The Art of Magic the Gathering Concepts Legends Pdf
The collectible card game Magic: The Gathering published 7 expansion sets from 1993–1995, and one compilation set. These sets contained new cards that "expanded" on the base sets of Magic with their own mechanical theme and setting; these new cards could be played on their own, or mixed in with decks created from cards in the base sets. With Magic 's runaway success, many of the printings of these early sets were as well pocket-sized to satisfy the quickly growing fanbase. Cards from them became rare, difficult to find, and expensive. It was not until Fallen Empires and Homelands that Wizards of the Declension was able to print plenty cards to meet demand; additionally, Wizards of the Coast published Chronicles, a reprint prepare that helped gear up many of the scarcity issues with the earliest sets.
In 1995, Magic would adopt a new image: "blocks" of expansion sets. Multiple expansions would all take place in the aforementioned setting, and progress a storyline. This was first seen with Ice Historic period into Alliances, and evolved into a form that would concluding for many years in 1996–1997 with Delusion, Visions, and Weatherlight.
Arabian Nights [edit]
![]() Scimitar | |||
Released | Dec 1993 | ||
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Size | 92 cards (78 unique: 27 commons and 51 uncommons) | ||
Impress run | 5,000,000[1] | ||
Keywords | None new | ||
Mechanics | Lands with abilities, djinns and efreets, metagame effects, coin-flip effects | ||
Designers | Richard Garfield | ||
Developers | Jim Lin, Chris Page, Dave Pettey, Skaff Elias | ||
Development code | Arabian Nights[2] | ||
Expansion lawmaking | ARN (AN) | ||
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Arabian Nights was the first Magic: The Gathering expansion prepare, published in 1993. The set is composed entirely of new cards. The expansion symbol of Arabian Nights is a scimitar.
The setting of Arabian Nights is inspired by the themes and characters of the 1000 and Ane Arabian Nights with some of the characters and places coming straight from these tales. The Arabian Nights too provides the flavor text for most of the cards in the set. Arabian Nights stands out as being one of the only ii carte sets primarily based on public domain real-world fiction (the other being Portal Three Kingdoms), as opposed to other card sets based on settings created exclusively for Magic.[iii] [4] [5] [6]
Richard Garfield, Magic creator, acted every bit the sole designer for the set up, and developed it in parallel with other teams working on what would go Water ice Age and Mirage. The Ice Age design team, composed of Jim Lin, Chris Page, Dave Pettey, and Skaff Elias, was called upon to become the development team for Arabian Nights as well, but instead of playtesting the fix they managed only to submit some comments because their schedule was so tight.[vii] At that point in Magic 'southward development, the role of expansions was relatively undefined, and Garfield intended for Arabian Nights cards to bear a royal and gold back[eight] that would allow players to exclude Arabian Nights from their games. In his commodity, "The Making of Arabian Nights", Garfield cites this as his inspiration to "be more audacious in creating mechanics and themes".[9]
Actor response against the proposed new dorsum caused Wizards of the Declension to stay with the original backs, allowing cards from various sets to be mixed freely in gameplay. To replace the new card dorsum, a symbolic scimitar was added between the card artwork and carte du jour text,[9] making the outset expansion symbol; every expansion set since has displayed a unique one.
Cards [edit]
Arabian Nights booster packs contain eight cards, 2 from the uncommon sheet and six from the common sheet. The set as a whole consists of 78 cards. Nineteen of these cards are U3, meaning they appear three times on the uncommon sheet, and 32 cards are U2 and are thus ordinarily dubbed the rares of the set, although they are only 33% less mutual than U3 cards. Of the eatables 9 are C5 and sixteen are C4. Additionally the Arabian Nights Mountain is C1 and Desert is C11.[i] When counting the commons with smaller, darker mana symbols as separate cards Arabian Nights is a set of 92 cards.[10] The smaller darker numbers in the casting toll are referred to equally serial (a) and the lighter and larger numbers are referred to as serial (b).
Of the 78 cards, 49 take been reprinted. With 63% reprinted, Arabian Nights is second in fraction of cards reprinted in an expansion fix merely to Antiquities. Twenty-two of the 29 cards that have non been reprinted are on the Reserved Listing, meaning that Wizards of the Declension has decided never to reprint these, for business concern of alienating collectors.[11] On the other hand the Mount, accidentally non removed from Arabian Nights, is the only card of the prepare that had been printed before. Information technology is thus the commencement reprint in Magic exterior a base set up.
Arabian Nights includes a few minor collation and typographical errors. Ane of them was the and then-called "Arabian Mount". When the determination was made to accept the expansion sets fully playable with the bones set, Wizards of the Coast decided that in that location was no need to include bones lands in the impress run, so they were removed. Yet, one Mount basic land card accidentally remained on the print canvas as a mutual.[12] Due to this oversight, the Mountain is at present the well-nigh mutual Magic card.[13] Wizards noted that in that location were only under 31,000 Arabian Nights Mount cards printed.[14] Another mistake, this fourth dimension in press, caused two unlike styles of generic mana symbols to exist printed on some cards. Some copies of these cards feature a regular sized generic mana symbol, other copies have one that is smaller and darker.[ten]
Pattern [edit]
Even when separated from its place equally Magic'due south first expansion, Arabian Nights was a groundbreaking set up in terms of its impact on the game. In his article "It Happened One Nights",[15] Mark Rosewater detailed amongst others the post-obit innovations or expansions on Alpha mechanics:
- Stealing opponent's cards – Blastoff enabled players to gain command of their opponent's permanents, only Arabian Nights explored this theme farther.
- Opponent-activated abilities – Ifh-Bíff Efreet has an ability that each role player can activate. This theme was further explored with the Mongers in Mercadian Masques.
