Looking at the clan abilities, there seems to be a discrepancy between what is supposed to be the central color of the clan and what are the important cards.
We don’t have a block constructed GP this year (and the whole format is pretty much dead now because of the new two set blocks), but I thought I’d still make this list, just like last year with Theros.
It might not be the best card in the set, but one of my favorite cards in Khans of Tarkir is [card]Pine Walker[/card].
[card]Humble Defector[/card] is a card you know can’t be that good, but you just wish you could find a way to use it profitably.
… and maybe there is.
Admittedly, [card]Temur Battle Rage[/card] sort of speaks to me, but I don’t think its that good. Especially not for pushing damage through. For that, [card]Titan’s Strength[/card] is going to be better most of the time. Its cheaper and does three fairly reliably. It also works well with [card]Prophetic Flamespeaker[/card]. So, Battle Rage might work as some sort of poor fifth [card]Titan’s Strength[/card], but not much more than that.
I did, however, find some other cards I might be interested in using.
A 1/1 for 1. Not that good generally, but there are obvious historical comparisons.
I already wrote about this guy yesterday:
I guess I missed something special.
There are 114 creatures in Standard with abilities that trigger when they enter the battlefield. I’m guessing there’s going to be a way to abuse this:
Time to start brewing again.
For some reason, none of the cards with clan abilities are multicolored.