Khans of Tarkir

Khans of Tarkir is the 65th Magic expansion, and the first in the Khans of Tarkir block. It was released on September 26, 2014. Khans of Tarkir is a large expansion.
==Set details==
Khans of Tarkir is part of the Khans of Tarkir block, which is Large-Small-Large with a unique draft structure (the small set is drafted with both large sets, but the large sets are never drafted together) and a time-traveling element. The draft structure is the first thing from which Khans of Tarkir set was built.
Khans of Tarkir contains 269 cards (20 basic lands, 101 commons, 80 uncommons, 53 rares, 15 mythic rares), and includes randomly inserted premium versions of all cards. It is also the first set since Dragon's Maze to not have any Dragon creature cards. The expansion symbol depicts crossed swords on a shield, similar to the symbol of Legions.
Because of post-release changes in the block structure in 2015, Khans of Tarkir was only played in Standard for 18 months.
===Storyline===
Tarkir is an embattled world of ambitious warlords and powerful clans that wage eternal war for supremacy over their plane in a conflict that spans a thousand years. Tarkir is also the home plane of Sarkhan Vol. The plane was previously inhabited by dragons, all of whom were killed long before Sarkhan's time. The clans each worship one aspect of the extinct dragons.
====Magic Story====
Title	Author 	Release Date	Setting (plane)	Featuring
 	Jennifer Clarke Wilkes	2014-08-27 	Tarkir, Jund 	Sarkhan Vol, Ugin, Nicol Bolas, Zurgo, Malactoth
 	Jennifer Clarke Wilkes	2014-09-17 	Tarkir 	Surrak
 	Adam Lee 	2014-09-24 	Tarkir 	Sorin Markov, Ugin, Nahiri, Rushka
 	Matt Knicl 	2014-10-01 	Tarkir 	Taigam, Ebirri, Narset
 	Matt Knicl 	2014-10-08 	Tarkir 	Kuhnde
 	Kimberly J. Kreines 	2014-10-15 	Tarkir 	Kela and Dar Chensal, Ngabo, Lotse Taring
 	Matt Knicl 	2014-10-22 	Tarkir 	Narset, Shintan, Taigam
 	Jeremiah Isgur 	2014-11-12 	Tarkir 	Riza, Backstabber, Nightrider, Ogan Shieldmender
 	Sam Stoddard 	2014-11-19 	Tarkir 	Sidisi, Jhinu
 	Tom LaPille 	2014-11-26 	Tarkir 	Zurgo, Varuk, Surrak, Sarkhan Vol, Rufaz, Batar Throatslasher, Headtaker, Heartpiercer, Neckwringer
 	Ari Levitch 	2014-12-03 	Tarkir 	Anafenza, Kwaro, Marrit, Oret, Gvar Barzeel, Hakrez
 	Jennifer Clarke-Wilkes	2014-12-10 	Tarkir 	Sarkhan Vol, Ugin, Narset, Nicol Bolas, Zurgo
===The clans===
The clans are represented through the enemy wedge colors and aspects as follows:
Name 	Colors	Dragon Aspect	Mechanic 	Symbol 	Khan
The Abzan Houses 	 	Endurance 	Outlast 	Scale of the dragon	<c>Anafenza, the Foremost</c>
The Jeskai Way 	 	Cunning 	Prowess 	Eye of the dragon 	<c>Narset, Enlightened Master</c>
The Sultai Brood 	 	Ruthlessness 	Delve 	Fang of the dragon 	<c>Sidisi, Brood Tyrant</c>
The Mardu Horde 	 	Speed 	Raid 	Wing of the dragon 	<c>Zurgo Helmsmasher</c>
The Temur Frontier	 	Savagery 	Ferocious	Claw of the dragon 	<c>Surrak Dragonclaw</c>
Notice that while the shards of Alara were centered around the color that had both allies, the wedges of Tarkir are not built around the color that has the two enemies. When the design team built the clans to match the flavor of the dragon attributes and the creative take on the clans, they found that they centered not on the enemy color but on one of the ally colors. It was said that everything worked so naturally, that they felt it was best to leave it be and not force it another way. By shifting the mana costs such that the enemy pairs were sitting next to each other in mana costs, it became a little easier to recognize that each wedge was made up of two enemy-color combinations. Small hints were placed through this set and the next towards the clans having a primary color and that the enemy color was least relevant and due to be removed. When the third set of the block was released, it became clear that the parallel of the alternate timeline clans were ally-colored. This was achieved by dropping the enemy color and appeared to be the real reason that the wedges of Khans were centered on an allied color.
