Mirage (Magic: The Gathering)

Last updated

Mirage
Miragesymbol.svg
ReleasedOctober 1996
December 5, 2005 (MTGO)
Size350 cards (110 commons, 110 uncommons, 110 rares, 20 basic lands)
KeywordsFlanking, phasing
MechanicsPoison, Nightstalkers, Insta-Enchantments
DesignersBill Rose (lead), Joel Mick, Charlie Catino, Don Felice, Howard Kahlenberg, Elliot Segal [1]
Development codeSosumi/Menagerie [2]
Expansion codeMIR
First set in the Mirage block
MirageVisionsWeatherlight
Alliances Visions
Ice Age Block Rath Block
Visions
Visionssymbol.svg
Zhalfirin Triangle of War or stylized letter "V"
ReleasedFebruary 1997
April 10, 2006 (MTGO)
Size167 cards (62 commons, 55 uncommons, 50 rares)
KeywordsFlanking, Phasing, cumulative upkeep
MechanicsCome into play abilities, poison, insta-enchantments
DesignersBill Rose (lead), Joel Mick, Charlie Catino, Don Felice, Howard Kahlenberg, Elliot Segal [3]
Development codeMirage, Jr.
Expansion codeVIS
Second set in the Mirage block
MirageVisionsWeatherlight
Mirage 5th Edition
Ice Age Block Rath Block
Weatherlight
Weatherlight icon.svg
Thran Tome
ReleasedJune 1997
December 12, 2007 (MTGO)
Size167 cards (62 commons, 55 uncommons, 50 rares)
KeywordsFlanking, Phasing, Cumulative Upkeep
MechanicsGraveyard matters
Development codeMochalatte
Expansion codeWTH
Third set in the Mirage block
MirageVisionsWeatherlight
Portal Tempest
Ice Age Block Rath Block

Mirage was the first official block structure in Magic: The Gathering . This new block structure consisted of three expansion sets and would continue for nearly two decades, finally ending with Khans of Tarkir in 2014. The new block structure also set up the precedent that the first set in the block also became the name for the entire block. Mirage block consisted of three sets: Mirage, Visions and Weatherlight. [4] [5] [6] [7]

Contents

Storyline

The story concerns three of the most powerful nations of Jamuraa (a tropical continent modeled after Africa) — the militaristic kingdom of the Zhalfirins, the religious state of Femeref, and the trading province of the Suq'Ata empire. Zhalfir was the warrior nation, based mainly on red. Femeref was mainly white, and featured clerics and healers, while the seafaring traders of Suq'Ata were mostly blue. Mirage concerned these three nations and their struggle against the evil wizard Kaervek. Kaervek has imprisoned the powerful wizard and diplomat Mangara in an amber prison and the bulk of the story details the Jamuraans attempting to free Mangara. In addition to these events the planeswalker Teferi has caused his island to disappear from existence for almost 200 years. It is the phasing of the entire island that led Kaervek and Mangara to Jamuraa in the first place.

By the time of Visions, Femeref has been destroyed and Suq'Ata and Zhalfir begin to have internal problems as well. There is hope, however, when Kaervek's ally Jolrael betrays him at the urging of the planeswalker Teferi. Jamuraa's leaders, led by Jolrael's visions, free Mangara from the amber prison and begin to fight against Kaervek.

The storyline of Weatherlight is closely tied to the Weatherlight Saga. The story introduces the Weatherlight and her crew, who travel the planes of the multiverse in search of ancient artifacts known collectively as the Legacy. The captain of the ship, Sisay, is abducted to the shadowy world of Rath. Her old friend and crewmate, a former soldier named Gerrard, is pressed into taking command of the ship to rescue her. The story is continued in Magic's Tempest set.

Weatherlight Saga

The Weatherlight set was accompanied by a series of fictional works collectively known as the Weatherlight Saga. The saga was intended to be a "hero's journey"-style story, in which the characters were classic archetypes. Each was also assigned to represent a color in Magic's color wheel, so that the narrative and mechanical elements of the project would be more closely joined.

