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Sean Almon's Guide to
Table of Contents 
 Mechanics 
- Raid (Red/White/Black or Mardu) 
- Ferocious (Green/Blue/Red or Temur) 
- Prowess (Blue/Red/White or Jeskai) 
- Outlast (White/Black/Green or Abzan) 
- Delve (Black/Green/Blue or Sultai) 
- Morph 
 Strategies 
- Clan 
- Two Color 
- Five Color Morph/Good Stuff 
- Tips 
 Value
Raid 
 Triggers if a creature was declared as 
an attacker this turn 
 You may play raid spells without 
having attacked, just do not get the 
raid effect 
 To prevent raid from triggering, tap or 
kill creatures before your opponent 
gets to declare them as attackers
Ferocious 
 Unless required to cast the spell, Ferocious 
is checked on resolution 
 Removing a players only creature with 
power 4 or greater before the spells 
resolution cancels the Ferocious effect
Prowess 
 Triggers upon casting of a spell 
 Apply the +1/+1 before the spell 
resolves 
 Casting a Ferocious card with a 3 
power Prowess creature on board will 
trigger Ferocious
Outlast 
 Creatures with Outlast can only do so 
at sorcery speed 
 Creatures with Outlast put the 
counters on themselves 
 Requires tapping your creature so can 
not outlast the turn it comes into play 
 A number of Outlast creatures give 
keywords to creatures you control with 
a +1/+1 counter on them
Delve 
 Decide how much you want to Delve 
when casting the spell 
 Does not change the Converted Mana 
Cost of the Spell
Morph 
 You may cast a Morph creature face down for 3 mana 
 A face down Morph is a 2/2 colorless creature with 0 converted mana cost, no 
name and no type even when being cast from hand 
 You may turn a face down Morph creature you control face up by paying the morph 
cost 
 Unmorphing a creature does not use the stack and thus can not be responded to 
and can be done at any time 
 Whenever a Morph leaves the battlefield or a game ends, you must reveal what 
that morph creature is as an anti-cheating measure 
 All creatures in Khans with a Morph cost of 4 mana or less will either trade or 
bounce off another morph
Strategies 
 Clan or Two Color 
- Best to start by drafting two enemy colors 
 Two colors not next to each other on the color wheel 
- You can pick a three color card early, it is risky though 
- Unless something is useful, it's usually the right choice to take a land 
in your colors 
- If two colors and splashing a third, fourth or fifth color, picking up lands 
which are both one of your colors and a splash are very important 
 Five Color Morph or Good Stuff 
- Most of your early picks are lands unless something really powerful 
shows up 
- Deck is easier to play if base colors are Blue and Green and you take 
Trail of Mystery (Green Rare) and/or Secret Plans (Green Blue 
Uncommon) 
- In the last pack, unless you still need lands, grab any powerful card 
you see
Tips 
 Playing 18 lands is the norm for this format 
- You want 3 mana on turn 3 to play a morph and 5 mana on turn 5 to 
flip a common morph creature 
- The Five Color Deck may want to run 19 lands 
 The dedicated self-mill/Delve deck may want to run 42 or 43 card decks to help 
prevent themselves from losing to deck out 
 If short on creatures, feel free to play off-color morph as just Three mana 2/2s 
 Two mana 2 power creatures and Three mana 2/3s are incredibly powerful in this 
format because they trade or eat a face down morph creature
Value 
 Overall, Khans is a fairly valuable set 
 The rare lands will more than pay for the draft, but they will not usually help you win 
any games 
 I will be accepting all Polluted Delta (Blue Black Rare Lands) donations to help 
finish up my constructed deck

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Sean Almon's Guide to Khans of Tarkir

  • 2. Table of Contents Mechanics - Raid (Red/White/Black or Mardu) - Ferocious (Green/Blue/Red or Temur) - Prowess (Blue/Red/White or Jeskai) - Outlast (White/Black/Green or Abzan) - Delve (Black/Green/Blue or Sultai) - Morph Strategies - Clan - Two Color - Five Color Morph/Good Stuff - Tips Value
  • 3. Raid Triggers if a creature was declared as an attacker this turn You may play raid spells without having attacked, just do not get the raid effect To prevent raid from triggering, tap or kill creatures before your opponent gets to declare them as attackers
  • 4. Ferocious Unless required to cast the spell, Ferocious is checked on resolution Removing a players only creature with power 4 or greater before the spells resolution cancels the Ferocious effect
  • 5. Prowess Triggers upon casting of a spell Apply the +1/+1 before the spell resolves Casting a Ferocious card with a 3 power Prowess creature on board will trigger Ferocious
  • 6. Outlast Creatures with Outlast can only do so at sorcery speed Creatures with Outlast put the counters on themselves Requires tapping your creature so can not outlast the turn it comes into play A number of Outlast creatures give keywords to creatures you control with a +1/+1 counter on them
  • 7. Delve Decide how much you want to Delve when casting the spell Does not change the Converted Mana Cost of the Spell
  • 8. Morph You may cast a Morph creature face down for 3 mana A face down Morph is a 2/2 colorless creature with 0 converted mana cost, no name and no type even when being cast from hand You may turn a face down Morph creature you control face up by paying the morph cost Unmorphing a creature does not use the stack and thus can not be responded to and can be done at any time Whenever a Morph leaves the battlefield or a game ends, you must reveal what that morph creature is as an anti-cheating measure All creatures in Khans with a Morph cost of 4 mana or less will either trade or bounce off another morph
  • 9. Strategies Clan or Two Color - Best to start by drafting two enemy colors Two colors not next to each other on the color wheel - You can pick a three color card early, it is risky though - Unless something is useful, it's usually the right choice to take a land in your colors - If two colors and splashing a third, fourth or fifth color, picking up lands which are both one of your colors and a splash are very important Five Color Morph or Good Stuff - Most of your early picks are lands unless something really powerful shows up - Deck is easier to play if base colors are Blue and Green and you take Trail of Mystery (Green Rare) and/or Secret Plans (Green Blue Uncommon) - In the last pack, unless you still need lands, grab any powerful card you see
  • 10. Tips Playing 18 lands is the norm for this format - You want 3 mana on turn 3 to play a morph and 5 mana on turn 5 to flip a common morph creature - The Five Color Deck may want to run 19 lands The dedicated self-mill/Delve deck may want to run 42 or 43 card decks to help prevent themselves from losing to deck out If short on creatures, feel free to play off-color morph as just Three mana 2/2s Two mana 2 power creatures and Three mana 2/3s are incredibly powerful in this format because they trade or eat a face down morph creature
  • 11. Value Overall, Khans is a fairly valuable set The rare lands will more than pay for the draft, but they will not usually help you win any games I will be accepting all Polluted Delta (Blue Black Rare Lands) donations to help finish up my constructed deck