KTK: PTQ Sealed Pool #3

I drove down to Portland for a Sealed PTQ this weekend. My pool was quite good and I think I came up with the right build, but I lost one match to bad luck (I drew twice as many lands as spells in game 3) and another to misplays when facing down a Pearl Lake Ancient. I dropped at 4-2 so I could get back at a reasonable hour. How would you have built this pool? (The pool is also posted on TappedOut, for those that find that easier to work with.) Post your build in the comments and I’ll do the same later this week.

Artifact
Abzan Banner
Cranial Archive
Mardu Banner
Sultai Banner
Temur Banner

White
Ainok Bond-Kin
Defiant Strike
Sage-Eye Harrier
2 Salt Road Patrol
3 Smite the Monstrous
2 Suspension Field
War Behemoth

Blue
Blinding Spray
Crippling Chill
Disdainful Stroke
Embodiment of Spring
Glacial Stalker
Scaldkin
Set Adrift
2 Singing Bell Strike
Treasure Cruise
Waterwhirl

Black
Debilitating Injury
Disowned Ancestor
Dutiful Return
Molting Snakeskin
Necropolis Fiend
Rakshasa’s Secret
Rotting Mastodon
Shambling Attendants
2 Unyielding Krumar

Red
Act of Treason
2 Barrage of Boulders
Bloodfire Expert
Bloodfire Mentor
2 Bring Low
Canyon Lurkers
Swift Kick
Trumpet Blast
2 Valley Dasher
War-Name Aspirant

Green
Alpine Grizzly
Highland Game
Kin-Tree Warden
Sagu Archer
Savage Punch
2 Scout the Borders
Tusked Colossodon
Tuskguard Captain
Windstorm
Woolly Loxodon

Multicolor
2 Abomination of Gudul
2 Abzan Charm
Chief of the Scale
Highspire Mantis
Mardu Charm
Mardu Roughrider
Mindswipe
Sidisi, Brood Tyrant
Sultai Ascendancy
Temur Ascendancy (foil)
Temur Charm
Warden of the Eye

Land
Bloodstained Mire
2 Dismal Backwater
Jungle Hollow
Opulent Palace
2 Scoured Barrens
Swiftwater Cliffs
Windswept Heath

KTK: PTQ Sealed Pool #2

We had another Sealed PTQ in Seattle this weekend and I did a lot better this time (6-3) despite misbuilding the pool. How would you have built this pool? (The pool is also posted on TappedOut, for those that find that easier to work with.) Post your build in the comments and I’ll do the same later this week.

Artifact
Abzan Banner
Cranial Archive
Jeskai Banner
Mardu Banner
2 Temur Banner

White
Defiant Strike
Erase
Firehoof Cavalry
Herald of Anafenza
Jeskai Student
Kill Shot
Mardu Hordechief
Siegecraft
2 Smite the Monstrous
Take Up Arms

Blue
Cancel
Crippling Chill
Embodiment of Spring
Force Away
2 Glacial Stalker
Kheru Spellsnatcher
Riverwheel Aerialists
Scion of Glaciers
2 Singing Bell Strike
Taigam’s Scheming
Treasure Cruise
Weave Fate

Black
Disowned Ancestor
Kheru Dreadmaw
Krumar Bond-Kin
2 Molting Snakeskin
Rakshasa’s Secret
Rotting Mastodon
Ruthless Ripper
Sultai Scavenger
Unyielding Krumar

Red
Arc Lightning
Arrow Storm
Barrage of Boulders
Bloodfire Expert
Bloodfire Mentor
2 Bring Low
Canyon Lurkers
Dragon-Style Twins
Horde Ambusher
Hordeling Outburst
Mardu Heart-Piercer
2 Mardu Warshrieker
Shatter

Green
Dragonscale Boon
Hardened Scales
Heir of the Wilds
Highland Game
Hooting Mandrills
Incremental Growth
Longshot Squad
Naturalize
Savage Punch
Seek the Horizon
Windstorm
3 Woolly Loxodon