The clans are recognized by the use of watermarks on the cards.
===Marketing===
A preview of the set's artwork was aired during Pro Tour Journey into Nyx, following the quarterfinal rounds. In it Mark Rosewater (Magic head designer) announced the return of something "that people have been asking [ Wizards ] to do for quite a while [...] after a long absence from magic" as well as the introduction of something that has been requested for a long time but had never been done before. These elements turned out to be morph and wedges, respectively, when the set was previewed at San Diego Comic-Con on Saturday, July 26, 2014. Mark Rosewater moderated a panel featuring Mark Purvis (Magic director of global brand marketing), Doug Beyer (Magic senior creative designer), and Gavin Verhey (Magic designer).
Khans of Tarkir is sold in 16-card boosters (one card being a marketing card), five intro packs, one event deck and a fat pack. The boosters feature artwork from <c>Sidisi, Brood Tyrant</c>, <c>Narset, Enlightened Master</c>, <c>Unyielding Krumar</c>, <c>War-Name Aspirant</c> and <c>Dragon Grip</c>. As of Khans of Tarkir, the face cards in Intro Packs will not just be premium rare cards, but alternate art premium rare cards that won't be found in booster packs.
====Prerelease====
The Khans of Tarkir prerelease encouraged the player to affiliate with their clan. You choose your clan for the prerelease. Each clan prerelease pack comes with a clan button and a clan sticker. The prerelease pack further contains 5 regular booster packs, 1 seeded booster pack, 1 premium promo card, 1 clan information card, 1 activity insert and 1 Spindown life counter. Khans of Tarkir will feature 40 prerelease cards one dated and stamped prerelease card random from a pool of eight for each Clan pack. One of which will be the Khan. "Raise your banner": when a game is won, players can put their sticker on the clan banner in the store, to show off how many battles each clan has won.
====Promotional cards====
*Launch promo: <c>Dragon Throne of Tarkir</c> 
*Game Day: full-art <c>Heir of the Wilds</c>
*Game Day (Top 8): full-art <c>Utter End</c>
*Buy-a-Box: <c>Rattleclaw Mystic</c>
*Prerelease, one of forty according to the chosen clan: 
====Tokens, emblems and overlay cards==== 
The sixteenth card in the boosters can be a token, emblem, or overlay card, with an advertisement on the backside. The overlay card can be used on face-down Morph cards to remind players of their power and toughness and that it can be turned face-up for its Morph cost.
# 3/4 Bird for <c>Wingmate Roc</c>
# 1/1 Spirit with flying for <c>Abzan Ascendancy</c> 
# 1/1 Warrior for <c>Herald of Anafenza</c>, <c>Mardu Charm</c>, <c>Mardu Hordechief</c> and <c>Take Up Arms</c>
# 1/1 Warrior (alternate art) for the same
# 2/2 Vampire with flying for <c>Sorin, Solemn Visitor</c>
# 2/2 Zombie for <c>Sidisi, Brood Tyrant</c> and <c>Empty the Pits</c>
# 1/1 Goblin for <c>Goblinslide</c>, <c>Hordeling Outburst</c>, <c>Mardu Ascendancy</c> and <c>Ponyback Brigade</c>
# 4/4 Bear for <c>Bear's Companion</c>
# 1/1 Snake for <c>Hooded Hydra</c> and <c>Rite of the Serpent</c>
# */* Spirit Warrior for <c>Kin-Tree Invocation</c>
# overlay card
# 
# 
==Themes and mechanics==
The set centers around wedge colors. Each clan features its own mechanic. In addition all clans feature morph.
*The Abzan keyword is Outlast ((cost), : Put a +1/+1 counter on this creature. Outlast only as a sorcery.). Cards may gain additional abilities when they get a +1/+1 counter.