Then-developer Mark Rosewater chose the skyship Weatherlight and its captain, Sisay, as the germ of the new story. Rosewater has stated that making the story about a ship allowed for narrative flexibility in setting. After developing story and character ideas with Michael Ryan, Rosewater pitched the Saga idea to his bosses. The Saga was heavily referenced in the flavor text and card names of the set.

Weatherlight marks a turning point in design and marketing philosophy for the Magic game and brand. While previous sets included allusions to an overarching story, Weatherlight was the first set to explicitly tell an ordered narrative focused on developed, archetypical characters. [8] Weatherlight marks the first use of a metaplot tied to a Magic set. The first novel, Rath and Storm, covers events shown in the Weatherlight set, while later novels tell stories for later game sets. It is referenced in sets until Apocalypse, although the aftermath of Saga events continued to be explored thereafter.

Set history

Mirage

Like Ice Age, Mirage began as a set of modifications to Alpha by a group of Richard Garfield's playtesters in winter 1992. Bill Rose, Charlie Catino, Joel Mick, Howard Kahlenberg, Don Felice and Elliott Segal created gameplay modifications and new cards that developed into "Menagerie", which developed over the course of three years. In October 1995, Mirage was sent to Wizards of the Coast for development. Rose led the development team of Mike Elliott, William Jockusch and Mark Rosewater, while Art Director Sue-Ann Harkey provided Mirage's African influenced look. [9] [10] [11] :58

Mirage was created as an introduction to Jamuraa, [11] :58 with two more planned expansions to create a cohesive set. This model became the standard for Magic: The Gathering expansions and began the concept of "block rotation".

Mirage's public debut was at Pro Tour Atlanta 1996, where professional Magic players had the challenge of playing sealed deck with cards they had never seen before. Mirage was also the first set to have pre-releases at more than one city.

Wizards of the Coast's design and development team considers Mirage to be the first set of the "Silver Age" or "modern" era of Magic. [12] It was the first set to be designed with Limited and Constructed play in mind. Previous designs had been imbalanced for formats like draft and sealed-deck, and cards were designed for casual players rather than with thought of their impact on the tournament scene.

On December 5, 2005, Mirage was released on Magic: The Gathering Online and was the first retroactively released set there. This was the first time in the three-and-a-half years that the online version of the game had existed that an expansion older than Invasion (2000) became playable on MTG Online. [13] With their introduction on MTG Online, all Mirage cards received updated creature types and wordings to bring them in line with modern Magic cards. [14]

It also introduced 5th Edition rules (5th Edition was released in March 1997).

Visions

The Visions expansion originated as a split from "Menagerie" (the original name for Mirage), which had grown too large for a single set. For a brief time during its development, Visions was known by the codename "Mirage Jr." It received its final name shortly later. [15] Visions was the first set to have the same name as a Magic card printed earlier, and the first set to have a wide dispersal of pre-releases. [10] A subset of 25 cards were randomly included in 15-card booster packs packaged in the Magic: The Gathering Multiverse Gift Box released months before Visions official release. [16]

At the time of its release, Visions was a "first" in the release of quality cards at the common level. For instance, River Boa was considered "very good" compared to other green creatures, with two abilities (Islandwalk and Regeneration) and a 2/1 power/toughness at a casting cost of only two mana.

Visions was the last set to contain a poison creature (one that creates poison counters) until Swamp Mosquito was reprinted in Time Spiral . Visions's Suq'Ata Assassin was the last new poison creature created by Wizards for 10 years, until Virulent Sliver appeared in Future Sight .

Wizards of the Coast started selling Visions cards for Magic: The Gathering Online on April 10, 2006. The cards became legal to use in several formats as they went on sale. Official release events were held on April 13. [17]

Mechanics

Mirage introduced the first cycle of "charms". A charm is a spell that allow a player to choose among three different effects when the charm is played. [11] :62 Since then, similar cycles of charms have appeared in the Invasion block, Onslaught block, Return to Ravnica block, and others. Mirage also introduced a cycle of enchantments that could be played as instants. [11] :62 It introduced two keywords: flanking and phasing. A creature without flanking gets -1/-1 until end of turn if it blocks a creature with flanking. A permanent with phasing leaves play under certain circumstances, then returns to play at the beginning of its controller's next upkeep.