Multicolor
Abzan Charm
Anafenza, the Foremost
Flying Crane Technique
Icefeather Aven
Mardu Roughrider
Ponyback Brigade
Snowhorn Rider
Temur Charm
Winterflame

Land
2 Blossoming Sands
Scoured Barrens
Swiftwater Cliffs
Wind-Scarred Crag

KTK: Sealed pool #2

Here’s another Sealed pool that I opened this week, as practice for the PTQ this weekend. (It’s also posted on TappedOut.) How would you have built this pool? Post your builds in the comments and I’ll post my build (also in the comments) tonight.

Artifact
Cranial Archive
Mardu Banner
Sultai Banner
2 Temur Banner

White
2 Ainok Bond-Kin
Brave the Sands
Erase
Feat of Resistance
Firehoof Cavalry
Mardu Hordechief
Smite the Monstrous
Suspension Field
Take Up Arms
2 War Behemoth

Blue
Cancel
Embodiment of Spring
Force Away
2 Monastery Flock
Quiet Contemplation
Riverwheel Aerialists
Scaldkin
Treasure Cruise
2 Weave Fate

Black
Dutiful Return
Gurmag Swiftwing
2 Kheru Dreadmaw
2 Krumar Bond-Kin
Murderous Cut
Raiders’ Spoils
Rakshasa’s Secret
Sidisi’s Pet
Unyielding Krumar

Red
3 Bloodfire Expert
Bloodfire Mentor
Canyon Lurkers
Dragon-Style Twins
Goblinslide
Hordeling Outburst
Leaping Master
Shatter
2 Tormenting Voice

Green
Alpine Grizzly
2 Archer’s Parapet
Awaken the Bear
Hardened Scales
2 Naturalize
Pine Walker
Sagu Archer
Savage Punch

Multicolor
2 Abomination of Gudul
2 Abzan Guide
Armament Corps
Deflecting Palm
Ivorytusk Fortress
Ponyback Brigade
Ride Down
Savage Knuckleblade
Snowhorn Rider
Sultai Charm
Sultai Soothsayer
Winterflame

Land
2 Jungle Hollow
Rugged Highlands
Swiftwater Cliffs
Sandsteppe Citadel
Tranquil Cove
Wind-Scarred Crag
Windswept Heath

KTK: PTQ Sealed Pool

I played in a Sealed PTQ in Seattle this weekend but didn’t do too well. Perhaps it’s how I built the pool, so I’m curious to see what others would have built. (The pool’s also posted on TappedOut, if you prefer.) Post your build in the comments and I’ll post my build in the comments later this week. This is also good practice for the PTQ this coming weekend.

Artifact
Cranial Archive
Lens of Clarity
Temur Banner
Ugin’s Nexus

White
Abzan Battle Priest
Ainok Bond-Kin
Brave the Sands
High Sentinels of Arashin
Kill Shot
Mardu Hateblade
Mardu Hordechief
Rush of Battle
2 Sage-Eye Harrier
2 Siegecraft
Suspension Field
Timely Hordemate
Venerable Lammasu
Watcher of the Roost

Blue
Cancel
Crippling Chill
Dig Through Time
Disdainful Stroke
Embodiment of Spring
Jeskai Windscout
Scaldkin
Weave Fate
Whirlwind Adept

Black
Debilitating Injury
Despise
Dutiful Return
Gurmag Swiftwing
Kheru Dreadmaw
Molting Snakeskin
Rite of the Serpent
Rotting Mastodon
Ruthless Ripper
Shambling Attendants
Sidisi’s Pet
2 Throttle

Red
2 Act of Treason
2 Ainok Tracker
Arrow Storm
2 Barrage of Boulders
Bloodfire Expert
Bring Low
Mardu Warshrieker
Monastery Swiftspear
Summit Prowler
Swift Kick

