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Thread: Khans of Tarkir:

  1. #361
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    Re: Khans of Tarkir:

    ^Aside from being able to plop this down via Mishra's Workshop negating the 5 cost, it could also be tutorable via Kuldotha Forgemaster as well. Could be a bullet in the side.

    EDIT: Misread the card!

  2. #362
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    Re: Khans of Tarkir:

    Quote Originally Posted by mrjumbo03 View Post
    Also, it turns your Phyrexian Metamorphs into Time Walks with this in play!
    That's a pretty viable argument, though.

    Quote Originally Posted by Dice_Box View Post
    but your paying in that regard for the Extra turn and that's the effect that makes the card useful in Limited and Standard.
    Unless there are some viable artifact sac effects, I doubt that you'll get two of those mythics to make any use out of it.

  3. #363
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    Re: Khans of Tarkir:

    Quote Originally Posted by mrjumbo03 View Post
    ^Aside from plopping this down via Mishra's Workshop, it could be tutorable via Kuldotha Forgemaster as well. Could be a bullet in the side, or even 2 if you're feeling adventurous and want to have a Mono-Brown Time Walk. Also, it turns your Phyrexian Metamorphs into Time Walks with this in play!
    It doesn't work like that though? The new one will prevent you from taking a extra turn.

    On the other hand, it's possible to sacrifice it to Smokestack and gain the extra turn.

  4. #364
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    Re: Khans of Tarkir:

    In shops, 5 mana is turn 2, 3 at worst right? I'm not sure how much they want this effect as I'm not a vintage player, but it's an interesting option. Damn the self exile effect though. I needed trading post to become insane
    Quote Originally Posted by Richard Cheese View Post
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    Top quality german restraint there.

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  5. #365
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    Re: Khans of Tarkir:

    Quote Originally Posted by Dosferra View Post
    It doesn't work like that though? The new one will prevent you from taking a extra turn.

    On the other hand, it's possible to sacrifice it to Smokestack and gain the extra turn.
    Sacrifice it to smoke stack do you can take an extra turn and sacrifice more permanents. Oh the synergy!
    Quote Originally Posted by Richard Cheese View Post
    I've been taking shitty brews and tier 2 decks to tournaments and losing with them for years now. Welcome to the club. We meet for cocktails after round 6.
    Quote Originally Posted by Stevestamopz View Post
    Top quality german restraint there.

    If I'm at the point where I'm rage quitting, you can bet your kransky that I'm calling everyone involved a cunt.

  6. #366
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    Re: Khans of Tarkir:

    Quote Originally Posted by Dosferra View Post
    It doesn't work like that though? The new one will prevent you from taking a extra turn.
    You're right. It's symmetrical. Brainfart on my part.

  7. #367
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    Re: Khans of Tarkir:

    Quote Originally Posted by Dice_Box View Post
    If Time/Vault
    The question of "why not just run Pithing Needle" still stands.

  8. #368
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    Re: Khans of Tarkir:

    Quote Originally Posted by iamajellydonut View Post
    The question of "why not just run Pithing Needle" still stands.
    I will give you that one. For whatever reason, I forgot about that.
    It is better to ask and look stupid then keep your mouth shut and remain so.
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  9. #369
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    Re: Khans of Tarkir:

    Quote Originally Posted by Barook View Post
    A hoser shouldn't cost 5 fucking mana. It's notable that extra copies become colorless Time Warps for whatever format that could be useful, but as a hoser, it fails. HARD.
    uhm, I'm pretty sure that 5 mana isn't too much to play in vintage shops. It's 5 colorless mana, so it's castable off a shops + ancient tomb or shops + mox + waste.

  10. #370
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    Re: Khans of Tarkir:

    I don't think it would be a good silver bullet in vintage because the only deck which heavily relies on Key+Vault is probably Tezz and it not only plays shitloads of counters (Drains, FoW, Steel Sabotage) but it can transform into an Oath deck post board, changing its game plan. I just can't see this being anything more than a cute piece of hate.

    Edit: Granted, there could be Forgemaster tricks in response to your activation but I still think it's too narrow to devote any slots to.
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  11. #371

    Re: Khans of Tarkir:

    If they ever do Flash-style errata on Transmute Artifact, Ugin's Nexus would be a fun card for that. Otherwise, I don't think it even makes sense as a Goblin Welder card.

  12. #372
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    Re: Khans of Tarkir:

    One step closer to fully Korean Tin Fins, or other pet decks that I play once a year at big events. Plus for that.
    One step closer to getting more people into Legacy because a format staple is being reprinted. Plus for that.
    One more reason for me to actually play Limited for a season, due to the golden ticket lottery. Plus for that.

    Even if the rest of the set is Commander clickbait and functional reprints of M15, I will still play this set and go to events. Looks like WotC succeeded with this set, and we only know of about 30 cards.

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  13. #373
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    Re: Khans of Tarkir:

    Quote Originally Posted by Koby View Post
    Looks like WotC succeeded with this set, and we only know of about 30 cards.
    And it only took 5. Who would've thought they could print themselves money?

  14. #374
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    Re: Khans of Tarkir:

    Quote Originally Posted by iamajellydonut View Post
    And it only took 5. Who would've thought they could print themselves money?
    Sure, no doubt about how awful the past nearly two years of sets has been. It's hard to release RTR quality in every set. I would likely put the strength of this fall set on par with Theros (re-print driving sales) at this point, as all the hype is from fetchlands. We'll see if MaRo can actually figure out a way to make sets eternally impacting other than token reprints.
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  15. #375
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    Re: Khans of Tarkir:



    Dredge? Don't really need it.
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  16. #376
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    Re: Khans of Tarkir:

    No, but my future shitty BUG brew does. Holy god is that thing sexy. I'd do it.

    Edit: Did we really just get Naga as a creature type? -_-

  17. #377
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    Re: Khans of Tarkir:

    Quote Originally Posted by Antonius View Post
    the EV on cracking khans packs is starting to look pretty good. Might have to make an exception to the code and open boosters, something i haven't done since zendikar
    Khans: the set so good it brought Antonius back.
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  18. #378
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    Re: Khans of Tarkir:

    Quote Originally Posted by BBG|Scott-Spain View Post


    Dredge? Don't really need it.
    Narcomoeba and a 2/2 zombie? Yes please!

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    Re: Khans of Tarkir:

    I just noticed it only gives one Zombie token even if all three cards are creatures. And I don't care. Still da bes.

  20. #380
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    Re: Khans of Tarkir:

    Uh yeah that dude is sweet. I don't think Dredge gives a shit, but does it have to? Delve and Dredge.dec aren't exactly besties, right -- Dredge the Deck would prefer a full yard while Delve the Mechanic is not terribly picky about what it leaves behind.

    I don't see much future in EDH for the guy just because everything it does is too slow and too small. It's not general material, anyway. I really like it though.
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