Welcome back to day four of our week long Khans of Tarkir set review here on TCGplayer.com! We only have two clans left so today we are going to be scratching Temur off of our list before finally moving on to Jeskai tomorrow. Each day we have been looking at a color and a clan and breaking down each and every card within them.

To do this, we give each card three ratings. The first is for Constructed while the second two are both for Limited. We will be using the following two scales and then measuring these cards against themselves.

*A small correction to make from Tuesday's article. When I wrote about Herald of Anafenza, I was under the impression that it could only ever make a single token. My rating was a little lower than it should have been as a result of this. I would give it around a 1.5 (maybe as high as 2) in Constructed in light of actually knowing what the card does now. Thanks!


Constructed

5: Fives are ever-present cards that heavily warp a format or see heavy play across multiple formats. Jace, the Mind Sculptor, Deathrite Shaman, and Tarmogoyf are good examples of fives.

4: These cards tend to have support roles across multiple formats or be tier one cards in at least one. Spell Pierce is an example of the former while Thragtusk is an example of the latter. I expect to rate a lot of things as fours that are actually fives and vice versa while I feel out this new system but in both cases, these are going to be highly desired cards.

3: These are the bread and butter cards of a set, usually doing all of the essential things needed for a format, but doing them at a good rate. Cards like Oblivion Ring, Izzet Charm, or Diregraf Ghoul would be found here.

2: These cards are generally much more restrictive in use and application than a three, but they serve a similar purpose. You will see more sideboard or niche cards, like Skullcrack, Heartless Summoning, or Gladecover Scout.

1: These are not going to see much play, but they have an outside chance. These tend to be weak or narrow sideboard options or extremely narrow main deck cards. Most ones will not ever make it into a winning list, but they have potential to do so.

0: These are unplayable in Constructed regardless of context. These tend to be the cards designed to balance Limited, like Grizzly Bears or Siege Mastodon or are narrow with a poor output, like Artificer's Hex.

*Any card that gets an X.5 rating just means I can see it falling to either side of the equation given the right metagame or environment.


Limited

The Limited scale used language such as "I draft this over..." but it applies to Sealed in a very similar manner. Essentially, for Sealed you would read it as "I play this over..." instead. So for a five in Sealed, you would play that card in your deck 100% of the time.

5: I will take and play this card over everything. Always. Examples: Umezawa's Jitte and Library of Alexandria.

4.: I will take and play this over everything in its same colors and will heavily consider splashing it or switching colors as a result of drafting this or having it in my pool. Incredibly powerful cards that are more difficult to cast will generally get a four or four and a half. Examples: Fireball and Gideon Jura.

3: I will first pick this and take it over most commons/uncommons in its color. These are generally the baseline best commons in a set for each color, like removal, looters, and efficient creatures. Examples: Lightning Strike and Merfolk Looter

2: I will draft and play these but do not value them highly. These are the typical fifth-eighth picks that generally are the backbone of decks but do not do anything fancy. Inefficient removal and combat tricks tend to hover in the two and a half area as well. Examples: Hill Giant and Divine Verdict.

1: I generally do not want to pick these highly or play them in my main deck. These cards are either bad or very niche and only go in specific strategies. In either case, there is a good chance these cards wheel when seen anywhere near the front end of a pack and very little value should be placed on these cards early. Reasonable sideboard cards can be found here, so you should not discount these entirely Examples: Demolish and Merfolk Spy

0: These are cards that have no value and should not be played in 99.9% of situations. If you take one of these, you had better know what you are getting yourself into. Examples: Progenitus and Sway of the Stars.

With that, on to the cards!

Alpine Grizzly

Constructed: 0

I do not expect any decks to be needing to play or this over the likes of Boon Satyr or something. Four power is important, but there are just better cards out there.

Draft: 2
Sealed: 2

This is a pretty important card because it is one of the earliest ways to enable your ferocious cards. While it probably will risk trading in combat relatively early on, even with it just sitting in play making your deck better, you are getting a lot of value. In non-Temur decks, this is still a reasonable rate if you can get it in there

Archer's Parapet

Constructed: 0

This has a lot of toughness but it still would not see play over a card like Wall of Mulch just because its utility is pretty bad in Constructed.

