Wednesday 1 August 2012

Kher Keep

Kher Keep
This card deserves a reprint in From the Vault: Realms if only for the fact that it produces Kobolds of Kher Keep tokens. However, it's deserves it even more because of its token generating abilities. What can a 0/1 gribbly (let's call him Ted) do you may ask? Well, the first obvious choice is Skullclamp. 2 cards for 3 mana? That's a pretty good deal, especially in red. Ted could also make a great suicidal defender with Dead-Iron Sledge. He could go on a Cultural Exchange to your opponent's kingdom and trade places with an Autochthon Wurm. Ted could also turn into something more useful by simply being Polymorph'd. Finally, Ted could serve as "Tactical Ambush Commander" and be thrown into front of a Dread Cacodemon or as "Most Honourable Offering" if a Hand of Emrakul decides to come and visit. Basically, this land provides you with a lot of solutions to a lot of problems. However, it's main drawbacks are that it only produces 1 Ted a turn and it's Legendary so you can't have more than 1 of these out at a time. But, 1 is usually enough anyway.

Pros: Creates Ted, the "Ultimate Problem Solver"
Cons: Only produces 1 Ted a turn, Legendary
Rating: 4/5

1 comment:

  1. Something that I'm a little bit surprised that you didn't mention is Confusion in the Ranks for an effect that I think is better than Cultural Exchange because it's a)reusable, b)instant speed and c)in color. Just my two cents.

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