*The Jeskai keyword is Prowess: (whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn).
*The Sultai keyword is the alternative payment method Delve, first seen in Future Sight (changed, like convoke, from previous rules as a cost reduction): (Each card you exile from your graveyard while casting this spell pays for ). 
*The Mardu ability word Raid and related cards are all based around a very fast, aggressive strategy for winning. Raid gives an advantageous effect if you have attacked with a creature the same turn.
*The Temur ability word is Ferocious, which gives the player an advantageous effect if they control a creature with power 4 or greater while attacking with a creature with Ferocious or casting a spell with it.
The set also features a minor warrior tribal theme.
===Phooey and "Borph"===
During design, an alternate version of Khans of Tarkir (nicknamed "Phooey" ) was considered. It featured a new mechanic that was very similar to morph but instead of three mana to cast the 2/2 face-down creature it cost two mana. R&D nicknamed that mechanic "borph" as in "bear morph" because Bears are slang for a vanilla 2/2 with a converted mana cost of 2. With some modifications, "borph" eventually became the effect megamorph for Dragons of Tarkir.
==Cycles==
Khans of Tarkir has thirteen cycles.
Cycle name 	 	 	 	 	
Reveal Morphers 	 	 	 	 	
Reveal Morphers 	Five uncommon creatures with morph that can be turned face up by revealing a card of the same color and have a turned-face-up ability. Each are the primary color of their clan. 	Five uncommon creatures with morph that can be turned face up by revealing a card of the same color and have a turned-face-up ability. Each are the primary color of their clan. 	Five uncommon creatures with morph that can be turned face up by revealing a card of the same color and have a turned-face-up ability. Each are the primary color of their clan. 	Five uncommon creatures with morph that can be turned face up by revealing a card of the same color and have a turned-face-up ability. Each are the primary color of their clan. 	Five uncommon creatures with morph that can be turned face up by revealing a card of the same color and have a turned-face-up ability. Each are the primary color of their clan.
Enemy-colored commons 	 	 	 	 	
Enemy-colored commons 	Ten common cards that have an ability that requires an enemy color. 	Ten common cards that have an ability that requires an enemy color. 	Ten common cards that have an ability that requires an enemy color. 	Ten common cards that have an ability that requires an enemy color. 	Ten common cards that have an ability that requires an enemy color.
Cycle name 	 	 	 	 	
Allied color fetch lands 	 	 	 	 	
Allied color fetch lands 	Five rare lands that can be sacrificed along with a payment of 1 life to search for a land with one of two basic land types. Reprinted from Onslaught. 	Five rare lands that can be sacrificed along with a payment of 1 life to search for a land with one of two basic land types. Reprinted from Onslaught. 	Five rare lands that can be sacrificed along with a payment of 1 life to search for a land with one of two basic land types. Reprinted from Onslaught. 	Five rare lands that can be sacrificed along with a payment of 1 life to search for a land with one of two basic land types. Reprinted from Onslaught. 	Five rare lands that can be sacrificed along with a payment of 1 life to search for a land with one of two basic land types. Reprinted from Onslaught.
Cycle name 	 	 	 	 	
Enemy-colored rares 	 	 	 	 	
Enemy-colored rares 	Five rare enemy-colored cards, each with simple yet strong effects or abilities. Each uses the secondary and tertiary colors of the clans. 	Five rare enemy-colored cards, each with simple yet strong effects or abilities. Each uses the secondary and tertiary colors of the clans. 	Five rare enemy-colored cards, each with simple yet strong effects or abilities. Each uses the secondary and tertiary colors of the clans. 	Five rare enemy-colored cards, each with simple yet strong effects or abilities. Each uses the secondary and tertiary colors of the clans. 	Five rare enemy-colored cards, each with simple yet strong effects or abilities. Each uses the secondary and tertiary colors of the clans.