Draft: 1.5
Sealed: 1.5

I actually found this to be rather impressive in my limited experience with it. Five toughness is a pretty key number to have as people will be looking to hit four all the time. The ability is relevant and can add up because this guy looks so harmless and certainly not worthy of wasting removal on. If you have bad mana, these early defensive creatures are a great way to slow the game down while you fix it.

Awaken the Bear

Constructed: 0

I liked this a lot more when it cost a mana less and was called Predator's Strike...

Draft: 2
Sealed 2

While this is a very strong trick once it actually resolves, three mana combat tricks are a bit clunky. Most of the combat tricks in this format are more clunky and expensive than we are used to though. Trample is still a very big game and this will still blow people out, it's just that setting it up is a tad more difficult.

Become Immense

Constructed: 1.5

This is a very big effect for theoretically very cheap. I can imagine a deck like Legacy Infect wanting to play this with a bunch of fetchlands. It seems reasonable to get to four or five cards in your graveyard between lands and other pump spells, at which point this becomes basically the most efficient pump spell available.

Draft: 2.5
Sealed: 2.5

In general, I like this more than Awaken the Bear as it costs only one or two mana much of the time when you actually want to cast it. Unfortunately, too many of these do not work very well together as you need to have some food in your yard, so while I would take the first of these over Awaken the Bear, I would hesitate before making the same pick a second time.

Dragonscale Boon

Constructed: 0

Savage Surge is a reasonable trick but at two mana it doesn't get considered for much. Doubling the cost to convert the bonus over to a permanent thing is not doing much to excite me.

Draft: 2.5
Sealed: 2.5

Again, another pretty expensive trick, but I like this one better than Awaken the Bear because you get an actual long term benefit from this. That means that even if you cannot find a sly time to squeeze it into combat and try to get value that way, at least you are getting something out of this, allowing for EOT pumping and whatnot.

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Feed the Clan

Constructed: 1

Gaining 10 life for just two mana is quite the swing against a burn deck or anything aggressive. While you do need to get a four power creature out, something like Siege Rhino compliments this perfectly. It is also an instant so you can try your best to play around Skullcrack or similar life gain stoppers.

Draft: 0.5
Sealed: 0.5

A card that only gains you life is not something you will often want in your maindeck but it is an option if you are very short on playables. In general, I would just board this in against extremely fast decks.

Hardened Scales

Constructed: 0

This very much feels like a casual card in line with Doubling Season etc. However, if you take some time to read the card out loud, what the heck is up with needing to say the phrase "Plus one" four times in a row? Really?

Draft: 2.5
Sealed: 2.5

While I would not call this a build-around because I do not think it is powerful enough to take a gamble on, I do think it works well in Abzan decks naturally most of the time, possibly with a little bias to work in some combos with this.

Heir of the Wilds

Constructed: 0

I like deathtouch quite a bit in Constructed but attaching it to a four mana 2/2 is not really what I had in mind from that point forward.

Draft: 2-2.5
Sealed: 2.5

I like this guy as an attacking Hill Giant most of the time as he can sit back and play defense better than most creatures when its time. That equates to a pretty solid creature on both defense and offense. Most people will pick this even without many ways to trigger it, for whatever that's worth.

Highland Game

Constructed: 1

I thought about whether or not this is a card I could convince myself to play and I don't think it is strong, but it can be a great sideboard option. Blocking and gaining two life is a big deal against any deck where that block results in a trade, like Rabble Red. Maybe this is too underwhelming overall, but it has a niche.

Draft: 1.5
Sealed: 1.5

Nothing too special or fancy about this. It's just a Goblin Piker that will cash in a few hit points later on in the game. Seems fine but not great.

Hooded Hydra

Constructed: 0.5

I am not a huge fan of this card as I feel it is a little too expensive on the one hand and a little too susceptible to removal on the other. If this had trample or some other form of evasion, I would be more willing to consider it having a bigger impact.

Draft: 4
Sealed: 4.5

Assuming you can Fork over the two green mana needed to cast this you should be running it 100% of the time. This card is gigantic and pays you back should it ever die, similar to the Symbiotic cycle from Onslaught block. This puts the opponent into a damned if you do, damned if you don't scenario quite quickly, although it can be underwhelming when you are behind.

