What do we know about Khans of Tarkir (post SDCC)

So, San Diego Comic Con has been and gone, updating many of us on the next six months of Magic. For now, let’s have a look at what is exciting me the most – not that it was the only thing worth noting – the next fall set, Khans of Tarkir.

Block Structure

We’ve already known about Khan‘s ‘unique block structure’ but no we know what it is… well, it is definitely unique. When Khans of Tarkir comes out it will be a typical draft of Khans/Khans/Khans, which is simple enough.

Khans art 2Similarly, when the following small-set comes out – currently codenamed “Dewey” – is released, that will be added to the front of the draft for a Dewey/Khans/Khans format. Simple so far.

However, when the next set – which is a Large set – codenamed “Louie” hits stores, we’ll drop Khans of Tarkir completely. As the third set, it will be drafted first yet, at a large set, it will have two packs. This results in a draft format of Louie/Louie/Dewey. Now that’s a little different.

Is there anything to say at this point? Well, not really, as it all very much depends on the cards. After the second set comes out, we will be drafting a large and small set in some variation or another. I imagine the two large sets will be very different from each other in some form or another, making the small set a bridging device between the two. Whether this comes from a change in mechanics or something more thematic is yet to be seen.

Likewise, how does this affect sealed decks? Will that still be an equal split between 3 sets or will this change too? There’s nothing to go on right now but either way I am highly excited and curious.

Time-Travel

Everyone remembers when Wizards last did time travel, right? This isn’t going to be another Time Spiral block, but there is a time travel element to Khans block, something that can perhaps be seen in the draft structure itself.

Flavor wise, this will likely tie in to a theme of ‘butt loads of dragons’. Tarkir is the home of Sarkhan Vol and we already know the world once had dragons, but does not anymore. Since Dragons are very important to Sarkhan, I think it’s obvious that they will reappear in some form or another, although the general opinion right now is that Khans of Tarkir will be dragon-less or very, very light.

Wedges

Khans of Tarkir will also be a wedge set. Specifically, it will focus on the five enemy wedges, the 3 colour groupings not seen in Alara block. Khans art 1These represent the five clans on the plane of Tarkir. Interestingly, however, is the fact that the wider Khans block will not be focused on wedges: I suspect this is part of the ‘time travel’ storyline.

The five clans are:

  • WBG (White, Black, Green) – Abzan Houses
  • URW (Blue, Red, White) – Jeskai Way
  • BGU (Black, Green, Blue) – Sultai Brood
  • RWB (Red, White, Black) – Mardu Horde
  • GUR (Green, Blue, Red) – Temur Frontier

Each group get’s its own mechanic and watermark. While the watermark is a flavorful touch, it does hopefully mean this set is a little like Alara, with each colour combination getting it’s own mechanic and style of play. We don’t know the mechanics yet, but there is plenty of potential. However, I think we can all confess to a little wishlist when it comes to the following:

  • A cycle of 3 colour charms
  • 3 colour lands
  • 3 colour spells and creatures that are playable and competitive.

You’ll notice I haven’t asked for 3 colour legendary commanders, as that already seems to be present. During SDCC, the first look at the forthcoming duel deck – Speed vs Cunning – was released and with it we can see one of the new Mythic legendary characters in Khans of Tarkir:

Zurgo HelmsmasherNo look at any new mechanics, but we get a look at the Mardu playstyle. Zurgo Helmsmasher hits hard and fast, getting bigger when he kills things. Sure, he has a major weakness with only two power, but he’s indestructible when he attacks, which is what really counts. I can see this guy being a great commander for Red, White and Black, which doesn’t have many options right now.

The 6th Mechanic

So, each Clan has a mechanic on its own, making for 5 so far. There is, however, a 6th mechanic that plays out across each colour and it is a Khans Morphreturning mechanic. Morph is an unusual ability that many love, but many hate. You can play a morph card face-down as a 2/2 for 3 mana – admittedly not great – but you can turn it face up for it’s morph cost. This will vary from card to card but, in the past, it is a nasty combat trick. Many also have abilities that trigger when turned face up, making morph cards a deadly guessing game.

I can’t wait to see how morph works when built into a modern Magic set. Will it be played down, or put into full effect across all colours? Likewise, will we see cards that punish morph creatures? Heck, cards like Anger of the Gods are very effective when your opponent has a strong preference for 2/2 creatures.

Either way, I think it’s a bold choice to bring morph back and, for now, I welcome it. I think it may play better in draft rather than constructed but it’s proven to be a solid mechanic in the past – many players are probably already thinking of ways to make the most of it.


So, all in all, that is a lot more than we use to know. We now have an idea of what to expect, even though we’ve only seen the one card. It’s clear there’s a lot going on in Khans and I expect we will see a little more over the coming months.

2 thoughts on “What do we know about Khans of Tarkir (post SDCC)

  1. Pingback: What do we know about 2014’s Commander sets (post SDCC) | Mana Badger

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