- Lands with abilities – Arabian Nights was the first set with Lands that had abilities other than mana abilities.
- Coin flips – Arabian Nights was the first prepare that fabricated utilize of coin flips to innovate additional randomness to the game.
- Cumulative upkeep & cantrips (cards that depict a new bill of fare when played) – Both concepts were more than formally introduced in Ice Age, but Arabian Nights fabricated use of these on Cyclone and Jeweled Bird, respectively.
- Lifelink – The concept of the power that would become Lifelink was first introduced on Arabian Nights ' El-Hajjâj.
- Exile zone every bit a Limbo – Oubliette was the first card to use what would eventually come to exist called the Exile zone as a belongings zone for cards temporarily out of play.
Storyline [edit]
Richard Garfield considered several mythologies to build Magic 'southward first expansion around, but eventually decided to utilize a existent-world mythos. Personally fascinated with the One Chiliad and I Nights mythos, and inspired by the recent Sandman comic past Neil Gaiman, "Ramadan",[16] he decided that information technology fit the game well and chose to utilize information technology for Magic.[9] Aside from using the original tale as an inspiration for the cards of Arabian Nights and putting short quotes from the book on the cards as flavor text the prepare originally had no own background story. In 1995–96 2 comic books (A Time to Gather and And So There Was One) were produced by Armada to give the fix its own storyline, taking place on the aeroplane of Rabiah the Infinite. Arabian Nights is one of the 2 sets (the other Portal: Three Kingdoms) to use an explicit earthbound mythos for its background story,[17] although many other sets are inspired or loosely flavored by real-earth cultures (e.g. Norse cultures in Ice Age, African cultures in Mirage, Eastern Europe in Ravnica, etc.).
Notable cards [edit]
- Shahrazad – The consequence to create subgames is unique in Magic and somewhen led to the banning of this card from all tournament formats as it was perceived to consume as well much time in tournaments.[xviii] In his article "The Making of Arabian Nights" Richard Garfield chosen Shahrazad his favorite menu from Arabian Nights as well due to its unique effect.[nine]
- Juzám Djinn – This carte was long considered to be the best beast in Magic.[17] While its power level has since been diminished (the almost identical Plague Sliver thirteen years later on saw picayune tournament play), it was memorably powerful at the time. The art of Juzám Djinn is as well widely considered to exist one of the about iconic of the early on Magic game. Wizards of the Coast used information technology every bit a cover piece for their first Magic encyclopedia (along with Black Lotus and Balduvian Horde).[17]
- Bazaar of Baghdad – Drawing 2 cards only to discard three appears not to be a powerful upshot at the commencement glance in a game where menu reward is a well established principle, merely in Vintage at that place are several ways to make use of cards discarded, especially with the Dredge mechanic from Ravnica: City of Guilds.[18] [xix]
- Library of Alexandria – The Library has been a staple of Vintage decks for years. For some time Vintage players even referred to the Power Ix equally Ability Ten to include the card. Library of Alexandria is restricted in Vintage and not legal to play in whatsoever other format.
- Kird Ape – Kird Ape is one of the nigh powerful ane-mana creatures of the game'due south early on life. When played alongside Taiga, it was a ii/3 potentially on the first turn of the game, which led to it being on the first listing of banned cards for the Extended format.[20]
- City in a Canteen – Originally, Richard Garfield had hoped to let creativity and innovation past using different card backs for Arabian Nights, so that each set could stand on its own. Later this idea was vetoed, City in a Bottle was an intended "safeguard" that if Arabian Nights proved too divisive to a player, they had a bill of fare that could stop the unabridged expansion.
- Mountain – Basic land. The Arabian Nights "mount" was the but bones land bill of fare of the prepare printed, by mistake; no basic lands were meant to be printed.[21]
Antiquities [edit]
![]() Anvil | |||
Released | March 1994 | ||
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Size | 100 cards (41 commons and 59 uncommons) | ||
Print run | 15,000,000[22] | ||
Keywords | None new | ||
Mechanics | Artifacts, artifact furnishings | ||
Designers | Skaff Elias, Jim Lin, Dave Petty, Joe Mick, and Chris Folio[23] | ||
Development code | Antiquities[two] | ||
Expansion code | ATQ (AQ) | ||
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Antiquities is the second Magic: The Gathering expansion set. It was the starting time set to accept a backstory unique to Magic that explores the mythos of the Magic universe. The story is primarily about the brothers Urza and Mishra who are inseparable at beginning, but become sworn enemies over the finding of 2 power stones. Trying to get concord of the other's stone they eventually lay waste material to the whole continent of Terisiare.[24] The set was created by the group of students at the University of Pennsylvania that had helped Richard Garfield design the original game. Mechanically Antiquities revolves around artifacts. Only 35 of the 85 different cards are colored, the remaining l cards beingness artifacts and lands. The expansion symbol for Antiquities was an anvil.[3] [iv] [6]
Antiquities managed to solve many of the press errors that had plagued previous sets, although the expansion symbol was missing from the card Reconstruction, and the circle around the activation price of Tawnos's Weaponry was omitted in half the press. The only major problem noticed by players was the poor collation of the fix; many booster boxes independent several packs with exactly the same cards in each, making information technology hard for players in many areas to collect complete sets. To correct this, Wizards of the Coast introduced a "buyback" program, allowing players to trade in their excess cards for coin.
Storyline [edit]
The storyline of Antiquities is originally told through the flavor text of the cards in the set. It is given in total in the 1998 novel "The Brothers' War" written by Jeff Grubb. In 1999 the prequel, "The Thran" by J. Robert King, appeared. It describes the events leading to the Thran-Phyrexian War and the conflict itself. The Thran are the civilization that created the powerstones that are the cause of the separation and ensuing disharmonize of Urza and Mishra.