Enemy-colored uncommons double-cycle	 	 	 	 	
Enemy-colored uncommons double-cycle	Five pairs of enemy-colored cards, each flavored one apiece per clan of these colors. The top row uses the primary and tertiary colors, while the bottom uses the secondary and tertiary colors.	Five pairs of enemy-colored cards, each flavored one apiece per clan of these colors. The top row uses the primary and tertiary colors, while the bottom uses the secondary and tertiary colors.	Five pairs of enemy-colored cards, each flavored one apiece per clan of these colors. The top row uses the primary and tertiary colors, while the bottom uses the secondary and tertiary colors.	Five pairs of enemy-colored cards, each flavored one apiece per clan of these colors. The top row uses the primary and tertiary colors, while the bottom uses the secondary and tertiary colors.	Five pairs of enemy-colored cards, each flavored one apiece per clan of these colors. The top row uses the primary and tertiary colors, while the bottom uses the secondary and tertiary colors.
Cycle name 	 	 	 	 	
Khans 	 	 	 	 	
Khans 	Five mythic rare legendary creatures that have a cost that includes MNO, where MNO are wedge colors. 	Five mythic rare legendary creatures that have a cost that includes MNO, where MNO are wedge colors. 	Five mythic rare legendary creatures that have a cost that includes MNO, where MNO are wedge colors. 	Five mythic rare legendary creatures that have a cost that includes MNO, where MNO are wedge colors. 	Five mythic rare legendary creatures that have a cost that includes MNO, where MNO are wedge colors.
Ascendancies 	 	 	 	 	
Ascendancies 	Five rare enchantments costing MNO. 	Five rare enchantments costing MNO. 	Five rare enchantments costing MNO. 	Five rare enchantments costing MNO. 	Five rare enchantments costing MNO.
Rare wedge-colored creatures 	 	 	 	 	
Rare wedge-colored creatures 	Five rare creatures that cost 2MNO, where MNO are wedge colors, and have a repeatable triggered ability. 	Five rare creatures that cost 2MNO, where MNO are wedge colors, and have a repeatable triggered ability. 	Five rare creatures that cost 2MNO, where MNO are wedge colors, and have a repeatable triggered ability. 	Five rare creatures that cost 2MNO, where MNO are wedge colors, and have a repeatable triggered ability. 	Five rare creatures that cost 2MNO, where MNO are wedge colors, and have a repeatable triggered ability.
Common wedge-colored morphers 	 	 	 	 	
Common wedge-colored morphers 	Five common creatures that cost 3MNO and has a morph cost of 2MNO, where MNO are wedge colors. 	Five common creatures that cost 3MNO and has a morph cost of 2MNO, where MNO are wedge colors. 	Five common creatures that cost 3MNO and has a morph cost of 2MNO, where MNO are wedge colors. 	Five common creatures that cost 3MNO and has a morph cost of 2MNO, where MNO are wedge colors. 	Five common creatures that cost 3MNO and has a morph cost of 2MNO, where MNO are wedge colors.
Wedgelands 	 	 	 	 	
Wedgelands 	Five uncommon triple lands that come into play tapped and can be tapped for one of three colors of mana. These are a wedge version of Shards of Alara's triple lands. 	Five uncommon triple lands that come into play tapped and can be tapped for one of three colors of mana. These are a wedge version of Shards of Alara's triple lands. 	Five uncommon triple lands that come into play tapped and can be tapped for one of three colors of mana. These are a wedge version of Shards of Alara's triple lands. 	Five uncommon triple lands that come into play tapped and can be tapped for one of three colors of mana. These are a wedge version of Shards of Alara's triple lands. 	Five uncommon triple lands that come into play tapped and can be tapped for one of three colors of mana. These are a wedge version of Shards of Alara's triple lands.
Charms 	 	 	 	 	
Charms 	Five uncommon instants that cost MNO and have three modes, the first of which is a removal effect in the primary clan color. 	Five uncommon instants that cost MNO and have three modes, the first of which is a removal effect in the primary clan color. 	Five uncommon instants that cost MNO and have three modes, the first of which is a removal effect in the primary clan color. 	Five uncommon instants that cost MNO and have three modes, the first of which is a removal effect in the primary clan color. 	Five uncommon instants that cost MNO and have three modes, the first of which is a removal effect in the primary clan color.
