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''[[Khans of Tarkir]]'' has five [[Multicolored#Three colors|tricolored]] [[intro pack]]s: <ref>{{NewRef|arc/khans-tarkir-intro-pack-decklists-2014-09-18|Khans of Tarkir Intro Pack Decklists|[[Blake Rasmussen]]|September 18, 2014}}</ref>
{{SubTabs
|sub1 = Card comparisons
|sub2 = Event deck
|sub3 = Intro packs
}}
''[[Khans of Tarkir]]'' has five [[Multicolored#Three colors|tricolored]] [[intro pack]]s:<ref>{{DailyRef|arc/khans-tarkir-intro-pack-decklists-2014-09-18|Khans of Tarkir Intro Pack Decklists|[[Blake Rasmussen]]|September 18, 2014}}</ref>


==Abzan Siege==
==Abzan Siege==
'''Abzan Siege''' is a [[white]]/[[black]]/[[green]] intro pack centering around the [[Outlast]] mechanic.
'''Abzan Siege''' is a [[white]]/[[black]]/[[green]] intro pack centering around the [[Outlast]] mechanic.
{{Cquote|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.}}
{{cquote|[[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.
Many of your creatures, such as <c>Ainok Bond-Kin</c> and <c>Abzan Battle Priest</c>, give useful [[keyword ability|abilities]] to all of your creatures with at least one [[+1/+1 counter]]. When you have spare mana, use your creatures’ outlast abilities so that you have as many creatures with +1/+1 counters as you can. The longer the game goes, the bigger your creatures will get. Eventually they will grow into an unstoppable force, letting you finish off the game in a few powerful attacks.
 
If you need to trade creatures in combat, make sure you’re giving up something like <c>Child of Night</c> and not a creature that’s giving a bonus to your whole team. Use your removal spells like <c>Kill Shot</c> to keep your opponent’s creatures at bay while you build your forces. When you’re ready to move in for the kill, <c>Abzan Falconer</c> will take your creatures to the [[Flying|skies]] to bypass your opponent’s blockers.
 
When you’re ready to customize your deck, keep an eye out for other Abzan cards. <c>Abzan Ascendancy</c> puts a +1/+1 counter on every creature you control, making it a great fit for this deck. <c>Siege Rhino</c> is a powerful [[white]]-[[black]]-[[green]] creature that can instantly fortify your defenses. <c>Anafenza, the Foremost</c>, [[Anafenza#Original timeline|khan of the Abzan]], is a [[legendary]] creature that can lead your troops to crushing victory, powering up one of your creatures every time she attacks.}}
[[File:KTK Abzan Siege.jpg|250px|right]]
[[File:KTK Abzan Siege.jpg|250px|right]]
<deck title="Abzan Siege">
<deck title="Abzan Siege">
Line 52: Line 62:
{{Deck rares|holo-1=Ivorytusk Fortress|rare-last=High Sentinels of Arashin}}
{{Deck rares|holo-1=Ivorytusk Fortress|rare-last=High Sentinels of Arashin}}


==Manipulative Monstrosities==
==Jeskai Monks==
'''Manipulative Monstrosities''' is a [[blue]]/[[red]] intro pack centering around the [[Monstrosity]] mechanic.
'''Jeskai Monks''' is a [[blue]]/[[red]]/[[white]] intro pack centering around the [[Prowess]] mechanic.
{{Cquote|}}
{{cquote|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 opponent’s brute force with clever skill.
 
The [[prowess]] [[keyword ability|ability]] found on many Jeskai creatures gives them +1/+1 every time you cast a noncreature spell. When you control a number of creatures with this ability, casting [[sorcery|sorceries]] and [[enchantment]]s before you can attack can create a team of impressive attackers. Because your [[instant]]s also pump your creatures with prowess, as long as you have cards in hand and untapped lands, your opponents won’t know just how big your prowess creatures can get.


