[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?