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2015-03-24

Dromoka--Dragons of Tarkir



Dragonlord Dromoka leads a clan of honorable desert warriors who proudly don armor made of scales shed by the dragons they revere. Dromoka encourages her followers to trust in each other as well as in the dragon scalelords who fight alongside them in battle. The Dromoka's symbol is the scale of the dragon, representing the clan's ability to endure anything.



Those in the Dromoka clan work together to endure and conquer. Use the bolster mechanic to put +1/+1 counters on your creatures with the least toughness, thus ensuring your army will never have a week link. Look for cards with this ability in both the Dragons of Tarkir set and the Fate Reforged set.

A Dromoka deck's success depends on having a strong board presence with lots of big creatures in the late game; thus it's important to include some defensive cards to help you through the early turns. When you've attained a critical mass of large creatures, you'll be able to overwhelm your opponent with devastating attacks.

Your deck must have at least 40 cards, and it's advisable to stay as close to that minimum as possible. You'll want about 17 lands and 23 other cards, including 14-20 creatures. You'll generally want to choose your clan's two colors to be your focus, perhaps "splashing" a few cards of a third color if they're particularly powerful.

Kolaghan--Dragons of Tarkir


Dragonlord Kolaghan commands a clan of reckless and brutal warriors. Her followers hurl themselves into combat regardless of the odds. Many clan warriors wear special harnesses that redirect the dragon' lightning breath into a fearsome attack. The Kolaghan's symbol is the dragon's wing, as the clan values speed above all else.


 Kolaghan and her clan are swift and unpredictable. Use the dash mechanic to ambush your opponents and then return your creatures to your hand to protect them. You'll find the dash ability on creatures in both the Dragons of Tarkir set and the Fate Reforged set, so you'll have plenty of creatures to send charging into battle.

Most Kolaghan decks are quick on the attack but have few defenses, so try to achieve victory before your opponents have a chance to get their footing. Look for low-cost removal spells to clear the way for your aggressive and persistent attackers.

Your deck must have at least 40 cards, and it is advisable to stay as close to that minimum as possible. You'll want about 17 lands, and 23 other cards, including 14-20 creatures. You'll generally want to choose your clan's two colors to be your focus, perhaps splashing a few cards of a third color if they're particularly powerful.

Atarka--Dragons of Tarkir


Dragonlord Atarka has an insatiable appetite. Her clan's skilled hunters provided her with food, thus preventing the dragonlord from feeding on her servants. The Atarka's symbol is the claw of the dragon, representing the clan's savagery.



Above all, the savage Atarka clan values pure, unadulterated strength. Make use of the formidable mechanic to get bonuses when the combined power of your creatures is 8 or greater. This mechanic works in tandem with spells from the Fate Reforged set that have the ferocious ability, which rewards you for controlling at least one creature with power 4 or greater. Bottom line? Bigger is better!

An Atarka deck's creature are the strongest of all the clans', so put them to good use in your deck. Look for heavy-hitting creatures at every mana cost so you can dominate in combat in all stages of the game.

Your desk must have at least 40 cards, and it's advisable to stay as close to that minimum as possible. You'll want about 17 lands and 23 other cards, including 14-20 creatures. You'll generally want to choose your clan's two colors to be your focus, perhaps "splashing" a few cards of a third color if they're particularly powerful.



Actual Play Dragons of Tarkir Prerelease











2015-03-21

Dragons of Tarkir Prerelease at Dice House



Tuesday headed to the Dragons of Tarkir Prerelease at the Dice House!





The team paid extremely close attention while Tuan reviewed the rules...



Brian had spent no time in preparation and was struggling with his initial selection. He did have a fantastic water bottle with the worlds greatest top.



But he ended up going 5-0 and winning the event--beating out Will in the finals--Tuesday had an amazing showing!


Jack and Andrew were ready to roll.



Tuesday traveled 7 players & the boys were very ready.




Will was very focused & really knew the cards this time out.



Seth was very helpful during the initial construction phases.



I built a white deck splashing a little green for tricks--ended up 2-3 overall which is about what I should have done--towards the end I was just swinging for the fences.



Also, I got this great die:



Jack went four and one which is awesome.

The highlight was a game against one of the kids who called a judge in a prerelease because Jack had accidentally morphed a creature.  Jack took the game loss with a smile & then came back to win the match. 

No Tilt, all Windmill!



I think if someone calls a judge during a prerelease event, the should take a game loss!

The boxes were again totally awesome for this event.



There was this wild Game Within A Game which Jack also did very well at:



he got two tries



Here are the rules:











And the leader board



I videoed my matches and should have them up on YouTube soon.



The shop was not as crazy crowded this prerelease event--same number of players, but just not as hot & I think the shop has once again been reorganized to optimize play comfort. Dice House really is the best.






My rolling was even worse then normal.




Brian won the event