Green
Archer’s Parapet
Dragonscale Boon
Hooting Mandrills
2 Longshot Squad
Meandering Towershell
3 Savage Punch
2 Scout the Borders
Seek the Horizon
Sultai Flayer

Multicolor
Deflecting Palm
Duneblast
Efreet Weaponmaster
Mardu Charm
Ponyback Brigade
Secret Plans
2 Snowhorn Rider
Sultai Charm
Winterflame

Land
Blossoming Sands
Frontier Bivouac
Swiftwater Cliffs
Thornwood Falls
2 Wind-Scarred Crag

KTK: Sealed pool

We’re having PTQs in the Seattle area this weekend and next, so I decided to do a practice Sealed deck. Here’s my pool, which I’ve also posted on TappedOut. How would you have built this pool? Post your builds in the comments and I’ll post my build (also in the comments) tonight.

Artifact
Jeskai Banner
Mardu Banner
Witness of the Ages

White
Abzan Battle Priest
2 Ainok Bond-Kin
Dazzling Ramparts
2 Erase
Jeskai Student
Mardu Hateblade
Rush of Battle
Sage-Eye Harrier
Salt Road Patrol
Watcher of the Roost

Blue
2 Crippling Chill
2 Disdainful Stroke
Force Away
Jeskai Windscout
2 Mystic of the Hidden Way
Scion of Glaciers
2 Taigam’s Scheming
Treasure Cruise
Waterwhirl
2 Wetland Sambar

Black
Bitter Revelation
Dead Drop
Debilitating Injury
Disowned Ancestor
Mardu Skullhunter
Molting Snakeskin
2 Rakshasa’s Secret
Rite of the Serpent
Rotting Mastodon
Ruthless Ripper
Shambling Attendants
2 Sidisi’s Pet
Throttle

Red
Act of Treason
Arrow Storm
Barrage of Boulders
Mardu Heart-Piercer
2 Mardu Warshrieker
Monastery Swiftspear
2 Shatter
Swift Kick
Valley Dasher

Green
2 Dragonscale Boon
Feed the Clan
Hooting Mandrills
Kin-Tree Warden
Longshot Squad
2 Savage Punch
Smoke Teller
Sultai Flayer
Tusked Colossodon
Windstorm

Multicolor
Chief of the Scale
Crackling Doom
Death Frenzy
Flying Crane Technique
Jeskai Charm
Mardu Ascendancy
Mardu Charm
Sidisi, Brood Tyrant
Snowhorn Rider
Sorin, Solemn Visitor
Temur Charm

Land
Bloodfell Caves
Flooded Strand
Nomad Outpost
Swiftwater Cliffs
Tranquil Cove

KTK: Evaluations

This is an initial set of evaluations of the cards in Khans of Tarkir. Here’re what my various evaluations mean:

  • Bomb (B): Will usually win the game if not dealt with and also difficult to deal with or play around, e.g., large flyers or mass removal.
  • Exceptional (+): A superior card that will turn the tide in your favor, e.g., most unconditional removal that isn’t overcosted or a 3/3 flyer for 4 mana.
  • Good (/): The bread and butter of most decks, e.g., a 2/2 flyer or a vanilla 3/3 for 3 mana.
  • Situational/Filler (~): Good in the right deck, filler in most others, e.g., a vanilla 2/1 in a deck that is not particularly aggressive.
  • Sideboard (S): Useful to have in your sideboard, but not usually playable maindeck, e.g., artifact/enchantment destruction or color hosers that aren’t good if you’re not playing against those colors.
  • Unplayable (x): Should not be played except in the right deck or under exceptional circumstances, e.g., a vanilla 1/1 for 1 mana. Some unplayable creatures can be sided in against the right deck, e.g., a vanilla 1/3 for 3 mana might still be sided in against an aggressive deck.
  • TBD (?): Requires more analysis or more experience with the format to evaluate, e.g., a card that depends on how many playable enchantments there are in the format.

