Khans of Tarkir Intro Pack Decklists
So you've been watching our Khans of Tarkir Visual Spoiler and are, no doubt, excited about the new Magic: The Gathering set. You're probably ready to start playing with some new Khans of Tarkir cards right away. The best way for you to jump into Khans of Tarkir is with some Intro Packs! All Khans of Tarkir Intro Packs come with a pre-built and ready-to-play 60 card theme deck, 2 booster packs to help boost your collection, a premium alternate art foil card, a strategy guide for the deck, and a Learn to Play guide for new players. They're the perfect way to jump into a new set! Check out each one or use the quick-links below to jump to a specific deck.
Abzan Siege is a white, black, & green ( ) deck which is all about maximizing the use of the Abzan Mechanic Outlast. With the exception of just a few, all of the creatures in Abzan Siege have the Outlast ability, which means you should be able to steadily increase the strength of your army with the use of many +1/+1 counters. Furthermore, many of the creatures also grant abilities to any of your creatures with +1/+1 counters. Running low on life? Abzan Battle Priest grants lifelink to all your creatures with +1/+1 counters! Your opponent has strong defenses in place? Abzan Falconer can help your entire army soar above them! Some of the abilities are downright brutal. Mer-Ek Nightblade could grant deathtouch to all your creatures. Ouch. Even the non-creature spells, like Abzan Charm and Incremental Growth, in Abzan Siege will help out by allowing you to place +1/+1 counters on any of your creatures lacking counters and thus not gaining any benefits from cards like Tuskguard Captian. To play Abzan Siege effectively, you will need to have a lot of creatures on the battlefield and you will need to make sure you're adding at least one +1/+1 counter to each one of them. If you can pull that off, you will likely have an army that will be very difficult for your opponent to deal with.
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Jeskai Monks is a blue, red, & white ( ) deck focusing on the Jeskai Mechanic Prowess. If you're a control player, then this is your deck. Prowess requires patience and careful planning to maximize its effectiveness. Instants like Crippling Chill and Void Snare are powerful and can catch your opponent off guard, ruining any plans they were attempting against you. As if that wasn't enough, Prowess rewards you for casting noncreature spells by granting +1/+1 until end of turn to any of your creatures with the ability. The premium alternate-art foil card, Sage of the Inward Eye, included with Jeskai Monks grants all of your creatures lifelink until end of turn whenever you cast a noncreature spell. That can turn the tide of a game with a very large and quick change in the difference between life totals. And for an extremely powerful and effective game-ender, cast Flying Crane Technique at the right time to hit your opponent for way more damage than they were expecting. Game Over.
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Sultai Schemers is a black, green, & blue ( ) deck taking advantage of the Sultai Mechanic Delve. Sultai Schemers has both powerful Delve creatures, like Hooting Mandrills and Shambling Attendants, as well as powerful Delve spells, like Become Immense, Dead Drop, and Treasure Cruise. In order to use these powerful cards, you'll likely need to take advantage of the Delve ability which lets you pay part of the casting costs by exiling cards from your graveyard. That means you'll need plenty of cards available for exile in your graveyard. Fear not, Sultai Schemers provides you plenty of ways to fill up your graveyard. Creatures like Sultai Soothsayer and Necromancer's Assistant will help out. Spells like Bitter Revelation, Scout the Borders, and Taigam's Scheming will not only help you fill your graveyard for your powerful Delve spells, but help get those spells into your hand as well. Before you start casting all those Delve spells, make sure you have Rakshasa Vizier, the deck's premium alternate-art foil, in play for a super powerful creature that will easily destroy your opponent.
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Mardu Raiders is a red, white, & black ( ) deck taking advantage of the Mardu Mechanic Raid. Whenever a spell with Raid is cast you will get additional benefits from that spell, provided that you attacked with at least one creature that turn. That means you'll want to attack often and you'll want to save your Raid spells, including creatures, until after you've declared attackers. The benefits you get from Raid depend on the card you're playing. Mardu Hordechief gives you a free Warrior Token to help with your continued attacks against your opponent. Mardu Warshrieker adds to your mana pool, which you could immediately use to cast Crackling Doom and really wreck your opponent. You could cast Timely Hordemate to return a Mardu Skullhunter to the battlefield, which would trigger its Raid ability as well. You'd get two decent creatures and force your opponent to discard a card all for the low price of . Not bad! Since you'll be attacking so often, you'll probably want to keep your opponent's army small. You can use cards like Arrow Storm, Heat Ray, and Smite the Monstrous to remove threats to your attackers. If you're losing too many attackers, you can refill your ranks with Hordeling Outburst and Raise the Alarm. And don't forget to use the deck's premium alternate-art foil, Ankle Shanker, to give your attacking creatures a big boost each turn! Your opponent wont stand a chance!
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Temur Avalanche is a green, blue, & red ( ) deck featuring the Temur Mechanic Ferocious. Spells with the Ferocious ability gain extra bonuses when you control a creature with power 4 or greater. That means you'll want a lot of powerful creatures in play with this deck. If you're a Timmy type player, then this is your deck. Cards like Alpine Grizzly and Titanic Growth can help you meet the power 4 or greater requirement early on while creatures like Pine Walker and Woolly Loxodon let you use the Morph ability to hide your large creatures as well as delay paying their large mana costs until you can afford to do so. Once you have one or more large creatures in play, you can start gaining extra benefits from cards like Dragon Grip, Force Away, and Icy Blast without any additional costs to you. If you have a few smaller creatures and at least one with power 4 or greater, you could use Roar of Challenge to force all of your opponent's creatures to block a single one of yours, letting the rest damage your opponet directly. Not only that, but the one creature they block will be indestructible and escape completely unharmed! Stuborn Denial can be a great 1 mana ( ) counterspell with the benefits from Ferocious. The premium alter-art foil is Avalanche Tusker which you can use to force your opponent's smaller creatures to block it. This can be a great way to eradicate your opponent's defences. They wont stand a chance with Temur Avalanche!
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