Phasing and flanking were expanded upon in Visions. Visions included many creatures that had abilities that triggered upon entering play. [16] Visions introduced a cycle of lands known as Karoo lands that require a player to return a land already in play to their hand before playing the Karoo land.

Although Weatherlight is considered the third set in the Mirage block, it is mechanically distinct and does not prominently feature the keywords introduced in Mirage. Phasing appears on only three cards in Weatherlight, and flanking on only two. Weatherlight again had a cycle of cantrips, albeit ones that gave a player a card immediately after being played. Many cards in Weatherlight had graveyard-related abilities. Weatherlight was the last set to print a card with banding before the keyword was abandoned. It reintroduced the cumulative upkeep keyword with cards whose effects scaled as their cumulative upkeep costs increased. (Cumulative upkeep would not be used again until 2006's Coldsnap ).

Notable cards

Notable cards in Mirage include Enlightened Tutor , Lion's Eye Diamond , Flash , Mystical Tutor , and Phyrexian Dreadnought .

Notable cards in Visions include Natural Order and Vampiric Tutor .

Notable cards in Weatherlight include Gemstone Mine and Null Rod

Art

For Mirage, Wizards signed about 50 artists who had not worked on Magic before, including fan favorites such as John Avon and Donato Giancola. It was the first set for which Sue Ann Harkey was the art director. [18]

The art depicted on Mirage cards was inspired by African art motifs that depicted a "sophisticated society". [11] :60

Reviews

Related Research Articles

The Multiverse is the shared fictional universe depicted on Magic: The Gathering cards, novels, comics, and other supplemental products. Though Magic is a strategy game, an intricate storyline underlies the cards released in each expansion. On the cards, elements of this multiverse are shown in the card art and through quotations and descriptions on the bottom of most cards. Novels and anthologies published by HarperPrism and Wizards of the Coast (WOTC), and the comic books published by Armada Comics expand upon the settings and characters hinted at on the cards. WOTC also publishes a weekly story in the Magic Fiction column, previously known as Official Magic Fiction and Uncharted Realms.

<span class="mw-page-title-main">Mark Rosewater</span> American Game Designer

Mark Rosewater is the head designer for Magic: The Gathering, a position he has held since 2003.

The Odyssey is a Magic: The Gathering expert-level block. It consists of a trio of expansion sets: Odyssey, Torment and Judgment.

Magic: The Gathering Limited Edition is the first Magic: The Gathering card set. It premiered in a limited release at Origins Game Fair in 1993, with a general release that August. The initial print run of 2.6 million cards sold out quickly, and a new printing run was released in October 1993. These two runs are known as Limited Edition Alpha and Limited Edition Beta, or just Alpha and Beta for short. Although Alpha and Beta are referred to as different sets by some, officially they are the same set; Wizards of the Coast had expected that people wouldn't necessarily be able to tell the two press runs apart. Beta fixed a number of misprints and errors on cards. The printer accidentally used different corner rounding dies for the second run, resulting in Alpha cards being noticeably distinct in shape and appearance from Beta cards and all subsequent cards. The Beta printing also included a revised rulebook with a number of clarifications, although creator Richard Garfield's short fiction "Worzel's Tale" was removed to make room. The print run of Beta is given as 7.3 million or 7.8 million depending on the source. Despite the set's print run being about three times as big as Alpha's, Beta sold out as quickly as its predecessor.

The collectible card game Magic: The Gathering published seven 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 too small to satisfy the rapidly growing fanbase. Cards from them became rare, hard to find, and expensive. It was not until Fallen Empires and Homelands that Wizards of the Coast was able to print enough cards to meet demand; additionally, Wizards of the Coast published Chronicles, a reprint set that helped fix many of the scarcity issues with the earliest sets.