Uncommon wedge-colored creatures 	 	 	 	 	
Uncommon wedge-colored creatures 	Five uncommon creatures that cost 2MNO, where MNO are wedge colors. All but one of them have enter-the-battlefield abilities. 	Five uncommon creatures that cost 2MNO, where MNO are wedge colors. All but one of them have enter-the-battlefield abilities. 	Five uncommon creatures that cost 2MNO, where MNO are wedge colors. All but one of them have enter-the-battlefield abilities. 	Five uncommon creatures that cost 2MNO, where MNO are wedge colors. All but one of them have enter-the-battlefield abilities. 	Five uncommon creatures that cost 2MNO, where MNO are wedge colors. All but one of them have enter-the-battlefield abilities.
Banners 	 	 	 	 	
Banners 	These five common artifacts costing reproduce the Dragon's Maze cycle of cluestones, producing any of three enemy colors of mana and sacrifice for them to draw a card. 	These five common artifacts costing reproduce the Dragon's Maze cycle of cluestones, producing any of three enemy colors of mana and sacrifice for them to draw a card. 	These five common artifacts costing reproduce the Dragon's Maze cycle of cluestones, producing any of three enemy colors of mana and sacrifice for them to draw a card. 	These five common artifacts costing reproduce the Dragon's Maze cycle of cluestones, producing any of three enemy colors of mana and sacrifice for them to draw a card. 	These five common artifacts costing reproduce the Dragon's Maze cycle of cluestones, producing any of three enemy colors of mana and sacrifice for them to draw a card.
Cycle name 	 	 	 	 	 	 	 	 	 	
Life-gain Taplands	 	 	 	 	 	 	 	 	 	
Life-gain Taplands	Ten multi-color common lands that enter the battlefield tapped, gain the controller one life, and can tap for 2 different colors of mana. The allied color ones are functional reprints of the Refuge cycle in Zendikar.	Ten multi-color common lands that enter the battlefield tapped, gain the controller one life, and can tap for 2 different colors of mana. The allied color ones are functional reprints of the Refuge cycle in Zendikar.	Ten multi-color common lands that enter the battlefield tapped, gain the controller one life, and can tap for 2 different colors of mana. The allied color ones are functional reprints of the Refuge cycle in Zendikar.	Ten multi-color common lands that enter the battlefield tapped, gain the controller one life, and can tap for 2 different colors of mana. The allied color ones are functional reprints of the Refuge cycle in Zendikar.	Ten multi-color common lands that enter the battlefield tapped, gain the controller one life, and can tap for 2 different colors of mana. The allied color ones are functional reprints of the Refuge cycle in Zendikar.	Ten multi-color common lands that enter the battlefield tapped, gain the controller one life, and can tap for 2 different colors of mana. The allied color ones are functional reprints of the Refuge cycle in Zendikar.	Ten multi-color common lands that enter the battlefield tapped, gain the controller one life, and can tap for 2 different colors of mana. The allied color ones are functional reprints of the Refuge cycle in Zendikar.	Ten multi-color common lands that enter the battlefield tapped, gain the controller one life, and can tap for 2 different colors of mana. The allied color ones are functional reprints of the Refuge cycle in Zendikar.	Ten multi-color common lands that enter the battlefield tapped, gain the controller one life, and can tap for 2 different colors of mana. The allied color ones are functional reprints of the Refuge cycle in Zendikar.	Ten multi-color common lands that enter the battlefield tapped, gain the controller one life, and can tap for 2 different colors of mana. The allied color ones are functional reprints of the Refuge cycle in Zendikar.
===Pairs===
Khans of Tarkir has one matched pair.
Matched Pairs	Matched Pairs	Description
 	 	Warriors which cost . They have mirrored stats (3/2 vs. 2/3) and bonuses (+1/+0 vs. +0/+1) that they grant to other warriors you control.
==Reprinted cards==
*<c>Act of Treason</c>, first printed in Magic 2010, last seen in Duel Decks: Speed vs. Cunning.
*<c>Arc Lightning</c>, first printed in Urza's Saga, last seen in Planechase.
*<c>Bloodstained Mire</c>, first printed in Onslaught.