The story of Antiquities takes place on the aeroplane of Dominaria and centers on the two brothers Urza and Mishra. Urza is born on the kickoff day of the year 0 AR and his blood brother, Mishra, on the terminal day of that yr. X years later, when their father falls ill, they are sent as apprentices to their father's friend, the artificer Tocasia. Subsequently several years at Tocasia's campsite where the brothers made several inventions and discoveries, they explore the Caves of Koilos, a place filled with Thran artifacts. In that location the brothers each find one half of a powerstone that sealed the gate to the plane of Phyrexia, which is also located in the caves. Common desire for the other'south piece of the powerstone somewhen leads them to turn the power of their stones onto each other. Attempting to finish the duel, Tocasia puts herself into the middle, leading to her inadvertent expiry.[24]
After, the brothers split and go out the excavation site. In the following years, Urza and Mishra come up into positions of substantial power in Yotia and amidst the Fallaji people, respectively. Afterwards some hostilities, the empires eventually conduct open warfare against each other. The events during the conflict lead to both Urza and Mishra acquiring the leadership among their people. The disharmonize becomes an all-out war, just no side is able to proceeds the upper hand. In the final battle of the conflict, both armies fight to a standstill. Eventually, Urza activates the Golgothian Sylex, an artifact that Urza'due south lieutenant Tawnos received from Mishra'south lieutenant Ashnod. The activation of the artifact triggers a boom that destroys the site of the final battle, the island of Argoth, and thus ends the war by destroying both armies. In the aftermath of the disharmonize, the boom triggered by the Golgothian Sylex upsets the climate of Dominaria leading to an Ice Age.[24] The culmination of Urza'due south and Mishra'south conflict was expanded upon further in the 1998 expansion ready Urza'southward Saga.
Rarity [edit]
Antiquities cards were sold in booster packs that contain eight cards, 2 from the uncommon sheet and six from the mutual canvas. Of the cards in Antiquities, 29 are U3, meaning that they appear three times on the uncommon print sheet. 4 are U2, and the remaining 26 uncommons are U1. These are usually dubbed the rares of the set. Also the card Tawnos's Weaponry, a U2, exists in two versions, one barely noticeably missing the circle backside the activation price of the ability. For collectors' purposes, Tawnos's Weaponry is thus sometimes counted equally ii U1 cards. Of the eatables, 25 are C4. The remaining commons are v C2 and xi C1. The C1 commons are usually dubbed as uncommons, as a C1 carte du jour is exactly equally rare every bit a U3 card.[22]
Notable cards [edit]
Despite Antiquities pattern as a set revolving effectually artifacts, it was largely the lands from the set that had well-nigh bear upon on the game.
- Mishra'southward Factory – This was the first land that could plow into a creature. Its blueprint had a potent bear upon on after lands that are able to become creatures (chosen "human lands"), leading to the design of the Urza'southward Legacy man lands and eventually the Worldwake and Adjuration of the Gatewatch man lands.[25] Along with Strip Mine and the Urzatron lands, Mishra's Manufacturing plant is besides the first not-basic land card with varying artwork (Spring, Summertime, Autumn, and Winter).
- Mishra'due south Workshop – The Workshop is a mainstay of many Vintage decks today due to its ability to provide its controller with a lot of mana quickly. Mishra'southward Workshop is banned from Legacy play, but the card is not restricted in Vintage.
- The Urzatron Lands – Urza's Mine, Urza'southward Power Plant, and Urza's Belfry. When combined, these lands can add 7 mana to their controller'southward mana puddle. While it is unlikely to draw all three cards early from a deck of lx cards, decks built around searching for any playing pieces of 'Tron' take been powerful tournament decks in the Standard and Extended formats. Virtually notably a philharmonic deck built around Tooth and Boom was one of the strongest Standard decks for more than a year. Urzatron lands are as well used in Modern decks that aim to assemble Tron quickly using Expedition Map and Sylvan Scrying to apace cast threats such as Karn Liberated or Wurmcoil Engine.
[edit]
![]() Capital of a Doric column | |||
Released | June 1994 | ||
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Size | 310 cards | ||
Print run | 35,000,000[26] | ||
Keywords | Bands with other, Rampage | ||
Mechanics | Legendary permanents, Enchant Worlds, Multicolor cards | ||
Designers | Steve Conard and Robin Herbert[27] | ||
Developers | Skaff Elias, Jim Lin, Chris Page, Dave Pettey[23] | ||
Evolution code | Legends[2] | ||
Expansion lawmaking | LEG (LE) | ||
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Legends was the third Magic: The Gathering expansion gear up, released in June 1994. It was the first expansion set to be sold in packs of fifteen (previous expansions had been sold in packs of 8). The set was designed by Wizards of the Coast co-founder Steve Conard and friend Robin Herbert in Canada before the game was initially released.[28] Legends introduces several mechanics and keywords to the game, nigh prominently the namesake mechanic of Legends: multicolored creatures of which there could only exist one in play at a time. These were the first multicolored cards in the game. The expansion symbol for Legends is the capital of a cavalcade.[3] [4] [6]
Legends did not have the printing errors and misleading artist credits that existed in preceding Magic sets. The problem of poor collation persisted, though, which had also troubled Antiquities. Each booster box contained but one-half of the uncommon cards in the ready.[29] This along with the comparatively small printing made collecting the entire 310-card set very difficult. Wizards of the Declension implemented a bill of fare commutation plan for US customers that ran until Baronial 1994, replacing up to 100 cards per shipment.[29]
Legends is the oldest expansion to have been printed in a foreign language; the Italian Leggende was released in 1995, shortly after Fifty'Oscurità (Italian The Dark). These ii expansions were released in the reverse order in their original English printings. The first prepare to exist released in a foreign linguistic communication was the Revised Edition which was not but printed in Italian, merely also in German language and French.
