[videojs mp4=”http://mtgprotutor.com/Videos/Daily Boost 180 – Khans of Tarkir.mp4″]

What’s Inside

Wooded foothillsSultai charmJeskai elderArmament corpsMardu hateblade
Mardu skullhunterEmbodiment of springSwiftwater cliffsArchers’ parapetBloodfire mentor
Force awayBitter revelationShatterFeat of resistance

The Best Ones

Armament corpsWooded foothillsArchers’ parapetMardu hateblade

Watch the video to learn why these are the best.

My Pick

Armament corps

How does Armament Corps stand up when critically evaluated? Let’s see.

Development: I would like to have Armament Corps in my opening hand. It’s right on the edge of development at five mana but has a huge pay out.
Playing Armament Corps on time either gives me a 6/6 or builds out my board beautifully.

Parity: If I top deck the Corps I can boost other creatures and get a big blocker. Not bad.

Winning: Armament Corps will help close out the game if I am ahead.

Losing: This card might not turn a losing game all the way around but it will buy you some time by getting a 6/6 blocker.
That’s super nice.

What Do You Think?

A rising tide raises all ships.

Leave a comment below so we can pool our knowledge and learn Khans of Tarkir faster.

Would you first pick Armament Corps from this pack?

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