*<c>Cancel</c>, first printed in Time Spiral, last seen in Magic 2015.
*<c>Crippling Chill</c>, first printed in Avacyn Restored.
*<c>Despise</c>, first printed in New Phyrexia.
*<c>Erase</c>, first printed in Urza's Legacy, last seen in Magic 2013.
*<c>Flooded Strand</c>, first printed in Onslaught.
*<c>Incremental Growth</c>, first printed in Lorwyn, last seen in Modern Masters.
*<c>Naturalize</c>, first printed in Onslaught, last seen in Magic 2015.
*<c>Polluted Delta</c>, first printed in Onslaught.
*<c>Seek the Horizon</c>, first printed in Saviors of Kamigawa, last seen in Return to Ravnica.
*<c>Shatter</c>, first printed in Alpha, last seen in Scars of Mirrodin.
*<c>Smite the Monstrous</c>, first printed in Innistrad, last seen in Duel Decks: Heroes vs. Monsters.
*<c>Trumpet Blast</c>, first printed in Urza's Destiny, last seen in Conspiracy.
*<c>Windstorm</c>, first printed in Magic 2010, last seen in Magic 2014 and for the first time in an expert-level expansion.
*<c>Windswept Heath</c>, first printed in Onslaught.
*<c>Wooded Foothills</c>, first printed in Onslaught.
===Functional reprints===
*<c>Alabaster Kirin</c> is a functional reprint of <c>Armored Griffin</c>.
*<c>Bloodfell Caves</c> is a functional reprint of <c>Akoum Refuge</c>.
*<c>Blossoming Sands</c> is a functional reprint of <c>Graypelt Refuge</c>.
*<c>Dismal Backwater</c> is a functional reprint of <c>Jwar Isle Refuge</c>.
*<c>Dutiful Return</c> is a functional reprint of <c>March of the Returned</c>.
*<c>Kill Shot</c> is a functional reprint of <c>Rebuke</c>.
*<c>Summit Prowler</c> is a functional reprint of <c>Lowland Giant</c>, <c>Ogre Resister</c>, <c>Shatterskull Giant</c> and <c>Borderland Minotaur</c>, save for creature types.
*<c>Rugged Highlands</c> is a functional reprint of <c>Kazandu Refuge</c>.
*<c>Throttle</c> is a functional reprint of <c>Lash of the Whip</c>.
*<c>Tranquil Cove</c> is a functional reprint of <c>Sejiri Refuge</c>.
==Card comparisons==
==Notable cards==
*The cycle of three-color lands (e.g. <c>Nomad Outpost</c>) was useful fixing for a three-color Standard format and in color-intensive decks like <c>Niv-Mizzet Reborn</c> focused decks in Pioneer until the triome lands were printed.
*<c>Hardened Scales</c> is an innocuous but powerful card that became the focus of the eponymous deck in Modern mainly due to the interaction with <c>Arcbound Ravager</c>, giving the pilot the ability to put twice as much power as their total artifacts on any given artifact creature. It developed as an evolution of earlier Affinity decks when <c>Mox Opal</c> was banned.
*<c>Utter End</c> was a staple removal spell in Standard control decks due to its versatility and ability to answer any permanent.
*<c>Clever Impersonator</c> has been played in numerous combo decks in Pioneer where it combines well with cards such as <c>Quintorius Kand</c>, <c>Fires of Invention</c>, and <c>Gyruda, Doom of Depths</c>.
*<c>Deflecting Palm</c> is a staple sideboard card in burn decks in Modern against the mirror and green creature decks.
*<c>Stubborn Denial</c> sees significant play in Modern as a disruptive piece with <c>Death Shadow</c>, a creature that can have four power while only costing one mana.
*<c>Disdainful Stroke</c> is a simple yet useful sideboard counterspell that has been played in Standard since it was printed and has often returned in various Standard sets since then.
*<c>Crackling Doom</c> was a strong value removal card in Standard at the time and saw some play in Modern Mardu Pyromancer decks.
*<c>Jeskai Ascendancy</c> is the face of an eponymous Pioneer combo deck that uses it to untap their mana creatures repeatedly until are large enough to win the game.