KTK: Manafixing in the top 8 of GP Orlando

As a follow-up to last week’s post, let’s take a look at what manafixing players ran in the top 8 of GP Orlando. (Dual lands include both the common lands that enter the battlefield tapped and the rare fetchlands.)

Maindeck
Rank Player Colors # Lands # Nonbasic Lands # Lands Only Making Generic Mana # Dual Lands # Tri-Lands (3/2 color match) # Banners (3/2 color match)
1st Eugene Hwang Mardu (B/W/R) 17 3 0 2 1/0 0/0
2nd Melissa DeTora Temur (R/U/G) 17 2 0 2 0/0 2/0
3rd Sol Malka G/B/w/u 17 6 0 4 1/1 0/0
4th Artur Villela G/W 18 0 0 0 0/0 0/0
5th-8th Harry Corvese Jeskai (W/R/U) 17 3 0 2 1/0 0/0
5th-8th Ian Farnung Jeskai (W/R/U) 18 2 0 2 0/0 0/0
5th-8th Pierre Mondon Mardu (B/W/R) 17 4 0 4 0/0 2/0
5th-8th Frank Lepore Abzan (G/B/W) 17 3 0 3 0/0 0/0
Sideboard
Rank Player Colors # Nonbasic Lands # Lands Only Making Generic Mana # Dual Lands # Tri-Lands (3/2/1/0 color match) # Banners (3/2/1/0 color match)
1st Eugene Hwang Mardu (B/W/R) 3 1 2 0/0 1/1/0/0
2nd Melissa DeTora Temur (R/U/G) 1 1 0 0/0 0/1/0/0
3rd Sol Malka G/B/w/u 0 0 0 0/0 1/0/0/0
4th Artur Villela G/W 1 0 1 0/0 0/0/1/0
5th-8th Harry Corvese Jeskai (W/R/U) 0 0 0 0/0 0/0/1/0
5th-8th Ian Farnung Jeskai (W/R/U) 0 0 0 0/0 1/0/0/0
5th-8th Pierre Mondon Mardu (B/W/R) 0 0 0 0/0 0/1/1/0
5th-8th Frank Lepore Abzan (G/B/W) 1 0 1 0/0 1/0/0/0
Rank Player Colors # Multicolor Cards (2/3 color) # Cards in Each Color # Colored Mana Symbols in Each Color # Lands/ Banners Making Each Color Other Manafixing
1st Eugene Hwang Mardu (B/W/R) 1/4 11/5/15 12/5/18 7/6/8
2nd Melissa DeTora Temur (R/U/G) 1/6 5/13/14 6/14/16 6/9/10 Embodiment of Spring
3rd Sol Malka G/B/w/u 2/1 9/16/1/1 9/16/1/1 7/11/3/3 2x Scout the Border
4th Artur Villela G/W 0/0 14/8 14/8 10/8
5th-8th Harry Corvese Jeskai (W/R/U) 1/3 8/9/13 8/10/13 6/7/8 Sideboard: Scout the Borders
5th-8th Ian Farnung Jeskai (W/R/U) 0/2 9/4/13 9/4/15 7/4/9
5th-8th Pierre Mondon Mardu (B/W/R) 0/3 8/7/12 9/7/14 7/10/10
5th-8th Frank Lepore Abzan (G/B/W) 1/3 8/11/14 8/12/14 6/7/7 Sideboard: Seek the Horizon

Observations:

