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 Post subject: Re: So Khans of Tarkir
PostPosted: Wed Sep 17, 2014 4:40 pm 
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Booster is all clan from what I hear.

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 Post subject: Re: So Khans of Tarkir
PostPosted: Wed Sep 17, 2014 6:18 pm 
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I heard this as well.

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 Post subject: Re: So Khans of Tarkir
PostPosted: Thu Sep 18, 2014 4:24 am 
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I'm not sold on it being so slow, half of the mechanics are about bluffing on attack and defense, deciding when to outlast seems a difficult choice.
Most creatures with an high toughness have 0/1 power, so they might as well not exist(except the tapper and the zombie ape) , a bunch of power or an activated ability.
But I haven't yet played it.
Morph doesn't flip into something enourmous until you have 5 mana, so it's probably better to attack with your big morph the turn you flip it, than keeping the mana open for preparing an ambush


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 Post subject: Re: So Khans of Tarkir
PostPosted: Sun Sep 21, 2014 11:11 pm 
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It's time for me to do something I do more than I'd like to: admit that I'm wrong. Khans is really cool. The mechanics lead to some really difficult decision trees, with lots of ways to spend your mana on any given turn. I think this is really a high-skill format.

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 Post subject: Re: So Khans of Tarkir
PostPosted: Mon Sep 22, 2014 12:00 pm 
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I agree it's very high skill. Maybe too high for me, I am going to get repeated creamed by more experienced players (or else I will draft bears.dec and hope they miss land drops)

I think the morph+wedge is a very clever development mix. I think the clan abilities are a bit forced and awkward for draft... except Raid, that one is pretty nice.

What I found interesting is that I had a bunch of morphs that cost 5 to flip and 6 to hard-cast. So I would often cast them on turn 4 and play a non-morph on 3. But then I realized that this is actually telegraphing a 5 mana flip and lands in hand.

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 Post subject: Re: So Khans of Tarkir
PostPosted: Mon Sep 22, 2014 12:07 pm 
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Zenbitz wrote:
I agree it's very high skill. Maybe too high for me, I am going to get repeated creamed by more experienced players (or else I will draft bears.dec and hope they miss land drops)

I think the morph+wedge is a very clever development mix. I think the clan abilities are a bit forced and awkward for draft... except Raid, that one is pretty nice.

What I found interesting is that I had a bunch of morphs that cost 5 to flip and 6 to hard-cast. So I would often cast them on turn 4 and play a non-morph on 3. But then I realized that this is actually telegraphing a 5 mana flip and lands in hand.


This is an important thing for you to note: a creature that unmorphs for less than 5 will always die to something with two power. When you are facing down an attacking morph, look at their mana.

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 Post subject: Re: So Khans of Tarkir
PostPosted: Mon Sep 22, 2014 12:21 pm 
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Jman22 wrote:
This is an important thing for you to note: a creature that unmorphs for less than 5 will always die to something with two power. When you are facing down an attacking morph, look at their mana.


No, it won't. It will always fail to 'win' the combat (it won't live AND kill the 2/2 it blocks / is blocked by), but it often won't die. Monastery Flock won't die. Sage-Eye Harrier won't die. Sidisi's Pet won't die. Dragon's Eye Savants won't die.


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 Post subject: Re: So Khans of Tarkir
PostPosted: Mon Sep 22, 2014 12:48 pm 
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Another clever thing is the way they promote wedges, but really nothing but the few three-color cards force you into a three-color deck. I think it will many times be optimal to build a two-color deck, with a heavy splash, or two light splashes.

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 Post subject: Re: So Khans of Tarkir
PostPosted: Mon Sep 22, 2014 8:05 pm 
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My experience with the pre-release was the exact opposite. In the final round, of the top six tables, six players were Mardu aggro including me. When the final results were in after 6 rounds, the top four players were all Mardu. (took 4th) Raid was extremely effective for me and all the removal meant that my early drops kept getting through. My only loss on the night was to another Mardu player who had enough of the token makers that my removal was not as effective to controlling the board.


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 Post subject: Re: So Khans of Tarkir
PostPosted: Tue Sep 23, 2014 1:02 am 
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Jman22 wrote:
This is an important thing for you to note: a creature that unmorphs for less than 5 will always die to something with two power. When you are facing down an attacking morph, look at their mana.


No, it won't. It will always fail to 'win' the combat (it won't live AND kill the 2/2 it blocks / is blocked by), but it often won't die. Monastery Flock won't die. Sage-Eye Harrier won't die. Sidisi's Pet won't die. Dragon's Eye Savants won't die.


That's a fair point. Didn't think about a those, mostly because I didn't see them played at all against me except the Servants.

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