*<c>Abzan Charm</c>, <c>Duneblast</c>, <c>Anafenza, the Foremost</c>, <c>Wingmate Roc</c> and particularly <c>Siege Rhino</c> made up the core of an Abzan deck that dominated Standard.
*<c>Rattleclaw Mystic</c> provided explosive ramp for Temur-colored aggro and ramp decks in Standard. It was intended to be one mana a la <c>Noble Hierarch</c>, but proved to be usable more as an <c>Elvish Mystic</c> rather than a Temur card, so it needed to be tamped down.
*<c>Narset, Enlightened Master</c> and <c>Sidisi, Brood Tyrant</c> are among the most popular commanders in their respective color identities in the casual Commander format.
*<c>Mantis Rider</c> was heavily played in Jeskai aggro decks in Standard as a strong creature with lots of keywords and translated well into Modern Humans decks thanks to its creature type.
*<c>Savage Knuckleblade</c> was notoriously hyped before the release of the set but went on to little competitive success, largely due to failing to face off against <c>Siege Rhino</c> in most contexts.
===Delve spells===
A "returning" mechanic from Future Sight, the colorless mana scaling proved difficult to grasp and balance when it became a main set mechanic, leading to half the cards printed in this set ranging from power players to format breakers.
*<c>Become Immense</c> is a perfect card for various aggro decks by being a huge amount of burst damage for cheap, being used with <c>Temur Battle Rage</c> in Standard. It is occasionally also used in Modern decks that can cast it easily, particularly Infect decks that can kill in a single swing with the buff.
*<c>Murderous Cut</c> is a deceptively strong removal spell that has seen play in Standard, Modern, and Legacy.
*<c>Hooting Mandrills</c> has seen play in formats like Pioneer and Legacy where it can be played for only a few mana and then combined with spells like <c>Neoform</c> to fetch out a powerful seven mana creature.
*<c>Empty the Pits</c> required significant reworking to prevent it from becoming a fast combo deck in a slow format. 
*<c>Dig Through Time</c> and <c>Treasure Cruise</c> are two very powerful spells banned from almost every format they could be legal. Because in Modern and Legacy the graveyard can be filled very early thanks to fetch lands and low-cost spells and because of their delve ability, both the spells could regularly be cast at their cheapest. <c>Dig Through Time</c> helps combo and control decks to get the cards they need. <c>Treasure Cruise</c> most of the time was an <c>Ancestral Recall</c> and, in Modern and Pauper, all the metagame was shifted towards blue to play it for as long as it was legal.
===Other banned and restricted cards===
*<c>Monastery Swiftspear</c> became an immediate staple of burn and red aggro decks in every format, as it can deal significantly more damage than most one-drop creatures. It was eventually banned in Pauper in 2023 to reduce the speed of red-based decks.
*The reprinted Onslaught fetch lands were printed to balance out the mana in Modern. It caused problems in Standard with the Battle lands, forcing tournaments to add more time to the round-the-clock. The stress their power had on formats and future designs led to them being banned for the next nonrotating format Pioneer.
==Preconstructed decks==
===Intro packs===
Khans of Tarkir has five tricolored intro packs:
===Event deck===
Khans of Tarkir has one event deck.
==MTG Arena==
On December 12, 2023, the set was imported into MTG Arena as the complete card file, in contrast to the Remastered blocks of Amonkhet, Kaladesh or Shadows over Innistrad. This is part of the "road to Pioneer".
===Creature type update===
The Rakshasa received errata to no longer being Cats. They were original because the non-Hindu perception was largely based on the Dungeons & Dragons' portrayal of them. However, authentic Rakshasa were shapeshifters that could take any form, so labeling them Cat Demons was not particularly accurate.
A change from Naga to Snake, which was announced at the same time, was implemented with the release of Modern Horizons 3.
The arena release also included new art for 2/2 Zombie token for <c>Sidisi, Brood Tyrant</c> and <c>Empty the Pits</c>. This is not listed on Scryfall.
===Cards with new art===
==Trivia==
*The original planned name for the set was Warlords of Khanar. It was rejected on legal grounds.
==References==
==External links==
*
Category:Tarkir sets