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Ranking the Mechanics of Tarkir in Limited

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We're going back to Tarkir very shortly. Like last time (wow, it's been how long?), each clan has its own mechanic, so we're going to have a look at which ones are expected to play out best in Limited.

A quick caveat before we dive in: this is mostly just a bit of fun. I haven't played with the cards. This isn't meant to be any sort of serious limited guide. Individual cards matter much more than the mechanic as a whole, but this is my take on which mechanics are likely to play out the smoothest in your drafts.

5. Flurry (Jeskai)

Cori-Steel Cutter

This is going to take a lot of work and I'm not entirely convinced that the juice is worth the squeeze. You're going to need a lot of cheap spells in your deck to make this work, and the thing about cheap spells is that they're typically less impactful than more expensive spells. That's fine if the pay-offs for playing those weaker cards is worth it, but I'm not sure that's the case here. As Lords of Limited mentioned in their recent episode, we basically had this mechanic in Outlaws of Thunder Junction last year and, despite it having another mechanic expressly designed to support it (Plot), Flurry still fell flat. You're going to need some of the top-tier payoffs to make this work, and even then, you might just not draw your Aligned Heart, and be stuck with a bunch of mediocre spells.

4. Mobilize (Mardu)

This is the mechanic that I think is going to have the largest delta between its pop-offs and its flops. If you have a couple of combat tricks and are able to profitably attack in a way that makes use of the warrior tokens, Mobilize is going to feel oppressive. If you're sitting opposite a bunch of big blockers, looking at your mopy 3/3 for four that effectively has no text, it's going to feel very underwhelming. Where does that leave it on average? I can't help but look at cards like Dalkovan Packeasts and think how bad they are on their own. When this does nothing, it really does nothing. A deck with lots of Mobilize cards is going to need to be able to win combat or remove blockers, but are the tools are there? I do like the look of Static Snare as an aggressive way to remove a blocker and Starry-Eyed Skyrider as a way to get value from the warriors but overall, I'm not sold yet.

3. Endure (Abzan)

Endure seems like it has the highest floor of all the clan mechanics. If you don't have to pay over the odds for the creature you're casting, this is all up-side. The card in the rules article from Wizards is very much filler level, but the modality makes it a kind of "filler level+" in my mind. If you need a 7/7 with reach, you got it. If you'd rather have an extra body to block a bunch of tokens, you've got it. It's not a very exciting take on Fabricate from Kaladesh, but it is a strong workhorse mechanic that I expect to help a lot of Abzan decks reach into the late game. It also opens up some powerful go-wide options, especially where the cards overlap with Mardu's mechanic.

2. Renew (Sultai)

This strikes me as another ability that has a high floor while requiring very little work. You can make a "Renew Deck" that mills itself for value and feel very smart, but you can just as easily have your Renew creatures die in combat and then activate their ability from the graveyard later on. The second approach works better if all your cards are worth playing on face value, but that largely seems to be the case. Sorcery speed means that you can't get too tricky, but Renew is powerful enough that it doesn't need to also be a face-up combat trick. If games are long and attrition-based (or if you can make them long), Renew might be the real number one.

1. Harmonize (Temur)

Channeled Dragonfire

We all love Flashback, right? How about Flashback with a built-in cost reduction mechanic? This is another work-horse mechanic that gives the Temur colors plenty to do in the late game. A lot of the cards with this mechanic are necessarily expensive, but cards like Channeled Dragonfire are going to feel like a free roll when you get to flash them back. The set looks like it's going to give you the time to be messing around with things like this, and I really hope that means Unending Whisper turns out playable. Flashback-like mechanics are almost always good in a very Spike-y, value-y way, and I expect Harmonize to be exactly that. And you'd best believe I'm going to first pick Songcrafter Mage if I get the chance.

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