[videojs mp4=”http://mtgprotutor.com/Videos/Daily Boost 194 – Khans of Tarkir.mp4″]
What’s Inside
[draft]mantis rider
take up arms
mystic monastery
dragon grip
blossoming sands
naturalize
jeskai banner
rakshasa’s secret
sultai scavenger
alpine grizzly
glacial stalker
mardu hordechief
arrow storm
treasure cruise[/draft]
The Best Ones
[draft]mantis rider
take up arms
mystic monastery
treasure cruise[/draft]
Watch the video to learn why these are the best.
My Pick
[draft]take up arms[/draft]
How do you evaluate Take Up Arms? Let’s see.
Development: At 5 mana Take Up Arms is right on the edge of being a development card. If you play it on turn 5 (or sooner) then you affect the board in a nice way.
Parity: Top decking this card won’t win you the game but will give you extra attackers and blockers. That’s always good.
Winning: Take Up Arms will keep you ahead.
Losing: Take Up Arms will keep you alive while you draw answers.
Don’t overlook the fact that Take Up Arms is mono colored and only one colored mana symbol. That goes a long way.
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 Take Up Arms from this pack?