[videojs mp4=”http://mtgprotutor.com/Videos/Daily Boost 194 – Khans of Tarkir.mp4″]
The Best Ones
Watch the video to learn why these are the best.
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?
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