Storyline [edit]
The story line of the Legends set was not formulated until the 3 Legends Bicycle books by Clayton Emery were released in 2001 and 2002. It follows the adventures of Hazezon Tamar who teams upwards with many other legends from the prepare such as Jedit Ojanen. The story takes place in the southern regions of Terisiare well after the Water ice Age, and sometime before Weatherlight as the first Airships are built by Johan who tried to conquer the entire continent. Many other legends of the set end upward fighting Johan'south army at the battle for Efrava.
Mechanics [edit]
Legends introduce several of import mechanics to the game and each pack of cards contained a rules bill of fare explaining the new mechanics and keywords.
- Legends – A new type of fauna with a special restriction: there can only exist one Legend in play, as they were flavored equally unique heroes and specific places, not interchangeable armies or territory. Briefly, simply ane copy was allowed per deck when Legends came out, but this restriction was speedily modified to but one in play.[30] Legends provided both Legendary Creatures and Legendary Lands, while Legendary Artifacts and Enchantments would not be printed until Odyssey and Champions of Kamigawa, respectively. When printed, if a second Fable would come into play, information technology would instead become to the graveyard; this would be modified many years later to "both are destroyed" in Champions of Kamigawa. This would later be further modified to but check uniqueness within each player's battlefield individually, rather than the game as a whole, and that if a second Legendary permanent would come up into play, its controller can cull which one to keep.
- Enchant World – Enchantments that enchanted the entire "world." These enchantments would take an effect that afflicted all players at the same time and were limited to merely one in play at a time.
- Multicolor – Legends was the outset set to include cards that required more than one colour of mana to play. These cards were distinguished by a gold background and proved popular enough to exist a mutual mechanic in later sets.
- Rampage – An ability that took effect whenever said animal became blocked past more than ane brute. Creatures with Rampage would get a bonus to their ability and toughness for each creature blocking information technology beyond the offset.
- Banding and Bands With Other – A game mechanic that was somewhen dropped from the game after Weatherlight, banding allowed multiple creatures to attack every bit a unmarried unit of measurement, allowing the attacking player to make up one's mind how damage was distributed to his or her creatures, if the defending player blocked. Legends featured the "bands with other" mechanic, creating creatures that banded just with creatures of a certain type, and was the merely set up to characteristic this with the exception of the Unhinged bill of fare Old Fogey.
- Poison – The ability of certain creatures to inflict poison, a separate kind of impairment distinct from life total; also many poison counters causes the game to instantly be lost.
Rarity [edit]
Legends is the showtime Magic expansion to take cards of three explicit rarities: commons, uncommons, and rares. There are 75 mutual cards in Legends. Of these, 46 are C2, meaning that they announced two times on the print sheet, and are thus twice every bit mutual equally the other 29 C1 commons. Seven of the 114 uncommons are U2, and all other 107 uncommons are U1. Of the 121 rares, each is R1, making them all equally prevalent.[26]
Notable cards [edit]
Legends has a reputation for having an erratic power level and not being balanced particularly finely. Notably, the designers made extremely powerful spells that could lock opposing creatures out of the game entirely such as The Abyss and Moat, but extremely weak creatures. The result was a combination of some of the weakest cards in Magic equally well every bit the most strong.
- Mana Drain – Better than the original Counterspell from Blastoff, this carte du jour is a staple of Vintage decks and banned in Legacy for power level reasons. It became even stronger later the "mana burn" rule was removed from the game, which damaged players for unspent mana.
- The Tabernacle at Pendrell Vale – This country is highly sought after for the "lands" classic deck in Legacy. When information technology was originally printed, it was not especially useful due to brute decks non beingness particularly viable. This meant that players did non salve the bill of fare or treat it every bit valuable. As new cards were printed over fourth dimension, Tabernacle became more useful, but copies of information technology are now difficult to find and the card has become by far the most valuable card of Legends.
- Moat – Moat is a powerful enchantment that stops all non-Flying creatures from attacking, rendering them useless until an opponent can remove Moat itself. Moat was featured in one of the first truthful "control" decks of the game alongside Serra Angel.
- Chain Lightning – This card is less powerful than the original Lightning Bolt, simply it is all the same stiff.
- Karakas – Originally an unnoticed uncommon, Karakas came to the spotlight as the Legacy format grew in popularly. In that format Karakas serves to return a powerful Legendary creature such as Iona, Shield of Emeria, Emrakul, the Aeons Torn, and Mangara of Corondor to its owner's hand. Because of its utility and power, Karakas is banned in the Commander format (also known equally Elder Dragon Highlander) format where Legendary Creatures are much more than common.
- Wood Elemental – Considered past many to be the worst creature of all time and ane of the worst Magic cards ever printed. The restrictions on this fauna make it unfeasible in almost every situation.[31]
- The Abyss – At one point considered the best reusable creature kill spell ever, The Abyss locks out opposing creature decks efficiently.[32]
- Pit Scorpion – This was the kickoff animate being e'er introduced that dealt toxicant impairment, a strategy that countered life gain decks.