Hooting Mandrills

Constructed: 1

I view all of these delve guys as potentially playable just because cost reduction is such a strong ability to possess. A 4/4 trampler is quite the formidable creature when you spent one or two mana on it.

Draft: 3
Sealed: 3

I was very impressed with this at the Prerelease as it often came down on turn four or five and completely dominated the board. Being a ferocious enabler is always a nice bonus to bring to this Limited format as well.

Incremental Growth

Constructed: 0

A fine card for Limited but too slow and too reliant on other cards to really have an impact in Constructed, even with a +1/+1 counter theme running around.

Draft: 4
Sealed: 4

While a slight step down from the power level of Cone of Flame, this will still easily take over a game and leave you scratching your head in a similar manner. Just think about the worst case scenario of three 1/1s. That board becomes a 4/4, a 3/3 and a 2/2 which changes things in a hurry! And it is going to fuel up all of your counter lords!

Kin-Tree Warden

Constructed: 0

Drudge Skeletons is not a card that is really up to Constructed standards these days. This has a few neat things going on above the Skeletons, but the key difference is double the Regeneration cost, which pushes this out of consideration.

Draft: 2
Sealed: 2

I love a morph that opens up the potential for outplay and this does that well. When your opponent spends five mana into your open three knowing that they are going to kill your still face down 2/2, the mana advantage created here can be huge. That isn't even accounting for the scenario where they target this with a removal spell!

Longshot Squad

Constructed: 0

While I think that some of the counter lords will do good things, granting reach is not really the most impressive or desired keyword in the world, so I am going to pass here.

Draft: 3
Sealed: 3

Again, a Hill Giant is nothing to scoff at in Limited and this naturally can increase its size when left alone long enough. There is a surprisingly low amount of reach in this set, so a creature like this can really come in handy. Usually going to be a mid-pack pick up.

Meandering Towershell

Constructed: 1

I don't know what you are supposed to be doing with this, but a nine toughness guy for five mana is sort of appealing. There is a chance this might actually do something, but it is very much a head scratcher for me right now.

Draft: 3.5
Sealed: 3.5

This is very difficult to take down in combat and makes for an excellent blocker should you just be willing to leave it back. The blink effect is kind of scary as you don't know what future board state you will be attacking into, but islandwalk certainly helps some of the time there.

Naturalize

Constructed: 1

This has gotten worse and worse for Constructed as they continue to print new and better options for us. Sultai Charm does a good job of this, for example. Any deck that has access to BUG mana is going to be really hard pressed to play Naturalize.

Draft: 1
Sealed: 1.5

While this is usually best left as a sideboard card in this format, there are certainly some powerful targets running around that will make you glad you included it main from time to time. I would still prefer it to be in the side though, although that loosens a bit when it comes to Sealed.

Pine Walker

Constructed: 0

Five mana 5/5s and five mana 5/5s that untap are not exactly the most exciting thing you could pitch to me as a Constructed mage. I just want more value than that.

Draft: 2.5
Sealed: 2.5

Not only is this a nice size to cost ratio, one of the better you will find in Limited, it also acts as a sort of morph lord to a certain extent which is kind of cool. This will also surprise an opponent some decent amount of the time and replace itself with a free kill.

Rattleclaw Mystic

Constructed: 3

If Sylvan Caryatid were not around, this would probably be even more important to Standard, but it is generally going to be played less than the hexproof defender will. Still, access to six mana on turn four thanks to unmorphing this is a huge burst of mana which is certainly upside. Even as just a two mana play though, this will fix and accelerate you before becoming a decent force in combat later on.

Draft: 4.5
Sealed: 5

Because this has a colorless unmorph cost, I can honestly say that if I end up with this in my pool, it will basically make my deck 100% of the time. I will certainly take some powerful on-color cards over this in Draft, but at some point, I am taking this over any card, regardless of my colors. This both accelerates you and fixes you which are both so powerful in this format.

Roar of Challenge

Constructed: 0

Lure is not the most playable ability anymore because if people are playing with creatures, they are almost certainly attacking with them, or most of them. At one mana this would probably still not be great, but maybe it would see some niche play in that world.