Ice Age is a block of three expansion sets in Magic: The Gathering, consisting of the Ice Age, Alliances and Coldsnap sets. It is also the titular first set in the block. The Ice Age set is the eleventh set and the sixth expansion set, previewed at the Canadian Card and Comics Spectacular in early June 1995, and released later that month. Set in the years from 450 to 2934 AR, the set describes a world set in perpetual winter due to the events in Antiquities. Ice Age was followed up June 1996 with Alliances, the fourteenth Magic: The Gathering set and eighth expansion set.; and on July 21, 2006 with Coldsnap. The time period between Alliances and Coldsnap was the longest period of time between the beginning and the completion of a full block in Magic. Originally, the set Homelands, released in October 1995, was the second set in the Ice Age block, but following the release of Coldsnap, Homelands was removed from the block in favor of Coldsnap.

The collectible card game Magic: The Gathering published nine base sets from 1993–2007, also referred to as core sets. The base sets were considered descendants of the original Limited Edition, and shaped the default setting and feel of Magic. These sets consisted entirely of reprinted cards. These cards were generally simpler than cards in expansion sets, omitting multicolored cards, and used only the original abilities and keywords of Magic such as Flying and Trample. This simplicity led to many cards from these sets being considered "staples" of deck design. All cards were given a white border to mark them as reprints, with a few exceptions. From Fourth Edition in 1995 onward, a new base set would come out once per two years in the spring or early summer; for tournament play, that set would be legal for two years in the Standard format until the next core set replaced it.

Portal is the name given to the three Magic: The Gathering starter level sets. The original Portal was released on May 1, 1997, followed by Portal Second Age on June 24, 1998 and Portal Three Kingdoms on July 6, 1999. The Portal set was inspired by Chinese mythology; Three Kingdoms in particular by the 14th century Chinese historical novel Romance of the Three Kingdoms by Luo Guanzhong.

Time Spiral is a Magic: The Gathering expert-level block consisting of the expansion sets Time Spiral, Planar Chaos, and Future Sight. It is set on the plane of Dominaria, the first time that that plane had been visited since 8th Edition.

The Lorwyn block is a Magic: The Gathering expert-level block consisting of two sets: Lorwyn and Morningtide. A third set, codenamed "Jelly", was originally planned as part of the Lorwyn block, but partway into the design of Lorwyn, it was split into a two-set block. Jelly was revealed as Shadowmoor, the first set of the new two-set block. The two blocks were linked together and rotated through the official tournament formats as a single, four-expansion unit. The primary theme of the Lorwyn block is tribalism.

Shadowmoor is a Magic: The Gathering block consisting of the expansion sets Shadowmoor and Eventide. The block was originally conceived as a single set that was to be released as the third in the Lorwyn block, but it was ultimately released as a semi-independent two-set block. Shadowmoor was linked thematically to Lorwyn, and the four sets comprising the two blocks rotated through official tournament formats together.

The Zendikar block is a Magic: The Gathering block consisting of the sets Zendikar, Worldwake, Rise of the Eldrazi. The eponymous setting is a vast, untamed wilderness, whose few bastions of civilization exist primarily for outfitting treasure-seeking expeditions to distant locales. Colossal ancient octahedral stones called "hedrons" float in the sky. A phenomenon known as "the Roil" causes frequent geological upheaval as it sweeps across the land. Unlike the previous two blocks, there is no multicolored theme. Instead, the themes Zendikar and Worldwake revolve around lands, and a theme of an adventure or quest. Rise of the Eldrazi, while part of the Zendikar block creatively and for the sake of constructed tournament rules, is unique mechanically and is designed to be drafted on its own. Drafts in the Zendikar block are either ZEN-ZEN-WWK or ROE-ROE-ROE.

The rules of Magic: The Gathering were originally developed by the game's creator, Richard Garfield, and accompanied the first version of the game in 1993. The rules of Magic have been changed frequently over the years by the manufacturer, Wizards of the Coast, mostly in minor ways. However, major rules overhauls have also been done a few times.

The Rath Cycle is a cycle of three Magic: The Gathering expansions that continues the events of the Weatherlight Saga. Whereas there had previously been no official term for a trilogy of thematically or story-linked expansions, starter decks and booster packs from all three of these sets had the phrase "The Rath cycle" printed on them, firmly establishing "cycle" as the official word of choice and "The Rath Cycle" as the name of this particular cycle. It consists of Tempest, Stronghold and Exodus as the 20th, 21st and 22nd expansion sets, respectively.