- "Banding lands" (Adventurers' Guildhouse, Cathedral of Serra, Mount Stronghold, Seafarer's Quay, and Unholy Citadel) – These lands are considered among the weakest cards ever printed. They conditionally grant "Bands with Other Legends", and nothing else.[31] [33]
Reception [edit]
Legends won the Origins Award for Best Game Accessory of 1994.[34]
The Dark [edit]
![]() Eclipsed Moon | |||
Released | August 1994 | ||
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Size | 119 cards | ||
Impress run | 63,000,000[35] or 75,000,000[36] | ||
Mechanics | Sacrifice, Tribal, Toxicant | ||
Designers | Jesper Myrfors | ||
Development lawmaking | The Nighttime | ||
Expansion code | DRK (DK) | ||
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The Dark was the 4th expansion set of Magic: The Gathering, released in August 1994. The set connected the story begun in Antiquities and recounted the aftermath of the events of that set. The 119-card expansion explored the darker sides of the colors of Magic.[37] Dissimilar its predecessor Legends, it did non innovate whatever new keywords, just did include a number of themes including sacrifice, Goblin tribal, and colors "hosing" themselves (flavored as betrayal). The expansion symbol for The Dark is an eclipsed moon.[three] [4] [six] [38] It was released in 8-card booster packs, of which 2 cards were from the uncommon sheet and 6 cards from the common canvas; 43 uncommons were printed twice as often in the uncommon sail as 35 rares.[36]
The Dark was the first Magic expansion that was released in a foreign linguistic communication. It was published in English and in Italian nether the name L'Oscurità. Despite existence the starting time fix that was translated to Italian, it is non the oldest gear up that was translated. Afterward the release of the Italian The Dark, Legends was also published in Italian.
Storyline [edit]
The storyline of The Dark was initially only told through the flavour texts of the cards. However, in 1999 the offset novel in the Ice Age wheel, The Gathering Nighttime past Jeff Grubb, was released. The book tells the story of Jodah, one of the protagonists of the storyline of The Dark.
In the backwash of the Brothers' War, a series of conflicts ends up causing most of the inhabitants of the continent of Terisiare to revert to a more than primitive land. During this time, several leaders and notable heroes rise up, such as Vervamon the Elderberry (who was later burned at the stake), Maeveen O'Donahough, Barl the Artificer, Mairisil the Pretender, and Lord Ith (who was held captive by Mairsil).
After the destruction of large amounts of the continent Terisiare during the Brothers' War, most nations turn heavily to organized religion and magic to assist them cope with the coming ice age caused by the detonation of the Golgothian Sylex, creating a climate change like to that of a nuclear winter. Mairsil the Pretender, the advisor to an unnamed king, imprisons Lord Ith in the device called "Barl's Muzzle" (a mage-prison built by his master artificer, Barl) and wages war in the "Nighttime Lands", areas of Terisiare overcome with blackness mana influence. Lord Ith summons a rag homo to find someone to free him. Mairsil is obsessed with finding a gateway to Phyrexia, and when a young mage named Jodah arrives, he tries to manipulate the boy to have him there.
During these times, he employs Maveen O'Donahough and her troop of mercenaries, who go out to lookout man, search and destroy, and undertake other various missions. They are accompanied by Vervamon the Elder, an elderly sage who records parts of their travel and takes downwards $.25 of important lore. Notwithstanding, when he returns, he is branded a heretic and burned at the stake as a martyr. Eventually, Jodah frees Lord Ith as Mairsil begins to lose his power, caused by the weakening of the country past the coming ice age.
Mechanics [edit]
The Dark introduced no new mechanics. However, it did utilize several themes that would exist used after on in Magic sets, particularly the payment of life to actuate abilities.
- "Sacrifice", where a player has to cede something to proceeds the upper hand against an opponent, usually life or creatures. Blood of the Martyr and Brothers of Burn are examples.
- "Tribal", a theme that would afterwards be more prominent in Magic, had a presence here, largely in the Goblin tribe. Cards such as Goblin Caves and Goblin Shrine additional Goblins, while Tivadar's Crusade destroyed them.
- "Cooperation of enemy colors", where cards interacted favorable with enemy colors such as Elves of Deep Shadow.
- "Self-hosing", where cards were good confronting their own color. Ashes to Ashes allowed black to destroy black creatures (something Black had trouble doing before), while Water Wurm and Hidden Path were more direct.
Notable cards [edit]
The Dark has a reputation for having a somewhat weak power level compared to earlier sets, and slowed the speed of the game downward. Initial problems with powerful cards in earlier sets had led Magic designers to more closely tune cards for balance.
- Ball Lightning – Ane of the iconic ruby creatures in early on Magic, Ball Lightning has been reprinted several times and spawned multiple imitator cards in subsequently sets that were as well one-shot attacks with haste, such as Blistering Firecat and Groundbreaker.[39]
- Blood Moon – This was the first card that penalized players for using non-basic lands. It was designed from a tiptop-down season perspective that flooding the state with ruddy light should transform lands to produce cherry-red mana.[37] It has proved a staple in the Modern format, and sees occasional play in Legacy likewise.
- Maze of Ith – Although The Night generally has a rather low power level, Maze of Ith quickly made it to the lists of restricted cards. Unlike today, even Standard had a restricted list back then, just Maze of Ith was on the Vintage restricted list for some fourth dimension as well. Maze of Ith has a somewhat strange rarity; it is the 44th uncommon in the set, but does not appear on the uncommon sail. Instead, it appeared on the common sheet, but 1/3 as oft equally the actual commons. As a result, it was printed somewhat more than than the other uncommons, although nonetheless less than the commons.
- Tormod's Crypt – This zero toll card can completely remove a graveyard. Information technology is thus a useful sideboard card, so that a deck tin deal with graveyard strategies.