  • Most players stuck to a wedge (2 Maru, 2 Jeskai, 1 Temur, and 1 Abzan) but some player ran 2-color decks (G/W and G/B with 1-card splashes in 2 colors). There were no Sultai decks, or other decks that had both blue and black as main colors.
  • Most players ran 2-5 multicolor cards, although one player had 7 and another had none. Most were wedge cards, but many players also had a 2-color card.
  • Most players ran 17 lands, although 2 ran 18.
  • Most players had 2-4 nonbasic lands in their deck, although one player (G/B/w/u) had 6 and another (G/W) had none.
  • There were 19 dual lands in maindecks and only 4 in sideboards. This means that dual lands were usually drafted after colors were set.
  • Players always ran tri-lands that matched 2+ colors. (It’s effectively like a common dual land that doesn’t gain you a life.)
  • 2 players ran Banners in their wedge, but most left them in their sideboard, even when they matched all 3 colors. No one was desparate enough to run a Banner that only matched 2 colors.
  • Players ran 3-11 lands/Banners producing a color. The low end was when splashing a single card and the high end was when running 16 cards.
  • Manabases seem a bit fragile, with most deck having at least 1 main color with only 6-7 sources. (The only deck that did not have this issue was the G/W deck.) This makes sense given that having 8+ sources for each of your 3 colors while running 17 lands requires 7 duals (or 1 tri-land in your wedge and 5 duals).

KTK: Manafixing

Khans of Tarkir has more multicolor lands than most Limited environments. In a recent draft, I was in Sultai (U/G/B) and was taking manafixing relatively high once I’d determined my colors. By the end of the second pack, I had 7 multicolor lands that were in color (Polluted Delta, 2 Dismal Backwater, 2 Thornwood Falls, Opulent Palace, Sandsteppe Citadel) as well as 2 more that were not useful, so in the final pack I passed a few in-color dual lands for creatures and sideboard cards. (Admittedly, this was a very casual draft and it might have been more difficult to get quite as many multicolor lands in a more competitive draft.)

One thing that people sometimes miss is that the format has 10 dual lands and 5 tricolor Banners at common. Let’s enumerate the manafixing available in the format, by rarity:

  • Common (17): 5 allied color duals, 5 enemy color duals, 5 wedge Banners, Embodiment of Spring (U/G), Scout the Borders (green). I’m not going to count Mardu Warshrieker (red) since that only fixes your mana once and so is only useful for manafixing if you have a very light splash.
  • Uncommon (6): 5 wedge tri-lands, Seek the Horizon (green)
  • Rare (7): 5 allied color fetchlands, Rattleclaw Mystic (colorless/green), Trail of Mystery (green)

Using the expected number of cards at each rarity, we can determine that there are an average of 49 manafixing effects in an 8-person draft, or about 6 per player, so there’re plenty of manafixing effects and the difficulty is ensuring that you end up with ones that are useful for your deck.

Many of these manafixing effects are not useful unless you’re in a color combination that uses 2+ of the colors provided by the effect. Let’s take a look at how many effects are useful if you’re in a given color combination. (Dual lands are also counted in each of the wedges where they would be useful. Wedge lands are also counted in each of the 3 color pairs in which they would be useful, but wedge Banners are only counted for their wedge since they’re much less appealing if you can’t crack them for a card in the late game.)

Color combination Commons Uncommons Rares Expected number of
manafixing effects
W/U 2 1 1 6.1
U/B 2 1 1 6.1
B/R 2 1 1 6.1
R/G 3 2 2 9.8
G/W 3 2 1 9.4
W/B 3 2 0 9.0
U/R 4 2 1 11.8
B/G 3 3 0 9.9
R/W 3 2 0 9.0
G/U 5 3 1 15.1
W/R/U 4 3 2 13.1
U/G/B 6 4 2 18.8
B/W/R 4 3 1 12.7
R/U/G 6 4 2 18.8
G/B/W 5 4 1 16.0

Unsurprisingly, wedge decks have access to the most amount of manafixing (an average of 16 effects), since wedge C/E/D can make use of the dual lands for C/D, C/E, and D/E as well as the Banners, all of which are commons. Enemy color decks have access to the next most amount of manafixing (an average of 11 effects) since each can make use 2 of the wedge trilands whereas allied color decks (which have access to an average of 7.5 manafixing effects) only have access to 1 triland each.