Draft: 2
Sealed: 2

I am assuming ferocious is involved most of the time you want to cast this as it is best in a developed game that has gone on for a while. If you do get the indestructible clause off, there are all sorts of deathtouch interactions to look for that really have me wanting to play with this. Not a very high pick though.

Sagu Archer

Constructed: 0

A big-butted reach creature is just not going to find many fans in the world of 75 card decks. Flying is actually dramatically underrepresented in Standard at the moment.

Draft: 2
Sealed: 2.5

This is a pretty nice defensive creature to have hiding as a morph because not only does it eat opposing morphs, it gains an important keyword that might let you Ambush something better which can turn a whole game. This is essentially the better Siege Mastodon of the set so feel free to play him whenever you need a little beefy defense.

Savage Punch

Constructed: 0

Two mana and sorcery speed are two big marks against this. Prey Upon never really saw much play at half of that mana for example. Obviously this comes with some small upside to it, should you need that, but chances are if you have a four power guy, +2/+2 isn't even necessary.

Draft: 3
Sealed: 3

Fighting may not be the most reliable removal in the world, but this is monocolored and has some upside to it, so it should be fine. Be wary of two-for-ones that will happen if you time this badly and try to get the +2/+2 when you can, even if it doesn't seem like it might matter because an unexpected pump spell from the opponent might have otherwise ruined your day.

Scout the Borders

Constructed: 1

This is a bad replacement for Grisly Salvage, but it is a replacement at least. I would not expect this to see play over Commune with the Gods or other self-mill cards, but it might pop up here and there in these lists.

Draft: 1.5
Sealed: 1.5

This is a nice delve enabler and way to dig for your bombs, but you do have to reveal whatever you get so you might be giving away a lot of info. Still, in most decks with any payoffs from the graveyard, this is nice to have.

See the Unwritten

Constructed: 2

I think this card is fairly niche but it is able to fit into multiple niches at once. Obviously you have the deck that wants to put the biggest thing possible into play. Then you have the graveyard decks that use this to put six or seven cards in the bin. And then you have the four power deck looking to trigger this twice. Very fun card that should do some cool things.

Draft: 3
Sealed: 3

I like this card as it sells a big dream when you have any four power creature out. The graveyard interaction is also nice as we just discussed with Scout the Borders. Not the most amazing card unless you have a ton of amazing creatures, but very playable.

Seek the Horizon

Constructed: 0

Four mana to draw three cards is nice but not when they are three basic lands. If this hit nonbasics it would actually be a really fun card to think about for Constructed, but alas, it does not.

Draft: 1.5-2
Sealed: 2-3

This is better in slower decks that can afford to take the time off to fix their mana but this does provide a nice source of card advantage should you actually use it. The fixing is the best part though as this single card basically has you good to go for the rest of the game.

Smoke Teller

Constructed: 0

A Bear is not good on its own and this ability is much worse in Constructed where any given archetype likely has one, maybe two morphs at most.

Draft: 2
Sealed: 2

A solid early game card that provides you with a lot of information throughout the game whenever you have a few spare mana available. As you learn the format, this won't be as useful, but there will always be some morphs you just cannot deduce.

Sultai Flayer

Constructed: 1

I actually think that this gains enough life that it might be worth the effort. Cards like Courser of Kruphix and Siege Rhino already have four toughness and maybe we could explore Wall of Mulch or something as an early drop. Interesting card.

Draft: 3
Sealed: 3

This will do a ton of work both in combat and out of it. Once this has to sit on the sidelines due to there being bigger game across the board, the threat from this gaining double digit amounts of life is very real. And a 3/4 for four mana does not need much to be an exciting pick.

Temur Charger

Constructed: 1

Any two mana 3/1 is going to have a slim chance in Constructed and this offers some reasonable options later on in the game, so I think it might be picked up by a green aggressive shell or two.

Draft: 2.5
Sealed: 3

A very solid two-drop with use later on is quite strong. This unmorphs into three power for free, so there is a good chance you just get to trade up while possibly trampling over with some fatty for a ton of damage. Overall, one of the stronger free morphs.

Trail of Mystery

Constructed: 1

I don't really seeing these two payoffs being worth it when there is a better morph build-around that we will discuss later. That said, additional copies of this effect make that type of deck more consistent, so it is probably all for the better that this was also printed. Both abilities are underwhelming until you have used them each a few times, but then this can build up an advantage in a big way.