- Sorrow'south Path – This carte is widely regarded as being one of the worst land cards ever printed. Its main use is to be given to an opponent somehow.[31]
Reviews [edit]
- Rollespilsmagasinet Fønix (Danish) (Outcome 4 - September/October 1994)[40]
Fallen Empires [edit]
![]() Crown | |||
Released | November 1994 | ||
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Size | 102 cards (functionally different) / 187 cards (counting distinct artwork) | ||
Print run | 350–375 million[41] | ||
Keywords | None new | ||
Mechanics | Creature tokens, "Tribal" creature types, Counters | ||
Designers | Skaff Elias, Jim Lin, Dave Petty and Chris Page[42] | ||
Evolution lawmaking | Fallen Empires[two] | ||
Expansion code | FEM (FE) | ||
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Fallen Empires was the 5th Magic: The Gathering expansion set, released in November 1994. Out of the ready of 187 cards, 102 were functionally unique, with the remainder being variant illustrations of other cards in the set up. The mechanics of Fallen Empires include a tribal subtheme and heavy use of counters and tokens. Thematically, the ready experiments with conflict within the colors. The expansion symbol for the fix is a crown.[3] [4] [six] [38]
Similar to The Dark, Fallen Empires is widely regarded as an overall weak set in ability level. The set "with mixed reviews from players, and controversy over the set's effectiveness still rages on."[43] The gear up'south large printing meant the individual price of each carte on the secondary market place was insufficiently inexpensive, fueling perceptions of a weak power level. Nevertheless, the set has its proponents, who annotation its strong flavour and good commons. Richard Garfield described it at the time as "easily the nigh complicated and best-looking of the expansions. The play value is high for the complication, and the cards are very valuable for play. The flavor is probably the virtually cohesive since Arabian Nights. This expansion is hands my favorite."[44]
Storyline [edit]
Fallen Empires takes place on the continent of Sarpadia afterward the Brothers' War in Antiquities. Each of the major cultures on Sarpadia is confronted with internal threats caused by the cooling conditions: the dwarves are attacked past orcs and goblins; the Vodalian merfolk face the homarid menace; the elves of the forest struggle to contain the fungus-like Thallid; the proud soldiers of Icatia confront opposition from religious zealots; and the nighttime Order of the Ebon Manus fights a thrull revolt.[43] The storyline of Fallen Empires is continued in the Ice Age set.
Printing and distribution [edit]
Fallen Empires was released in November 1994. It was sold in boosters of eight cards with a box of boosters containing threescore booster packs. Each booster contained ii cards from the uncommon and half-dozen from the common sheet. Of the cards from the uncommon sheet, 36 were functionally rares (U1) and appeared in one case on the uncommon sheet. They were three times as rare as most other uncommons. The remaining uncommons were 25 U3 and 5 U2 cards. Of the common cards, each is equally common if each card with a unique artwork is counted equally an private card. Counting merely functionally unique cards, there were 15 common cards that appeared in 4 versions and 20 that appeared in three versions. There was also one common, Delif'southward Cone, that had only one version, making it simply as rare as an U3 uncommon.[41]
Because previous sets were underprinted, often making them unavailable very quickly after they went on sale, more than Fallen Empires cards were printed than whatsoever previous set up. Wizards of the Declension announced the impress run of Fallen Empires to be 350–375 meg cards, compared to 75 million for its predecessor, The Dark. Booster packs were thus available until 1998, despite the fact that Wizards stopped shipping cards in January 1995.[41]
Fallen Empires was the final set produced merely in English, although the ii previous sets, Legends and The Dark, had already been produced in Italian. Its successor, Ice Age, was bachelor in half-dozen languages.
Due to a printing error, a small number of cards from Fallen Empires were printed with Wyvern backs when that game was manufactured at the same factory.[45] These were distributed in Wyvern starters and accept an exceptionally loftier value on the secondary market relative to other Fallen Empire cards.[46]
Mechanics [edit]
Fallen Empires introduced a tribal theme that would later be revisited in Onslaught. Each color had two main creature types, as well as cards that do good from controlling creatures of those types. Some other theme introduced was internal strife within each colour. Each color had two major tribes, one of the rulers, and another lesser or enslaved force; the lesser force rebels confronting or escapes control of the old rulers in each storyline, causing their collapse—hence, the Fallen Empires.
- White: Icatia and its Order of Leitbur face zealots of the Farrelite Cult.
- Blue: The Merfolk of Vodalia deal with the rising of the crab-like Homarids.
- Blackness: The Guild of the Ebon Hand faces a rebellion past its enslaved Thrulls.
- Ruddy: An unnamed Dwarven Kingdom is overrun past Goblins and Orcs.
- Green: The Elves are overwhelmed by the rampant growth of fungus-like Thallids.
A number of Fallen Empires cards also made heavy usage of counters and tokens, leading the company to publish a sheet of cardboard counters in the game'due south companion magazine The Duelist.[47]
Notable cards [edit]
- Hymn to Tourach – This powerful discard spell has seen a large corporeality of tournament play in formats where information technology is legal.
- High Tide – Various combo decks have been built around the mana acceleration that this card provides.
- Goblin Grenade – One of the earliest incentives to play a deck with many Goblin cards.
- Order of Leitbur and Society of the Ebon Paw – For their mana efficiency, protection from respective colors and gainsay oriented abilities, these clerics were used in many successful decks of this flow.
Reviews [edit]
- Rollespilsmagasinet Fønix (Danish) (Issue half-dozen - January/February 1995)[48]
Ice Age [edit]
Ice Historic period was the sixth Magic: The Gathering expansion set, released in June 1995. Ice Age was the beginning of the "block" prototype for Magic, as the Alliances set up released in 1996 continues the story of Ice Age.