[[File:THS Manipulative Monstrosities.jpg|250px|right]]
The key to using a Jeskai deck is knowing when to use your noncreature spells. Often, you will be able to with a conservative approach, holding back spells and trading creatures while you use [[flying|fliers]] like <c>Highspire Mantis</c> to close out the game. Other times you will win quickly by casting several instants in a single turn, finishing up with one of your big spells like <c>Flying Crane Technique</c>.
<deck title="Manipulative Monstrosities">
 
Several other Jeskai cards can give your deck an edge. <c>Mantis Rider</c> supports a Jeskai deck well with its hard-hitting flying body. <c>Jeskai Ascendancy</c> makes casting your noncreature spells even better, growing your creatures [[looting|while it helps you find]] your best cards. The [[legendary]] creature <c>Narset, Enlightened Master</c> is a great in a deck to use prowess, as she can give you extra spells to cast each time you attack with her!}}
[[File:KTK Jeskai Monks.jpg|250px|right]]
<deck title="Jeskai Monks">
Lands
Lands
16 Island
2 Mystic Monastery
10 Mountain
1 Swiftwater Cliffs
1 Tranquil Cove
1 Wind-Scarred Crag
8 Island
6 Mountain
7 Plains


Creatures
Creatures
2 Archaeomancer
1 Monastery Swiftspear
1 Burnished Hart
2 Jeskai Elder
2 Coral Merfolk
1 Leaping Master
2 Crackling Triton
1 Jeskai Student
2 Ill-Tempered Cyclops
2 Seeker of the Way
2 Omenspeaker
2 Jeskai Windscout
2 Sealock Monster
2 Bloodfire Expert
1 Shipbreaker Kraken
1 Bloodfire Mentor
2 Stoneshock Giant
1 Alabaster Kirin
1 Wall of Frost
1 Highspire Mantis
1 Water Servant
1 Whirlwind Adept
1 Tireless Missionaries
1 Serra Angel
1 Sage of the Inward Eye
1 Warden of the Eye
1 Riverwheel Aerialists
 
Arifacts
2 Jeskai Banner


Instants
Instants
1 Disperse
1 Lightning Strike
1 Dissolve
1 Crippling Chill
2 Griptide
1 Winterflame
2 Lightning Strike
1 Jeskai Charm
1 Lost in a Labyrinth
1 Weave Fate
1 Magma Jet
1 Smite the Monstrous
2 Shock
1 Flying Crane Technique
1 Volcanic Geyser


Sorceries
Sorceries
1 Curse of the Swine
1 Void Snare
2 Rage of Purphoros
1 Divination
1 Sea God's Revenge
1 Solemn Offering
1 Lava Axe


Enchantments
Enchantments
1 Ordeal of Purphoros
1 Oppressive Rays
</deck>
</deck>


{{Deck rares|holo-1=Shipbreaker Kraken|rare-last=Curse of the Swine}}
{{Deck rares|holo-1=Sage of the Inward Eye|rare-last=Flying Crane Technique}}
 
==Sultai Schemers==
'''Sultai Schemers''' is a [[black]]/[[green]]/[[blue]] intro pack centering around the [[Delve]] mechanic.
{{cquote|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 [[demon]]s, nor using necromancy to crush their enemies with the power of the [[graveyard|grave]].
 
Using the [[delve]] [[keyword ability|ability]], you can use your graveyard as a resource in order to cast big spells and even bigger creatures earlier in the game. Each card you [[exile]] from your graveyard when you cast a delve spell pays for {{1}} of that spell’s cost. This makes cards like <c>Scout the Borders</c> that quickly fill your graveyard very powerful in this deck.


==Devotion to Darkness==
When you play a Sultai deck, you’ll often have the first big creature on the battlefield. If you follow up with cards like <c>Throttle</c> and <c>Murderous Cut</c> to kill other large creatures, your creatures can easily too large for your opponents to deal with. One other advantage to [[removal]] spells in a delve-based strategy is that when you cast one of them early, it provides more fuel to cast your other delve spells.
'''Devotion to Darkness''' is a [[blue]]/[[black]] intro pack centering around the [[Devotion]] mechanic.
{{Cquote|}}