Draft: 2
Sealed: 2

This doesn't enhance the size of your morphs, but it does help ensure you can unmorph them due to the mana fixing it provides. It does however, enhance the size of your creatures once they unmorph, which is nice and will mess up many combat steps for your opponent.

Tusked Colossodon

Constructed: 0

Craw Wurm sheds yet another tear as it is once again outclassed...

Draft: 2
Sealed: 2

This is big and expensive, but the most important thing there is big. This basically beats up on every other common creature in the format which is certainly a reason to play him. I would not really want more than one of this, but the first one is fine.

Tuskguard Captain

Constructed: 0

Even though the outlast ability on this is cheap, his base size is not very impressive and trample is a mechanic that has much more value in Limited than Constructed. This is maybe playable, but I doubt it.

Draft: 3-3.5
Sealed: 3.5

Trample is much more important here as is a 3/4 body after just a turn of outlasting him. Most of the one mana outlast guys work well together as you can draw multiple in a game and have their mana activations weave within each other to more efficiently use your mana each turn.

Windstorm

Constructed: 1

Very much just a sideboard card but a very potent one in certain metagames. Imagine if a Faeries style of deck pops up again for example and you could see this being very strong all of a sudden.

Draft: 1
Sealed: 1.5

I am much more likely to main deck this in Sealed where flying bombs are more common and this will be dead less often. In either world though, this is strong enough against certain decks that the gamble to main it will pay off. Just be sure to have outlets for it such a looters or something. If you have a strong deck though, just board this and enjoy its benefits from the side.

Woolly Loxodon

Constructed: 0

Seven mana vanilla creatures in Standard you say...

Draft: 1.5
Sealed: 1.5

While this is not for every deck, or even most decks, for those that can handle going to seven, this is quite the beating. A 6/7 is gigantic and will Crush through just about everything this side of a Rotting Mastodon. Morph means this will not get stuck in your hand like other seven-drops do, even if the unmorph is also kind of steep.


Temur

Avalanche Tusker

Constructed: 0

Certainly a neat card with a reasonable set of stats for five mana, but you have to be able to attack with this in order to get any impact, which means you usually need to untap. There is a possibility that pairing this with Temur Ascendancy is good enough, but that feels like a stretch.

Draft: 4
Sealed: 4

This needs to attack before it starts dominating, but it can take over a game quite quickly when left unchecked. While your opponent can double and triple block this to try to kill it, combat tricks and bounce spells can just lead to some blowouts as well.

Bear's Companion

Constructed: 0.5

There is some small chance that a blink strategy will want to use this as it generates 4/4s. On top of that, you do get six power and toughness for five mana, so who knows. I don't think this will be a big player, but it might find a home.

Draft: 3
Sealed: 3.5

A great ground creature that puts multiple bodies into play. The 4/4 will ensure that all of your ferocious stuff has something to ride with and the human side can be bounced or blinked for value, so look for those combos if you pick up a couple of these!

Icefeather Aven

Constructed: 1

I actually think this has a chance at seeing some play. It is a 2/2 flier for two mana which is perfectly fine on the surface and the ability to turn this into a tempo play when you have the mana is a lot of versatility. I look at this almost like it has kicker instead of morph.

Draft: 3.5-4
Sealed: 3.5-4

This is one of the strongest uncommons in the set in my opinion. An efficient and aggressive flier that can also be Mist Raven at instant speed when it wants to be is just so big. You should certainly be willing to first pick these.

Savage Knuckleblade

Constructed: 3

If you have done any testing with this guy as of yet, you probably know he is pretty awesome. There are few cards that I want to top deck on my turn three and on my turn ten and this certainly joins that small group. The scaling on this is absurd and the starting rate is among the best in the game already. Very solid card that might make the jump to Modern.

Draft: 4
Sealed: 4

A creature that almost does it all. A 6/6 should be big enough to scare off most blockers that can get in the way of this. This protects itself and then has haste on the way back down. Oh, and it happens to be a 4/4 for three mana. Unreal.

Snowhorn Rider

Constructed: 0

Six mana 5/5 tramplers are almost like a Titan. You know, without the cool ability that made sure you got something out of your six mana. Oh and with a pain in the butt casting cost.

