fbpx

Nine Khans Of Tarkir Limited Combos For Magic Arena

Andy Ferguson returns to Khans of Tarkir Limited, highlighting nine powerful common and uncommon Magic card combos to watch for on MTG Arena.

Mardu Hordechief
Mardu Hordechief, illustrated by Torstein Nordstrand

I’ve been having a blast with the Khans of Tarkir revisit on MTG Arena. It’s been a great change of pace from recent Limited formats.

The set will be on Arena’s rotation for another month (January 16th), so I wanted to share some combos to help squeeze out any remaining nostalgia before it leaves!

Disowned Ancestor + Mer-Ek Nightblade

Disowned Ancestor Mer-Ek Nightblade

It’s no mystery why this Ancestor was Disowned, as it’s an incredibly annoying card to play against. I’m sure they always brought up politics on Thanksgiving. Turning Disowned Ancestor into effectively a deathtouch Wall with Mer-Ek Nightblade ups the stakes for any potential attacks from the opponent. 

Kin-Tree Invocation + Archers’ Parapet  / Disowned Ancestor

Kin-Tree Invocation Archers' Parapet Disowned Ancestor

A Turn 3 5/5 or Turn 2 4/4 is a king among morphs. Casting Kin-Tree Invocation is a rare sequence in a three-color tapland environment, but far from impossible, and still very powerful by Turn 3.

Defiant Strike + Monastery Swiftspear

Defiant Strike Monastery Swiftspear

Defiant Strike allows Monastery Swiftspear to attack through most of the game and easily eat morph creatures. With the pair in Boros, this fits easily into either Mardu or Jeskai. Defiant Strike also pairs nicely with other prowess creatures, like Jeskai Student, Jeskai Elder, or Seeker of the Way.

Take Up Arms + Rush of Battle / Raiders’ Spoils / Trumpet Blast

Take Up Arms

Rush of Battle Raiders' Spoils Trumpet Blast

There are several truly powerful synergies available with Take Up Arms, and I’m always happy to pick the card early in a draft. Casting Take Up Arms during your opponent’s end step and following up with one of these combo pieces can easily steal games.

Gurmag Swiftwing + Molting Snakeskin

Gurmag Swiftwing Molting Snakeskin

There are few uses for both Gurmag Swiftwing and Molting Snakeskin, but this is one I’m quite fond of. An evasive three-power attacker is difficult to deal with in the first few turns, and you can keep up mana to regenerate it when your opponent attempts to address the Bat problem during later turns.

Dragon Grip + Whirlwind Adept 

Dragon Grip Whirlwind Adept

Ahhhh, hexproof – what a great Limited mechanic (note: it’s not). Seven power (minimum) on casting Dragon Grip plus first strike should let Whirlwind Adept challenge any creature in hand-to-hand combat. Casting Dragon Grip at instant speed is a nice bonus to pick off the first victim.

Abzan Charm + Tuskguard Captain / Abzan Falconer / Ainok Bond-Kin

Abzan Charm

Tuskguard Captain Abzan Falconer Ainok Bond-Kin

There are plenty of counter enablers, including Feat of Resistance and Dragonscale Boon, but I really love the versatility Abzan Charm provides. Choosing two creatures, at instant speed, can blow out games when paired with a “counter-lord” on the battlefield.

Awaken the Bear + Become Immense

Awaken the Bear Become Immense

Become Immense is certainly responsible for ending games on its own, and so is Awaken the Bear. With the ability to cast both cards for as little as four mana, +9/+9 and trample should be able to close out a game.

Chief of the Edge + Mardu Hordechief

Chief of the Edge Mardu Hordechief

Another powerful sequence, assuming Chief of the Edge can attack on Turn 3. Chief of the Scale is more reliable for enabling a Turn 3 Mardu Hordechief raid trigger, but far less exciting. 

Lose and Learn, Learn and Win!