[[File:THS Devotion to Darkness.jpg|250px|right]]
Look for other cards in the ''[[Khans of Tarkir]]''<sup>TM</sup> set when you’re ready to make the Sultai your own. <c>Death Frenzy</c> can destroy lots of creatures at once, and is especially good against an aggressive opponent with small creatures. <c>Sultai Ascendancy</c> continually fills your graveyard and gets you closer to your best cards. The [[legendary]] <c>Sidisi, Brood Tyrant</c> is particularly powerful, as she can [[create]] a horde of [[Zombie]]s while putting more cards in your graveyard.}}
<deck title="Devotion to Darkness">
[[File:KTK Sultai Schemers.jpg|250px|right]]
<deck title="Sultai Schemers">
Lands
Lands
9 Island
1 Dismal Backwater
16 Swamp
1 Jungle Hollow
2 Opulent Palace
1 Thornwood Falls
7 Swamp
8 Forest
6 Island


Creatures
Creatures
1 Abhorrent Overlord
1 Typhoid Rats
2 Blood-Toll Harpy
1 Black Cat
2 Child of Night
1 Walking Corpse
2 Disciple of Phenax
2 Satyr Wayfinder
2 Gray Merchant of Asphodel
1 Wall of Mulch
2 Horizon Scholar
1 Research Assistant
2 Insatiable Harpy
2 Necromancer's Assistant
1 Minotaur Abomination
1 Gravedigger
2 Mogis's Marauder
1 Rotfeaster Maggot
2 Returned Phalanx
1 Rakshasa Vizier
2 Undead Minotaur
1 Sultai Soothsayer
2 Sultai Scavenger
2 Hooting Mandrills
2 Shambling Attendants
1 Necropolis Fiend
 
Artifacts
1 Sultai Banner


Instants
Instants
1 Boon of Erebos
1 Sultai Charm
1 Griptide
1 Murderous Cut
1 Lash of the Whip
1 Throttle
1 Pharika's Cure
1 Become Immense
1 Rescue from the Underworld
1 Voyage's End


Sorceries
Sorceries
2 Glimpse the Future
2 Taigam's Scheming
1 March of the Returned
1 Rakshasa's Secret
1 Sea God's Revenge
1 Scout the Borders
2 Sip of Hemlock
1 Bitter Revelation
1 Set Adrift
1 Treasure Cruise
1 Dead Drop


Enchantments
Enchantments
1 Ordeal of Thassa
1 Debilitating Injury
</deck>
 
{{Deck rares|holo-1=Rakshasa Vizier|rare-last=Necropolis Fiend}}


Artifacts
==Mardu Raiders==
1 Whip of Erebos
'''Mardu Raiders''' is a [[red]]/[[white]]/[[black]] intro pack centering around the [[Raid]] mechanic.
1 Witches' Eye
{{cquote|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.
</deck>


{{Deck rares|holo-1=Abhorrent Overlord|rare-last=Whip of Erebos}}
When playing a Mardu deck, be sure to attack early and often to get the maximum benefit of the clan’s [[raid]] [[Ability word|abilities]]. A great start involves casting several cheap creatures and attacking to pump early raid creatures like <c>Mardu Skullhunter</c> and <c>War-Name Aspirant</c>. Start whittling away your opponent’s life total before he or she can defend against your horde of creatures, then use cards like <c>Trumpet Blast</c> to pump your whole team and press your attack. Don’t let up!


==Blazing Beasts of Myth==
While it’s good to stay aggressive, if you need to hold off for a few turns to build your forces, you still may want to attack with a single creature before you cast a powerful raid spell like <c>Arrow Storm</c>. Casting a [[removal]] spell like <c>Crackling Doom</c> before you attack can clear the way for your creatures to attack effectively.
'''Blazing Beasts of Myth''' is a [[red]]/[[green]] intro pack and the second one centering around the [[Monstrosity]] mechanic.
{{Cquote|}}


[[File: THS Blazing Beasts of Myth.jpg|250px|right]]
To personalize your deck, keep an eye out for <c>Butcher of the Horde</c>, a devastating [[flying]] creature to add to your ranks. <c>Utter End</c> [[exile]]s any nonland permanent, making it an effective [[answer]] to opposing [[threat]]s. And, of course, as the [[Zurgo#Old timeline|khan of the Mardu Horde]], <c>Zurgo Helmsmasher</c> smashes face as an [[indestructible]] attacking creature capable of growing larger every turn.}}
<deck title="Blazing Beasts of Myth">
[[File: KTK Mardu Raiders.jpg|250px|right]]
<deck title="Mardu Raiders">
Lands
Lands
11 Forest
1 Bloodfell Caves
14 Mountain
2 Nomad Outpost
1 Scoured Barrens
1 Wind-Scarred Crag
8 Mountain
5 Plains
7 Swamp