Draft: 2.5-3
Sealed: 2.5-3

Meanwhile in Limited this guy is one of the dreaded five cost unmorphs that can take over a game. Oftentimes you will see that the first person to be able to flip over a five-drop morph on the attack just has such a huge edge over the other person and creatures like this are why. A 5/5 trampler is gigantic in a world of morphs and this even can start off as one of 'em.

Surrak Dragonclaw

Constructed: 2.5-3

Ok, so we have a creature that has flash and cannot be countered in addition to making your other dudes uncounterable. That harkens back a bit to Teferi, which was an awesome creature. "Oh, five mana even with three of it being color committed? Well, I guess that's cool except this guy also happens to give those same creatures trample too which is nice. So he must be like a 3/3 or something and have gotten a nerf on ole Teferi cause of all those abilities, right? Oh...a 6/6 you say...well, ok then..."

Draft: 4.5
Sealed: 4.5

You'll attack with that 5/5, will you? Hmm...yeah, so this is a creature that is way oversized except it has flash which means it is also a removal spell. And, if you needed more he grants your creatures trample which is a big deal in Limited. In other words, this does it all, so slam it first and enjoy.

Temur Ascendancy

Constructed: 2

The closest thing I can think to compare this to is Fires of Yavimaya which was format-defining in its day. This brings with it other benefits but those benefits are very abusable with card draw built right into this. I think this might go down as the most consistently good Ascendancy while others will ebb and flow.

Draft: 4-4.5
Sealed: 4-4.5

This is essentially unbeatable if you cast it early. Haste is a huge leg up when it comes to fighting creature wars and drawing four or more extra cards over the course of the game is more than a fair add on for your three mana. I would take this very highly and do everything I can to play it.

Temur Charm

Constructed: 2.5

I really like any Charm that comes with a Mana Leak attached to it, so this is really fun for me. My issue is that there are not too many decks that will often take advantage of all three modes on this charm consistently. The fight mode is one of the weaker removal spells just because it does nothing alone. That makes this the only Charm that you can theoretically top deck and not be able to do anything with it. That is unlikely, but possible.

Draft: 3.5
Sealed: 3.5

Falter for small guys is a much more real thing in Limited and instant speed fighting is a lot better as well. Mana Leak might be the least used mode in Limited actually, but you might catch a bomb or removal so it is still very useful of course.

Trap Essence

Constructed: 1-1.5

This card has me torn because I want to try it in an aggressive deck where both halves of this are much appreciated. Aggressive decks do not generally want to counter creature spells though, which is where the problem lies. I hope this finds a home, because it's cool, but it seems awkward.

Draft: 2.5
Sealed: 2.5

This is quite the Counterspell if you can find a good target for it. Some will argue that you should just fire this off as soon as both halves of the benefits can be had while others will say to wait for a good target for at least one of the halves. Whatever your style may be, this is certainly an interesting one to have in Limited.


Multicolor

Deflecting Palm

Constructed: 2

Basically a cheaper version of Redirect Damage that always does its damage back to the player. Two mana makes me think this will have a shot. Imagine redirecting a Mindswipe or something back to its owner's face. Ouch.

Draft: 3
Sealed: 3

This is a neat combat trick that will often result in a dead opposing creature and some damage to their owner's face. However, the versatility to protect your creatures against burn helps take this a long way as well. Not a slam early pick, but something I am certainly happy playing every time.

Kin-Tree Invocation

Constructed: 0

If this were an instant it would potentially be pretty sweet, but I don't see how a variable spell that opens you up to getting two-for-one'd is going to pass the test in Constructed.

Draft: 2.5
Sealed: 2.5

I actually found this card to be pretty decent in the format. There are a couple of nice combos early like two mana 0/5's essentially in green and black already. Of course, this is not a reliable two-drop unless you have a million Disowned Ancestors already, but it does some work in the mid-to-late game.

Master the Way

Constructed: 0.5

There is obviously some very small combo potential here with filling up your hand and then killing the opponent, but something tells me that a five mana sorcery is not the most exciting outlet for that type of thing.

Draft: 2.5
Sealed: 2.5

This will usually do about three to four damage if you have been playing a normal game of Magic and are casting it on turn five or six but the issue comes when you draw it off the top later on and now it just does one or two damage. Be sure to always hold extra lands when playing with this just to minimize fail cases.

