The Mechanics of Dragons of Tarkir

Dragons, thanks to Ugin and Sarkan Vol, have returned to the plane of Tarkir. The power of the Spirit Dragon is now stronger than before. Sarkan stands before the Multiverse whole once again for the first time since he awoke his planeswalking spark. The Clans of Tarkir have undergone some changes as well. The Dragons rules over them as they rule of Tarkir itself. The clans have been remade to be the aspects of the dragon. This set is also the most Dragon-centric in all of Magic History. There are more Dragons in it than any other. There are also a good number of cards that give benefits for revealing a dragon that is in your hand.

 

New Mechanics

This set introduces 3 new mechanics: Megamorph, Exploit and Formidable.

 

Megamorph

Megamorphing cost more, but you get more for that mana. First, any morph effects happen. The second part is that the creature gets a +1/+1 counter for your trouble. Just like Morph, this can be done at any time. The colorless energies from the Spirit dragon let this happen.

 

Exploit

This ability requires a sacrifice as the creature with Exploit enters the battlefield. This does include the creature with the Exploit ability itself! Each has a different effect and this is decently hard to block. The Silumgar are a devious bunch.

 

Formidable

Formidable triggers much like Ferocious. The trigger point is much higher though. Ferocious needed 4+, Formidable requires 8+. However, it looks at the total power of all your creatures. This makes it a bit easier to reach the triggering point for the mechanic. Once the ability is triggered, it is activated, even if the total power drops below its required afterward.

 

Returning Mechanics

This set brings back 3 mechanics, 2 of which have been previously in the block, and one that has not been seen since the Zendikar block. These are Rebound, Dash and Bolster.

 

Bolster

Bolster works exactly as it did before. The creature with the lowest toughness is given a +1/+1 Counter for each rank of Bolster the creature with it has. The target is chosen when the spell resolves so responses to the card itself are a bit harder to pull off.

 

Dash

Dash, the creature drops in without summoning sickness and then returns to its caster's hand at end of turn. Nothing new to report on here. Great for getting a creature out a bit earlier for some quick strikes.

 

Rebound

This is a mechanic that has had a lot of potential. Dragons of Tarkir offers to show more of it. The spell costs a bit more but you get a second casting of it free during your upkeep.

 

The Clans Remade

The Clans are now ruled by various dragons who have taken them in. Or dominated them. Or enlightened them.

 

Abzan Houses (White/Black/Green) – Dromoka (White/Green)

 

Jeskai Way (Blue/Red/White) – Ojutai (White/Blue)

 

Mardu Horde (Red/White/Black) – Kolaghan (Red/Black)

 

Sultai Brood (Black/Green/Blue) – Silumgar (Blue/Black)

 

Temur Frontier (Green/Blue/Red) – Atarka (Green/Red)


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