Creatures
Creatures
2 Borderland Minotaur
1 Firehoof Cavalry
1 Ember Swallower
1 Mardu Hateblade
1 Ill-Tempered Cyclops
2 Borderland Marauder
2 Minotaur Skullcleaver
1 Valley Dasher
2 Nemesis of Mortals
2 War-Name Aspirant
2 Nessian Asp
1 Gurmag Swiftwing
1 Nessian Courser
2 Mardu Skullhunter
1 Polis Crusher
2 Goblin Roughrider
1 Rootwalla
2 Mardu Hordechief
2 Satyr Hedonist
1 Carrion Crow
1 Satyr Piper
1 Necrogen Scudder
2 Satyr Rambler
2 Mardu Warshrieker
2 Stoneshock Giant
1 Timely Hordemate
2 Voyaging Satyr
1 Ankle Shanker
1 Mardu Roughrider
 
Artifacts
1 Mardu Banner


Instants
Instants
1 Artisan's Sorrow
1 Lightning Strike
1 Destructive Revelry
1 Raise the Alarm
2 Lightning Strike
2 Trumpet Blast
2 Magma Jet
1 Mardu Charm
2 Volcanic Geyser
1 Bring Low
1 Windstorm
1 Smite the Monstrous
1 Crackling Doom
1 Flesh to Dust
1 Heat Ray


Sorceries
Sorceries
1 Portent of Betrayal
1 Hordeling Outburst
2 Rage of Purphoros
1 Arrow Storm


Enchantments
Enchantments
1 Dragon Mantle
1 Crippling Blight
</deck>
</deck>


{{Deck rares|holo-1=Ember Swallower|rare-last=Polis Crusher}}
{{Deck rares|holo-1=Ankle Shanker|rare-last=Crackling Doom}}
 
==Temur Avalanche==
'''Temur Avalanche''' is a [[green]]/[[blue]]/[[red]] intro pack centering around the [[Ferocious]] mechanic.
{{cquote|The [[Temur Frontier|Temur]] are a clan of nomadic [[warrior]]s 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.
 
Many Temur cards have [[ferocious]] [[Ability word|abilities]], making them more powerful if you control a creature with [[power]] 4 or greater. Because controlling a large creature improves many spells in your deck, it’s important to get one onto the battlefield and keep it there. Then, cards like <c>Heir of the Wilds</c> and <c>Savage Punch</c> will give you extra fuel to overwhelm your opponents.


==Anthousa's Army==
One of the best creatures in your deck is the unassuming <c>Elvish Mystic</c>, which lets you accelerate into your bigger [[threat]]s. You can protect your creatures with cards like <c>Stubborn Denial</c> and <c>Roar of Challenge</c>. It’s okay to avoid blocking with your 4-power creatures, as having access to your ferocious abilities can be the difference between winning and losing.
'''Anthousa's Army''' is a [[green]]/[[white]] intro pack centering around the [[Heroic]] mechanic.
{{Cquote|}}


[[File: THS Anthousa's Army.jpg|250px|right]]
Other Temur cards can be great inclusions in this deck when you look to personalize it. <c>Savage Knuckleblade</c> is an efficient creature with several useful [[Activated ability|abilities]], and it even gives you access to ferocious for the low cost of three mana. <c>Rattleclaw Mystic</c> can help accelerate you mana better than most other cards, letting you cast a six-mana spell on turn four! The [[Surrak#Original timeline|great khan of the Temur]], <c>Surrak Dragonclaw</c>, is a [[legendary]] creature that allows your monsters to [[trample]] over your opponents.}}
<deck title="Anthousa's Army">
[[File: KTK Temur Avalanche.jpg|250px|right]]
<deck title="Temur Avalanche">
Lands
Lands
13 Forest
2 Frontier Bivouac
12 Plains
1 Rugged Highlands
1 Swiftwater Cliffs
1 Thornwood Falls
8 Forest
5 Island
7 Mountain


