Sunday, September 7, 2014

Mechanics of Khans of Tarkir

The Khans of Tarkir set introduces us five clans, which each is aligned with three colors and its own mechanic:
  • The white-black-green clan signature ability is outlast, which appears only on creature cards. You are allowed to activate it only as sorcery. In order to benefit from outlast you must tap creature, pay mana and afterwards you put a +1/+1 counter on this creature. It works well with other cards in the set, which give bonuses to creatures with +1/+1 counters.
  • The blue-red-white clan flagship ability is prowess, which also appears only on creature card. However, it is triggered ability, which goes: whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.
  • The black-green-blue clan returning ability from the Future Sight set is delve. You may exile any number of cards from your graveyard as you cast this spell. It costs 1 coloress mana less to cast for each card exiled this way. 
  •  The red-white-black clan signature mechanic is raid, which gives an advantageous effect if you have attacked with a creature the same turn. Each raid ability is different, so read each carefully to determine what it does.
  • The green-blue-red clan mechanic is ferocious, which gives the player an advantageous effect if they control a creature with power 4 or greater while attacking with a creature with ferocious or casting a spell with it.
Additionally, all clans feature morph. It is a returning mechanic, which allows you to cast a spell in your main phase for 3 coloress mana as a face-down 2/2 creature. You may turn it face up anytime, if you pay the morph cost. 

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