Standard.

I do know that every Sultai Commander deck wants this, however. It's kind of like having another copy of Genesis Wave. There are random elements to this card and it's very mana intensive, but it could very well show up in Sylvan Caryatid + Courser of Kruphix Standard.

As I said earlier, it's tough to spec on regular rares from this set. There will be tons of these around. I'd get a set for playing on the cheap and pick up as many foils as you can though. The biggest threat to the price of the foil is it getting banned in Commander, which they very well might do. Because, you know, this card is obviously more powerful than Sol Ring.

Black Cards

Bloodsoaked Champion

Siege Rhino

The worst thing that I could say about this card is that it's an upgrade over Rakdos Cackler. This card will be played, and Monoblack Aggro is probably better than devotion after rotation. It remains to be seen whether Monoblack Aggro will be the best Thoughtseize deck post-rotation, but it very well could be.

I don't think that this card is the best to pick up at $4 as a regular rare, but it does give me faith in all of these as specs:

Debilitating Injury

Siege Rhino

At a glance, this is just worse than Bile Blight. It might be played in a constellation deck with Eidolon of Blossoms and Doomwake Giant though. It is also relevant in Black Aggro mirrors, though it doesn't kill Herald of Torment or Master of the Feast, so it might just be good if being an enchantment matters. This will probably show up in constructed decks, though it's not the most exciting card. And it's a common.

Despise

There was an error retrieving a chart for Despise

When this card was originally printed, it really, really sucked. It was fine in block and wasn't in Caw-Blade.

Ultimately, though, the power level of this card is going to be contextual. When your opponent is killing you with Tempered Steel, Despise doesn't do much. When your opponent's deck is jammed full of Courser of Kruphix, Xenagos and Elspeth, however, the card suddenly has a certain charm.

Ultimately, Despise will live in the shadow of Thoughtseize, but it will see play. It might be largely relegated to sideboards, but owning a few copies is definitely worthwhile. They won't be worth anything though, as they're both a reprint and not good enough for Modern.

Empty the Pits

Anafenza

The biggest problem with this card is that it will be very difficult to cast more than one of for good effect, and therefore including more than one in a deck can be a liability. I do, however, still believe that this card will see Standard play and it does have casual appeal. There will be a lot of them out there and people won't need many copies, so that will definitely limit the card's price.

My plan is to pick up a set right now, which will both enable me to play with the card in Standard, lend out to at least one other person, and then buy in if the card ends up being largely neglected.

I mean, it makes Zombies. Casuals love that stuff. Maybe I'm crazy.

Grim Haruspex

Siege Rhino

At first I was pretty excited about this one. Then I remembered Anger of the Gods. Then I remembed that Magma Spray was reprinted and isn't unplayable.

This card is fine, but it strikes me as worse than Mogis's Marauder and Herald of Torment. It's probably worse than Master of the Feast, too. Does seem good for Cube.

At any rate, I don't intend to buy in here. Maybe after the full block is out and if it looks good for post-rotation is the time to consider it as a spec.

Murderous Cut

Siege Rhino

This messes with your Dark Confidants and your Tarmogoyfs in eternal formats. I don't see it making a huge splash there.

In Standard, you'll often be paying more for this than Hero's Downfall. I could see playing one or two in a deck that wants Bloodstained Mire and/or Polluted Delta. I'm not all that excited about this uncommon.

Raider's Spoils

Siege Rhino

So, this card is kind of like a black Bident of Thassa. I don't know if the threshold is there for playable warriors to make this work, though Tormented Hero and Bloodsoaked Champion are both warriors.

I'm just going to say that someday, some kid is going to crush some tournament with this card. There are absolutely conditions under which this is playable.

~

While Khans didn't deliver much in the way of exciting delve cards, the Sultai Brood still bring with them a healthy number of playable cards.

It is my belief that Villainous Wealth has the greatest monetary potential of any card in this wedge. Bloodsoaked Champion is probably the most relevant Standard card of the lot, though even still you're likely to lose money on that one at its current price. Sidisi and Empty the Pits are worth paying attention to as well, though I believe that many hold opposing views to my own on both cards.

That does it for my set review. This weekend I will absolutely be battling at the prerelease, and the Sultai Brood looks like a solid wedge to pick for whatever they're calling their sealed-deck training wheels packs these days.

Best of luck to everybody at the prerelease and thanks for reading!

-Ryan Overturf
@RyanOverdrive on Twitter

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