Creatures
Creatures
1 Anthousa, Setessan Hero
2 Centaur Battlemaster
2 Chronicler of Heroes
2 Deadly Recluse
2 Elvish Mystic
2 Elvish Mystic
1 Favored Hoplite
2 Heir of the Wilds
1 Phalanx Leader
2 Runeclaw Bear
1 Pheres-Band Centaurs
1 Icefeather Aven
2 Rumbling Baloth
2 Alpine Grizzly
1 Setessan Battle Priest
2 Summit Prowler
1 Setessan Griffin
1 Pine Walker
2 Staunch-Hearted Warrior
1 Thundering Giant
2 Wingsteed Rider
1 Avalanche Tusker
1 Bear's Companion
2 Glacial Stalker
1 Tusked Colossodon
2 Snowhorn Rider
2 Woolly Loxodon
 
Arifacts
2 Temur Banner


Instants
Instants
1 Artisan's Sorrow
1 Stubborn Denial
2 Battlewise Valor
1 Titanic Growth
2 Dauntless Onslaught
1 Force Away
2 Giant Growth
1 Lightning Strike
2 Warriors' Lesson
1 Temur Charm
1 Windstorm
1 Icy Blast


Sorceries
Sorceries
2 Time to Feed
2 Savage Punch
1 Vanquish the Foul
1 Roar of Challenge


Enchantments
Enchantments
2 Pacifism
1 Dragon Grip
 
Artifacts
1 Bow of Nylea
</deck>
</deck>


{{Deck rares|holo-1=Anthousa, Setessan Hero|rare-last=Bow of Nylea}}
{{Deck rares|holo-1=Avalanche Tusker|rare-last=Icy Blast}}


==References==
==References==
{{reflist}}
{{reflist}}


[[Category:Khans of Tarkir block]]
{{Tarkir|block intro packs|Khans of}}
[[Category:Theme decks]]

Latest revision as of 03:27, 19 June 2019

Khans of Tarkir/Intro packs
 
 
 
 

Khans of Tarkir has five tricolored intro packs:[1]

Abzan Siege

Abzan Siege is a white/black/green intro pack centering around the Outlast mechanic.

“  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.

Many of your creatures, such as Ainok Bond-Kin and Abzan Battle Priest, give useful abilities to all of your creatures with at least one +1/+1 counter. When you have spare mana, use your creatures’ outlast abilities so that you have as many creatures with +1/+1 counters as you can. The longer the game goes, the bigger your creatures will get. Eventually they will grow into an unstoppable force, letting you finish off the game in a few powerful attacks.

If you need to trade creatures in combat, make sure you’re giving up something like Child of Night and not a creature that’s giving a bonus to your whole team. Use your removal spells like Kill Shot to keep your opponent’s creatures at bay while you build your forces. When you’re ready to move in for the kill, Abzan Falconer will take your creatures to the skies to bypass your opponent’s blockers.

When you’re ready to customize your deck, keep an eye out for other Abzan cards. Abzan Ascendancy puts a +1/+1 counter on every creature you control, making it a great fit for this deck. Siege Rhino is a powerful white-black-green creature that can instantly fortify your defenses. Anafenza, the Foremost, khan of the Abzan, is a legendary creature that can lead your troops to crushing victory, powering up one of your creatures every time she attacks.

 ”

The rares in this deck are Ivorytusk Fortress (holographic foil) and High Sentinels of Arashin.

Jeskai Monks

Jeskai Monks is a blue/red/white intro pack centering around the Prowess mechanic.

“  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 opponent’s brute force with clever skill.

The prowess ability found on many Jeskai creatures gives them +1/+1 every time you cast a noncreature spell. When you control a number of creatures with this ability, casting sorceries and enchantments before you can attack can create a team of impressive attackers. Because your instants also pump your creatures with prowess, as long as you have cards in hand and untapped lands, your opponents won’t know just how big your prowess creatures can get.

The key to using a Jeskai deck is knowing when to use your noncreature spells. Often, you will be able to with a conservative approach, holding back spells and trading creatures while you use fliers like Highspire Mantis to close out the game. Other times you will win quickly by casting several instants in a single turn, finishing up with one of your big spells like Flying Crane Technique.