Chronicles [edit]
Released | July 1995 | ||
---|---|---|---|
Size | 116 cards/ 125 cards (counting diff. artwork) | ||
Expansion code | CHR | ||
|
Chronicles was the first compilation fix of Magic: The Gathering, released in July 1995. The set is i of two sets that have been sold in twelve-card booster packs, the other having been Alliances.[three] [iv] [6] The set remains somewhat unusual, as Chronicles introduced no new cards, but solely reprinted cards from Arabian Nights, Antiquities, Legends, and The Night.[49] These reprints kept the original set's symbol too, rather than using a Chronicles specific symbol. For tournament play, Chronicles was designated as an extension of the Fourth Edition base ready. The cards in Chronicles are white-bordered, in accordance with the Wizards of the Coast policy of the fourth dimension that black-bordered cards would just be reprinted with white borders. In improver, the game text on many Chronicles cards was updated to reflect and so-current rules, rulings, and templating. For case, Whirlwind from Arabian Nights instructed players to place "chips" on the card to mark its status, while the Chronicles reprint of Cyclone used "counters" instead, as had become standard usage.
Arabian Nights, Antiquities, Legends, and The Dark apace sold out in the hobby-gaming marketplace, so both new and existing players had extremely express access to cards from those sets at the time. Chronicles was printed to satisfy the marketplace demand of players who had been unable to buy every bit much of the first four expansions every bit they wished, or who were new players and missed those expansions entirely.[49] Wizards of the Coast's development team for Chronicles excluded powerful, calumniating cards that were the frequent sources of player complaints, such every bit Mana Drain, The Abyss, Under Void, Moat, and Maze of Ith, while including cards that they adamant had a loftier "coolness factor" and would drive sales with the predominantly casual player base for Magic at the fourth dimension, such as the Elder Dragon Legends, The Wretched, Sol'Kanar the Swamp King, Dakkon Blackblade, and the three "Urza's Lands" from Antiquities. Tournament players added Chronicles reprints Metropolis of Brass, Erhnam Djinn, Retrieve, Divine Offering, Fountain of Youth, and Feldon's Cane to their decks at tournaments such equally the get-go Pro Tour New York in February, 1996.[l]
Press and distribution [edit]
Chronicles was released in early August 1995 and went out of print in Dec 1996. Chronicles sold in 12-bill of fare booster packs that contained iii cards from the uncommon print sail and nine from the common sheet. Of the cards from the uncommon sheet, 25 were three times as common as the other 46, substantially dividing the cards from the uncommon sheet into rares and uncommons.[51] The commons come in 4 different rarities. The five multicolored Legends at mutual are C1, appearing each once on the impress sheet and thus just every bit common as the uncommons from the set. The 7 common artifacts are C2, and the 30 common cards with a unmarried color are C3. The remaining three commons are the Urza'south lands, originally from Antiquities. They are C4, but each has iv unlike artworks, so for collector'due south purposes they oft counted as iii C1 cards each.[51] It is estimated that well-nigh 180 million Chronicles cards were produced.[51]
Renaissance [edit]
Wizards of the Coast released a similar gear up chosen Renaissance into High german, French and Italian markets. The High german and French versions of the black-bordered prepare are the same, and contained all the cards that rotated into 4th Edition from the outset four expansion sets. This was due to company policy that stated that a card could not exist reprinted in a white-bordered ready without outset appearing in a blackness-bordered set up in that linguistic communication.[52] The Italian version of Renaissance (Rinascimento) had dissimilar cards, considering Wizards of the Declension'due south licensee Stratelibri had already printed The Dark (Oscurità) and Legends (Leggende) in their entirety in Italian, and released them in that society, the opposite of the guild of the original English versions. Rinascimento instead contained the cards rotated into fourth Edition from the Arabian Nights and Antiquities expansions, plus the cards reprinted in Chronicles from the Arabian Nights and Antiquities expansions.[53]
Wizards of the Coast originally planned all foreign-linguistic communication Chronicles sets to be black-bordered, except the Italian version, which would be white-bordered because every card in it had already been printed in Italian in a blackness-bordered ready. However, Wizards of the Coast'due south licensee Hobby Nippon ended up printing the only foreign-language Chronicles that was ever released—a Japanese press with black borders.
Touch [edit]
Chronicles succeeded in opening up the supply of notable cards to casual players, eliminating scarcity issues on cards from the earlier sets. For Magic every bit a game, this was a great boon. However, it succeeded as well well; collectors, speculators, and stores who'd invested in expensive cards saw the value of their purchases collapse.[54] Due to complaints from them, Wizards of the Declension enacted the "Reserve List": a guarantee that a certain percentage of rares from each set would never be reprinted. It was substantially a guarantee that a ready like Chronicles would non happen once again. While initially largely ignored, the Reserve List has since grown contentious as the price of diverse sometime cards protected by the Reserve Listing has continued to climb in the years since, with "players constantly calling for its abolishment".[55] Magic designer Marking Rosewater has said that he wishes the Reserve Listing had never been created, but Wizards of the Coast has elected to honor it because they didn't desire to set a precedent that they broke their ain promises.[56] [57] Wizards of the Coast stopped adding new cards to the Reserve List in Mercadian Masques, but it remains in forcefulness for some cards printed from 1993 to 1999. Once the Reserve List stopped being used for new sets, several other reprint sets have since been made that are similar to Chronicles such equally Modernistic Masters and Eternal Masters.