The Artifacts Cycle is a tetralogy of Magic: The Gathering expansion sets centered on the exploits of Urza Planeswalker. It consists of the expansions Antiquities, Urza's Saga, Urza's Legacy and Urza's Destiny. The latter three sets are sometimes referred to as an "Urza block" for tournament purposes, since there have been formats and time periods in which cards from the later three sets were legal but cards from Antiquities were not. However, the books "The Brothers' War", "Planeswalker", "Timestreams", and "Bloodlines" unambiguously confirm that, from a story and thematic point of view, "Artifacts cycle" is correct and it begins with the events depicted in Antiquities.

<span class="mw-page-title-main">Masques block</span> Block of expansion sets in Magic: The Gathering

The Masquerade Cycle, sometimes incorrectly referred to as the "Masques block", is a Magic: The Gathering cycle that is set on the planes of Mercadia, Rath, and plane of Dominaria. It consists of the expansion sets Mercadian Masques, Nemesis, and Prophecy. Mercadian Masques was the first set that is not subject to the Wizards of the Coast Reprint Policy, meaning that none of its cards appear on its Reserved List.

The Alara block is a Magic: The Gathering expert-level expansion block, consisting of the expansion sets Shards of Alara, Conflux and Alara Reborn. The Alara block focuses on multicolored cards, in particular cards with three or more colors.

Seven Magic: The Gathering core sets have been released since 2009: Magic 2010, Magic 2011, Magic 2012, Magic 2013, Magic 2014, Magic 2015, and Magic Origins. Unlike 10th Edition and previous core sets, roughly half of each core set was entirely new cards. Beginning with Magic 2010, Wizards decided to introduce new cards into the Core Set so that they could be relevant for both new players as well as veterans. Starting with Magic 2011, core sets have included "returning mechanics", or non-evergreen keywords with cards printed in just one core set. All of these core sets were released in the summer of the year prior to the year in the title - for example, Magic 2010 was released in 2009.

References

  1. Rosewater, Mark (September 6, 2010). "Something Wicked This Way Comes, Part 1". Wizards of the Coast. Archived from the original on September 9, 2010. Retrieved September 7, 2010.
  2. "Gatecrashing the Party, Part 2". Wizards of the Coast. Archived from the original on January 11, 2013. Retrieved January 28, 2013.
  3. Rosewater, Mark (February 9, 2009). "Whatever Happened to Barry's Land?". Wizards of the Coast. Archived from the original on February 13, 2009. Retrieved February 26, 2011.
  4. Miller, John Jackson (2001), Scrye Collectible Card Game Checklist & Price Guide, p. 520.
  5. Moursund, Beth (2002), The Complete Encyclopedia of Magic The Gathering, p. 720.
  6. Justice, Mark (1998), Magic The Gathering - Advanced Strategy Guide, p. 128.
  7. Wakefield, Jamie (1997), Tournament Reports for Magic: The Gathering, p. 169.
  8. Mark Rosewater (March 3, 2007). "Weather(light) Report". Wizards of the Coast. Archived from the original on September 14, 2008. Retrieved January 8, 2012.
  9. A Three-Year Mirage
  10. 1 2 Searle, Michael (March 1997), InQuest, The Ultimate Guide to Card Games, p. 136.
  11. 1 2 3 4 5 Ryan, Michael G. (October 1996). "The horizon shimmers". The Duelist . No. 13. Wizards of the Coast. pp. 58–65.
  12. Jamuraa, the Merrier
  13. Really Really Big News! No, Bigger Than That
  14. Johns, Scott (1997), Mirage Revealed: A Review of the Mirage Edition of Magic : The Gathering, p. 253.
  15. "Codename of the Game" by Mark Rosewater, August 12, 2002
  16. 1 2 Ryan, Michael G. (December 1996). "A visionary gift". The Duelist . No. 14. Wizards of the Coast. p. 34.
  17. Wizards.com: Visions Release Events, March 28, 2006
  18. Alder, Melody (October 1996). "The horizon shimmers". The Duelist . No. 13. Wizards of the Coast. p. 61.
  19. "Backstab Magazine (French) Issue 02".

Further reading