Mindswipe

Constructed: 2

This seems pretty sweet to me but I also know it can't be too widespread because the range on decks that actually want to play this is rather small. Counter burn is the obvious one and aggressive strategies might enjoy the reach. But will a control deck utilize this and just hope to burn the opponent out by chaining a few together? Or is it just worse than Syncopate in that world?

Draft: 3.5
Sealed: 3.5

Counterspells are always solid and this is a decent one at being that. Fireball to the face is also pretty solid and this is also that. Together makes for a slightly awkward pairing regarding timing and whatnot, but it is still pretty strong overall.

Ride Down

Constructed: 0

Smite is a lot leaner and easier to cast than this and saw basically zero play. While this acts as a burn spell too, I don't think it will be very popular, but who knows!

Draft: 2.5
Sealed: 2.5

I actually found this to not be as good as you might think. Obviously it is quite restrictive in terms of what you can kill but also the trample damage tended to be very small, making this a hard to cast Smite, which is not all too exciting.

Sagu Mauler

Constructed: 2.5

I really like this guy but it could just be the nostalgia from Simic Sky Swallower echoing in my head. This does not have the evasion that Sky Swallower had, but morph and a full mana less without it at least make the conversation interesting. I expect this to see a hefty amount of play whenever control is doing well.

Draft: 4.5
Sealed: 4.5

Hexproof is basically just a busted ability in Limited where there are ample ways to boost a creature up and very few ways to actually deal with one. Dead Drop might stand a chance, but if you run into the situation where this is unmorphing or being cast, good luck.

Secret Plans

Constructed: 1

There are enough "free" morphs out there that this might have a nice time as some weird engine before it rotates in Standard so I am going to leave the door open on it. Two mana is really cheap for this though.

Draft: ?
Sealed: ?

This is obviously going to depend mostly on the number of morphs you have and to a lesser extent, what those morphs are. You can probably look at every two or so morphs as half a point worth of rating here so once you are in the 10 Morph range, this becomes a huge pick up for you that you would take over most things.

Sorin, Solemn Visitor

Constructed: 2.5

I like Sorin a lot, but he is not quite as versatile as most of the planeswalkers these days. While he technically self contains due to the token making, he can only -2 one time before being forced to +1 or die, so he doesn't work out as well in control decks who cannot naturally take advantage of the +1 like they could with the last Sorin. Still strong and a very reasonable ultimate to achieve.

Draft: 4.5
Sealed: 4.5

This is a planeswalker that acts as a token producer, an anthem with lifelink, and possibly The Abyss? Those things all sound pretty good in Limited I would say.

Utter End

Constructed: 3

While it can be difficult to justify running too many copies of this due to it costing four mana which is rather bulky, having access to this effect at instant speed is a huge luxury. I would guess this sees a lot of play as a two and three-of while the charms and cheaper removal spells help to back it up.

Draft: 3.5
Sealed: 3.5

Unconditional removal at four mana is really nice. This is going to take out a creature most of the time but the ability to snag a random Sarkhan or Suppression Field is also quite nice.

Winterflame

Constructed: 0.5

I am trying to figure out if this card is good and I keep coming back to no. Tapping and shocking is nice, but three mana is a lot to spend on that effect and it doesn't replace itself. The situation in which you want both of these modes cannot come up that frequently to make this better than an Anger of the Gods or something right?

Draft: 2.5
Sealed: 2.5

Shock is not the most reliable removal spell in the world but this one comes with some combat disruption attached which is pretty nice. Not the best actual removal spell but a nice utility spell to win races and change combat math.


Wrap Up

Temur come out of things looking pretty spiffy. There are some incredible creatures in the RUG colors along with a strong Charm and Ascendancy. I am pretty excited to try the clan in Constructed and Limited alike. Green also got a couple of really interesting cards like Rattleclaw Mystic that are sure to help shape the face of Standard for the next two years.

Tomorrow we shall return with our final day of Khans of Tarkir. That means Jeskai, that means blue, and that means the Top 8 cards for Constructed as well. Be sure to join us then when we wrap things up. Until then, thanks for reading!

--Conley Woods--