Compare that to the number of multicolor cards in Khans of Tarkir. There are fewer than you might expect in a typical draft, since most of the multicolor cards in the set are uncommmon or rare. Of the 56 multicolor cards in the set, 6 are mythic, 25 are rare, 20 are uncommon, and only 5 are common, so an 8-person draft will only have an average of 41 multicolor cards, just 12% of the 336 cards in the draft. Note that this does not count cards with activated abilities in other colors and, of course, manafixing can be useful even when you only have monocolored cards from 2+ colors.

From this, it appears that it is relatively easy to draft enough manafixing in this format regardless of the colors we’re running, and so perhaps we don’t need to prioritize it as much as in previous multicolor formats. If you wait until later in the draft to pick up manafixing, you’re less likely to waste picks on off-color manafixing. However, other drafters are also more likely to be looking for manafixing at that point, so you may need to pick manafixing more highly. One possible compromise is to pick the wedge tri-lands early since each of them is useful for 3 of the wedges, 2 of the enemy color pairs, and 1 allied color pair.

KTK: Expected numbers of copies of a card

Khans of Tarkir has the same rarity distribution as Magic 2015: 101 commons, 80 uncommons, 53 rares, and 15 mythics. This means that an 8-person KTK/KTK/KTK draft will have an average of 2.4 copies of a given common, 0.9 copies of a given uncommon, 0.4 copies of a given rare, and 0.2 copies of a given mythic.

KTK: List of removal

This is a list of all the removal in Khans of Tarkir, divided into permanent creature removal, temporary creature removal (such as bounce, tap, and falter effects), non-creature removal, and off-battlefield removal (hand, stack, and graveyard). The column labeled T (to the right of the permanent creature removal column) indicates how tough a creature the removal can handle; if there is no number in that column, the removal is independent of the creature’s toughness (the default is destroy, any other effect will be explicitly called out). Conditional removal is indicated after the card name in most cases.

Italics indicates that one or more permanents have to remain in play for the effect to continue. Bold indicates a reusable effect. Yellow highlight indicates that multiple permanents are affected. Red highlight indicates mass removal that you should be careful to not overextend into. Within each color/rarity, cards are ordered by how tough a creature they can kill, then by converted mana cost.

Unlike the lists of tricks and morph creatures, this list does not try to provide an abbreviated description of the effect, but just references how it affect creatures. Here’s how to interpret those effects:

  • Abbreviations used: A (artifact), attkr (attacker), blkr (blocker), bounce (return permanent to owner’s hand), bury (destroy permanent & it cannot be regenerated), C (creature), CMC (converted mana cost), counter when used as a verb (counter a spell), dmg (damage), draw X (draw X cards), E (enchantment), ETB (enters the battlefield), flyer (creature with flying), freeze X (tap X and it doesn’t untap next turn), gain X (gain X life), GY (graveyard), I (instant), L (land), loot X (draw X cards, then discard X cards), lose X (lose X life), opp (opponent), opp’s X (X controlled by opponent), P (player or power, depending on context), prot (protection), PW (planeswalker), raise (return card from your graveyard to your hand), reanimate (return card from the graveyard to the battlefield), redirect X dmg from A to B (next X dmg that would be dealt to A is dealt to B instead), regen (regenerate), S (sorcery), sac (sacrifice), T (toughness), your X (X you control).
  • Effects (+X/+Y, -X/-Y, hexproof, first strike, prot from a color, etc.) last until end of turn unless specified otherwise.
  • Effects only target creatures unless otherwise specified, e.g., X dmg without any qualifiers means that the effect does X damage to any creature. If the effect also targets players, that won’t be mentioned here.
  • Descriptions sometimes mention other cards as a way to describe their effects, e.g., Mardu Charm’s non-battlefield mode is described as Duress, to avoid having to write the full description.