Homelands [edit]
![]() Earth of Ulgrotha | |||
Released | October 1995 | ||
---|---|---|---|
Size | 115 cards, 140 including unlike artwork | ||
Keywords | None new | ||
Mechanics | None new | ||
Designers | Scott Hungerford and Kyle Namvar[58] | ||
Developers | Jim Lin, Chris Page, Dave Pettey, Skaff Elias | ||
Expansion code | HML (HL) | ||
|
Homelands was the seventh Magic: The Gathering expansion set, released in October 1995. While a stand-alone gear up equally far as its storyline, it was considered to exist part of the Ice Age block for tournament legality purposes until the announcement of Coldsnap in October 2005.[3] [4] [6] [38]
Homelands was the last ready to exist sold in eight-carte booster packs; six cards would be from the common sheet, and two cards from the uncommon canvas. Uncommons and rares were distinguished by how often a bill of fare appeared on the uncommon sheet; (actual) uncommons were three times as frequent as rares.
Storyline [edit]
The set takes place in a plane known as Ulgrotha. Homelands begins 600 years earlier, during a state of war between the Tolgath, planeswalkers who desire cognition, and the Ancients, wizards who are prepared to be vicious to defend 'their' mysteries. A Tolgath planeswalker named Ravi used an antiquity called the Apocalypse Chime, given to her by her main, to destroy all life and mana on Ulgrotha. The plane became a prime battleground for wizards, until the planeswalker Feroz happened upon it. He wished to protect the plane, so he, forth with the planeswalker Serra, created a ban to proceed other planeswalkers out. Feroz subsequently died in a lab blow while studying a fire elemental trapped in water ice. Serra after allowed herself to exist killed past a mugger who wanted to accept her wedding ring (Serra would appear briefly in the novelization of a later set, Urza's Saga, but that appearance occurred prior to her coming to Ulgrotha).
The events surrounding the set begin many years after Feroz's death, when his ban begins to fade. The residents of Ulgrotha (now known to its inhabitants as the Homelands) are at state of war with one some other.
Design [edit]
According to Aaron Forsythe, Magic Manager of R&D, "information technology seems Homelands started design as a story first".[59] While most Magic sets have a background story, it is rather unusual for a Magic set to have the story dictate most of the blueprint of the cards in the set.
The 140-card prepare introduced no new mechanics or keywords; however, it did utilise some of the mechanics previously unique to Ice Historic period. Most notably, Homelands used the "cantrip" ability: a cantrip spell in the Ice Historic period cake allowed a histrion to draw a card at the commencement of the adjacent turn in addition to a normally minor spell upshot. After cantrips allowed a player to draw a card immediately.
Homelands besides included single-colour legendary creatures, start published in Ice Historic period. In Homelands, each color had at to the lowest degree one fable, with some colors having as many as five (Blackness has Baron Sengir, Irini Sengir, Grandmother Sengir, Veldrane of Sengir and Ihsan's Shade).
Reception [edit]
The expansion, on average, had an unexpectedly low ability level compared to previously released expansions. Initially, very few cards were used for competitive play when the expansion was legal in the Standard tournament format. More problematically, the cards weren't considered interesting even ignoring their weak power level; Magic head designer Mark Rosewater labeled Homelands as "Magic's all-fourth dimension design low".[sixty] Co-ordinate to Rosewater, the ready had been designed by friends of Wizards of the Coast CEO Peter Adkison, and Adkison ignored warnings from R&D that the set wasn't very good when publishing it. Additionally, the Magic balance team of the time de-powered much of the set up, helping lead to the reputed low ability level of the cards. When the starting time Pro Bout was held shortly after the release of the set, Wizards included a rule mandating that each deck had to have 5 cards from each legal expansion. This was widely perceived as forcing decks to include at least a few Homelands cards to be showcased in the top decks.[60]
Andy Butcher reviewed Homelands for Arcane magazine, rating it an 8 out of ten overall.[61] Butcher comments that "players who want inexpensive 'killer cards' are going to be disappointed. Those who genuinely enjoy the game, though, will find Homelands a valuable improver to their card collection."[61] In an assay of the quality of every gear up, Craig Jones described Homelands as "the worst ready in Magic'southward history."[62]
Notable cards [edit]
- Autumn Willow – A green legend, its untargetability made it a staple in many early on green decks. It was the first brute printed to be untargetable every bit a static ability.[63]
- Baron Sengir – A black legend that was considered the start "lord" for vampires in Magic.
- Merchant Gyre – A blue sorcery that allows a actor to search his or her library for a bluish instant bill of fare and put it directly into his or her hand. This card has been restricted to one per deck in the Vintage format because it tin search one of the many other extremely powerful blue cards in that format, such as Ancestral Recall and Force of Will.
- Serrated Arrows – An artifact that was considered one of the more powerful cards in the ready, as it immune any color to remove creatures from play. It was reprinted as part of the "timeshifted" subset in Time Spiral.
- Memory Lapse – A delaying counterspell that saw reasonably wide play and several reprints, although not in the modern era of Magic where the outcome is considered slightly undercosted at 2 mana.
Reviews [edit]
- Rollespilsmagasinet Fønix (Danish) (Issue eleven - Dec/Jan 1995)[64]
References [edit]
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{{cite spider web}}
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Further reading [edit]
- Lin, Jim. "The power of Fallen Empires". The Duelist. No. four. Wizards of the Coast. p. 18-19.
- Tynes, John. "Back in style: Magic:the Gathering - Chronicles has some familiar faces". The Duelist. No. vi. Wizards of the Declension. p. x-11.
External links [edit]
Official prepare sites at Wizards of the Coast
- Arabian Nights
- Antiquities
- Legends
- The Nighttime
- Fallen Empires
- Chronicles and Renaissance
- Homelands
williamsonshavoind52.blogspot.com
Source: https://en.wikipedia.org/wiki/Magic:_The_Gathering_expansion_sets,_1993%E2%80%931995
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