Khans of Tarkir Update Bulletin

Posted in Feature on September 18, 2014

By Matt Tabak

Senior editor. Game designer. Writer. Bon vivant. Matt wears many hats inside Magic R&D, but they're hard to see as he's so tall.

The winds of change blow once again across the Multiverse, scattering my papers around the office. By this time, we've all been introduced to the world of Tarkir and its five warring clans. Whether you've chosen to embrace the savagery of the Temur or you've chosen one of the lesser clans, I hope you're enjoying all this "wedge" set has to offer. Personally, I can't wait to draft with real cards that won't spontaneously change abilities, sometimes while on the stack.

But, alas, even printed cards undergo text changes from time to time. In fact, I'm here today to tell you about the latest round of Oracle changes and also additions we've made to the Comprehensive Rules. There's nothing too major this time around. Khans of Tarkir has only two new keywords, outlast and prowess. Delve and morph already had rules. Ferocious and raid are ability words with no rules attached to them. Modal spells and abilities now appear with bulleted lists. And more! (But not too much more.)

Many changes are the direct result of suggestions sent to us by you, the Magic community. Others pop up as we research older cards in the process of templating future sets. Magic is a big game, and it has a lot of moving parts. We want all those parts to work together as smoothly as possible. Thanks, as always, go out to the dedicated fans worldwide who bring things to my attention. Hit me up on Twitter or on Tumblr (tabakrules.tumblr.com) and let's chat!

 
 

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