With this new highly anticipated set coming out, here is what we know for sure all ready. Some of the new mechanics are going to be nuts and could lead into some possibly high powered offence and some world wind removals, dont forget about the crazy possible defense combos. So apparently for dragons they did away with the how clans as we known them with Fates and Khans. Now the clans are centered around elder dragons. I think this rocks you and the rest of you hoard going charging into battle with a fricken elder dragon calling the shots. Sign me up. The new Dragon clans are: Green-white Dromoka clan ( who mainly deal with Bolster), White-blue Ojutai clan ( this is where rebound comes into play), Blue-black Silumgar clan (these guys deal in that nasty exploit), Black-red Kolaghan clan (her is the dash we all love/love to hate), Red-green Atarka clan ( these guys deal with Formidable), and then if that wasnt enough they throw megamorph into the mix with everyone. Hole Crap, also if you noticed they did away with the who three color clans.
Here is a break down of the new mechanics:
Rebound:
Rebound lets you cast an instant or sorcery spell a second time for
free. If you cast a spell with rebound from your hand, you exile it
instead of putting it into your graveyard. Then, at the beginning of
your next upkeep, you can cast the spell again without paying its mana
cost. After casting it from exile, it's put into your graveyard. If you
manage to have several spells rebound during the same upkeep, you can
cast those spells in any order.
If you have any creatures from the last two sets with prowess,
casting a spell with rebound will give you two bonuses, once for each
time you cast the spell. (Prowess doesn't appear in Dragons of Tarkir.)
Rebound works only if the spell resolves. If it's countered for any
reason, either because your opponent casts a spell like Negate or
because all of the spell's targets became illegal, it won't rebound. It
will just be put into your graveyard with no effect. If you can't cast
the spell from exile, perhaps because it requires a target and none are
available at that time, then the spell just stays in exile.
Exploit:
When a creature with exploit enters the battlefield, you may sacrifice a creature you control.
Each
creature with exploit has another ability that gives you a benefit when
it "exploits a creature." This means when you sacrifice a creature
because of its exploit ability. That ability doesn't trigger if you
sacrifice a creature for any other reason, including the exploit ability
of a different creature.
You can sacrifice any creature you control when the exploit ability
resolves, including the creature with exploit itself. You don't have to
sacrifice a creature if you don't want to. If you do, you choose which
one as the exploit ability resolves. To get the most out of your
minions, look for creatures with abilities that give you an added
benefit when they die.
Dash:
Dash allows your creatures to strike and disappear before your opponent
knows what's happened. It hasn't changed since its appearance in Fate Reforged.
Dash is an alternative cost found on creature spells. As you cast a
spell with dash, you can pay its dash cost instead of paying its mana
cost. If you do, the creature will have haste, so it can attack that
turn. At the beginning of the next end step, you'll return the creature
from the battlefield to its owner's hand.
If you choose to pay the dash cost, you're still casting the spell,
so it goes on the stack and can be countered. Dash doesn't change when
you can cast creature spells, usually only during your main phase. If
you cast a creature spell using its dash cost, it will return to your
hand only if it's still on the battlefield at the beginning of the next
end step. If it leaves the battlefield before that point, it'll just
stay wherever it is.
Some dash costs are lower than the mana costs of the creature cards
they're on. So, if you have four mana available you can cast Sprinting
Warbrute a bit earlier than you otherwise could and get an extra attack
in. On the next turn, you can cast it for its mana cost and it'll stay
on the battlefield like normal. Other cards have dash costs that are the
same or higher than their mana costs. Attacking with such a creature
right away can be powerful, so you may want to cast such a creature
using it dash cost even if you could pay its mana cost.
Formidable:
Formidable is an ability word, so every formidable ability is different,
but they all care in some way about controlling creatures with total
power 8 or greater. Read each one carefully to see exactly what it does.
When calculating the total power of creatures you control, use their
actual powers, even if they're less than 0. For example, say you control
creatures that are 0/3, 4/4, and 8/8. The total power of creatures you
control is 12. But if your opponent cast a spell that gave the 4/4
creature -6/-0, you'd have an 0/3, a -2/4 and an 8/8. Their total power
is 6.
Stampeding Elk Herd's ability has an "intervening 'if'" clause, which
is basically a condition of a triggered ability sandwiched in the
middle. Abilities like this check the condition two times: once when the
ability would trigger. If you don't control creatures with total power 8
or greater at that time, the ability doesn't even trigger. If the
ability does trigger, it checks whether you still control creatures with
power 8 or greater to see if it resolves. If you don't, the ability
does nothing.
Other formidable abilities are activated abilities. You must control
creatures with total power 8 or greater in order to activate them.
However, once you activate such an ability, it doesn't matter what
happens to your creatures. Even if their total power dips below 8, the
activated ability will be unaffected.
Megamorph:
If you understand how morph works, megamorph is almost exactly the
same. The only difference is that if you turn a face-down creature with
megamorph face up by paying its megamorph cost, not only will it
suddenly have its normal characteristics, but you'll put a +1/+1 counter
on it as well! Note that if you turn a face-down creature face up some
other way (for example, say you manifest a card with megamorph and turn
it face up by paying its mana cost), it doesn’t get the counter.
Turning a creature face-up doesn't use the stack and it can't be
responded to. So if I controlled a face-down Aerie Bowmasters and turned
it face up, it would be a 4/5 (3/4 with the +1/+1 counter) before any
player could do anything.
The morph overlay returns in Dragons of Tarkir booster packs
to place on face-down creatures with megamorph. It's not necessary to
distinguish between creatures you cast face down (although
distinguishing between them and manifested cards is still required).
This accessory is optional. You don’t have to use them, but look how
cool they make your face-down creatures look! They're also a good way to
remember to show your opponent what your face-down creature was if it
leaves the battlefield or the game ends.

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