Several other Jeskai cards can give your deck an edge. Mantis Rider supports a Jeskai deck well with its hard-hitting flying body. Jeskai Ascendancy makes casting your noncreature spells even better, growing your creatures while it helps you find your best cards. The legendary creature Narset, Enlightened Master is a great in a deck to use prowess, as she can give you extra spells to cast each time you attack with her!

 ”

The rares in this deck are Sage of the Inward Eye (holographic foil) and Flying Crane Technique.

Sultai Schemers

Sultai Schemers is a black/green/blue intro pack centering around the Delve mechanic.

“  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.

Using the delve ability, you can use your graveyard as a resource in order to cast big spells and even bigger creatures earlier in the game. Each card you exile from your graveyard when you cast a delve spell pays for {1} of that spell’s cost. This makes cards like Scout the Borders that quickly fill your graveyard very powerful in this deck.

When you play a Sultai deck, you’ll often have the first big creature on the battlefield. If you follow up with cards like Throttle and Murderous Cut to kill other large creatures, your creatures can easily too large for your opponents to deal with. One other advantage to removal spells in a delve-based strategy is that when you cast one of them early, it provides more fuel to cast your other delve spells.

Look for other cards in the Khans of TarkirTM set when you’re ready to make the Sultai your own. Death Frenzy can destroy lots of creatures at once, and is especially good against an aggressive opponent with small creatures. Sultai Ascendancy continually fills your graveyard and gets you closer to your best cards. The legendary Sidisi, Brood Tyrant is particularly powerful, as she can create a horde of Zombies while putting more cards in your graveyard.

 ”

The rares in this deck are Rakshasa Vizier (holographic foil) and Necropolis Fiend.

Mardu Raiders

Mardu Raiders is a red/white/black intro pack centering around the Raid mechanic.

“  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.

When playing a Mardu deck, be sure to attack early and often to get the maximum benefit of the clan’s raid abilities. A great start involves casting several cheap creatures and attacking to pump early raid creatures like Mardu Skullhunter and War-Name Aspirant. Start whittling away your opponent’s life total before he or she can defend against your horde of creatures, then use cards like Trumpet Blast to pump your whole team and press your attack. Don’t let up!

While it’s good to stay aggressive, if you need to hold off for a few turns to build your forces, you still may want to attack with a single creature before you cast a powerful raid spell like Arrow Storm. Casting a removal spell like Crackling Doom before you attack can clear the way for your creatures to attack effectively.

To personalize your deck, keep an eye out for Butcher of the Horde, a devastating flying creature to add to your ranks. Utter End exiles any nonland permanent, making it an effective answer to opposing threats. And, of course, as the khan of the Mardu Horde, Zurgo Helmsmasher smashes face as an indestructible attacking creature capable of growing larger every turn.

 ”

The rares in this deck are Ankle Shanker (holographic foil) and Crackling Doom.

Temur Avalanche

Temur Avalanche is a green/blue/red intro pack centering around the Ferocious mechanic.

“  The Temur are a clan of 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.

Many Temur cards have ferocious abilities, making them more powerful if you control a creature with power 4 or greater. Because controlling a large creature improves many spells in your deck, it’s important to get one onto the battlefield and keep it there. Then, cards like Heir of the Wilds and Savage Punch will give you extra fuel to overwhelm your opponents.

One of the best creatures in your deck is the unassuming Elvish Mystic, which lets you accelerate into your bigger threats. You can protect your creatures with cards like Stubborn Denial and Roar of Challenge. It’s okay to avoid blocking with your 4-power creatures, as having access to your ferocious abilities can be the difference between winning and losing.

Other Temur cards can be great inclusions in this deck when you look to personalize it. Savage Knuckleblade is an efficient creature with several useful abilities, and it even gives you access to ferocious for the low cost of three mana. Rattleclaw Mystic can help accelerate you mana better than most other cards, letting you cast a six-mana spell on turn four! The great khan of the Temur, Surrak Dragonclaw, is a legendary creature that allows your monsters to trample over your opponents.

 ”

The rares in this deck are Avalanche Tusker (holographic foil) and Icy Blast.

References

  1. Blake Rasmussen (September 18, 2014). "Khans of Tarkir Intro Pack Decklists". magicthegathering.com. Wizards of the Coast.