Zendikar/Intro packs: Difference between revisions
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{{DISPLAYTITLE:''Zendikar''/Intro packs}} | |||
''[[Zendikar]]'' has five [[intro packs]], of which two are monocolored and three are bicolored.<ref name="Intro Pack Contents">{{DailyRef|mtg/daily/arcana/288|''Zendikar'' Intro Pack Contents|Wizards of the Coast|September 30, 2009}}</ref> | |||
==Kor Armory== | |||
'''Kor Armory''' is a white intro pack with a focus on [[equipment]]. | |||
{{cquote|The Kor Armory deck puts you in command of the [[Kor]], a resourceful race of adventuring nomads who use [[Equipment]] to survive as they wander their dangerous world. Their ingenuity will be your opponents' downfall. | |||
Almost all of your creatures are Kor. Play them out quickly to overwhelm your opponent's defenses. Many of them have [[kicker]] abilities that give you a bonus if you pay extra mana when you cast them. For example, <c>Kor Aeronaut</c> can give another creature flying for the turn if you pay extra. | |||
You can make your creatures more powerful by giving them Equipment. Once an Equipment card is on the [[battlefield]], you can pay its equip cost to attach it to any creature you control. Some of your creatures have abilities that turn on only when the creature is equipped. <c>Kor Duelist</c> gains [[double strike]], for example, which means that it deals damage twice each combat, and <c>Armament Master</c> makes your other Kor creatures larger. <c>Conqueror's Pledge</c> makes six 1/1 Kor Soldier creature [[Token|tokens]], which are great both for carrying Equipment and for giving Armament Master an army to lead. With its kicker ability, you can pay eleven total mana to make twelve tokens instead! | |||
Many other cards from the Zendikar set can improve the "Kor Armory" deck. <c>Kor Outfitter</c> attaches an Equipment to any of your creatures for free when it enters the battlefield. There are also many other Equipment cards that can help the deck. <c>Adventuring Gear</c> gives a creature +2/+2 whenever a land you control enters the battlefield. A creature equipped with <c>Blazing Torch</c> can throw it to deal 2 damage to a creature or player. And <c>Grappling Hook</c> gives a creature double strike and the ability to force an opponent's creature to block it. | |||
With the Kor and their Equipment on your side, you'll conquer any obstacle your opponents place in your path!<ref name="Intro Pack Contents"/>}} | |||
[[File:ZEN Kor Armory.jpg|right|250px]] | |||
<d title="Kor Armory"> | |||
Lands | |||
16 Plains | |||
2 Kabira Crossroads | |||
Creatures | |||
1 Kor Duelist | |||
2 Kor Skyfisher | |||
1 Armament Master | |||
2 Kor Aeronaut | |||
2 Kor Hookmaster | |||
2 Kor Sanctifiers | |||
2 Kor Cartographer | |||
1 Serra Angel | |||
Instants | |||
1 Narrow Escape | |||
1 Divine Verdict | |||
Sorceries | |||
1 Windborne Charge | |||
1 Landbind Ritual | |||
1 Conqueror's Pledge | |||
Enchantments | |||
2 Pacifism | |||
Artifacts | |||
1 Spidersilk Net | |||
1 Explorer's Scope | |||
1 Trusty Machete | |||
</d> | |||
{{Deck rares|holo-1=Armament Master|rare-last=Conqueror's Pledge}} | |||
==References== | ==References== | ||
{{Reflist}} | {{Reflist}} | ||
==External links== | ==External links== | ||
*{{DailyRef|mtg/daily/arcana/288|''Zendikar'' Intro Pack Contents|Wizards of the Coast|September 30, 2009}} | |||
{{ZEN theme decks}} | {{ZEN theme decks}} | ||
[[Category:Zendikar block theme decks| ]] | [[Category:Zendikar block theme decks| ]] |
Revision as of 16:04, 23 November 2012
Zendikar has five intro packs, of which two are monocolored and three are bicolored.[1]
Kor Armory
Kor Armory is a white intro pack with a focus on equipment.
“ | The Kor Armory deck puts you in command of the Kor, a resourceful race of adventuring nomads who use Equipment to survive as they wander their dangerous world. Their ingenuity will be your opponents' downfall.
Almost all of your creatures are Kor. Play them out quickly to overwhelm your opponent's defenses. Many of them have kicker abilities that give you a bonus if you pay extra mana when you cast them. For example, Kor Aeronaut can give another creature flying for the turn if you pay extra. You can make your creatures more powerful by giving them Equipment. Once an Equipment card is on the battlefield, you can pay its equip cost to attach it to any creature you control. Some of your creatures have abilities that turn on only when the creature is equipped. Kor Duelist gains double strike, for example, which means that it deals damage twice each combat, and Armament Master makes your other Kor creatures larger. Conqueror's Pledge makes six 1/1 Kor Soldier creature tokens, which are great both for carrying Equipment and for giving Armament Master an army to lead. With its kicker ability, you can pay eleven total mana to make twelve tokens instead! Many other cards from the Zendikar set can improve the "Kor Armory" deck. Kor Outfitter attaches an Equipment to any of your creatures for free when it enters the battlefield. There are also many other Equipment cards that can help the deck. Adventuring Gear gives a creature +2/+2 whenever a land you control enters the battlefield. A creature equipped with Blazing Torch can throw it to deal 2 damage to a creature or player. And Grappling Hook gives a creature double strike and the ability to force an opponent's creature to block it. With the Kor and their Equipment on your side, you'll conquer any obstacle your opponents place in your path![1] |
” |
Creatures (13)
Enchantments (2)
2 Pacifism
The rares in this deck are Armament Master (holographic foil) and Conqueror's Pledge.
References
- ↑ a b Wizards of the Coast (September 30, 2009). "Zendikar Intro Pack Contents". magicthegathering.com. Wizards of the Coast.
External links
- Wizards of the Coast (September 30, 2009). "Zendikar Intro Pack Contents". magicthegathering.com. Wizards of the Coast.