Released | October 7, 2002 | |||
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Size | 350 cards (110 commons, 110 uncommons, 110 rares, 20 basic lands) | |||
Keywords | Morph, Cycling | |||
Mechanics | Creature types | |||
Development code | Manny | |||
Expansion code | ONS | |||
First set in the Onslaught block | ||||
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Released | January 2003 | |||
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Size | 145 cards (55 commons, 45 uncommons, 45 rares) | |||
Keywords | Amplify, Provoke, Double Strike | |||
Mechanics | Creatures, Tribal Themes | |||
Development code | Moe | |||
Expansion code | LGN | |||
Third set in the Onslaught block | ||||
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Released | May 17, 2003 | |||
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Size | 143 cards (55 commons, 44 uncommons, 44 rares) | |||
Keywords | Storm, Landcycling | |||
Mechanics | Converted Mana Cost | |||
Designers | Brian Tinsman (lead) and Worth Wollpert | |||
Developers | Randy Buehler Jr. (lead), Brandon Bozzi, Mike Elliott, Brian Schneider, and Henry Stern | |||
Development code | Jack | |||
Expansion code | SCG | |||
Third set in the Onslaught block | ||||
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Onslaught is a Magic: The Gathering expert-level block. It consists of the expansion sets Onslaught (October 2002), Legions (January 2003) and Scourge (May 2003). The block's main theme is creature types (for example, Clerics and Goblins), and much of the game play concerns interactions between these "tribes". The story continues the saga of the Mirari from the previous block of expansion sets. Onslaught was the last block printed before the "modern" card face style was introduced. [1] [2] [3] [4]
The story of Onslaught mainly concerns characters introduced in the Odyssey block. Kamahl the Barbarian has relocated to the Krosan Forest with the Mirari and becomes a druid of Krosa. The power of the Mirari begins to work on the forest, mutating its residents and growing some of them to gigantic proportions.
Meanwhile, Kamahl's sister Jeska is transformed by foul Cabal healing magic, into Phage, a pit fighter whose touch brings death. Phage then allies herself with the Cabal.
Ixidor, an illusionist, fights in the pits with his partner, a beautiful sorceress named Nivea, who ends up being killed off by Phage. Ixidor then wanders the desert in grief and discovers his new powers of reality sculpting. Ixidor uses his new power to create a palace in the desert, where he creates an angel based on Nivea named Akroma, who is sworn to his service. He resolves to avenge Nivea's slaying by attacking the Cabal and Phage with Akroma. The escalating struggle between Phage and Akroma leads Kamahl into an uneasy alliance with the Cabal against the destructive power of Ixidor and Akroma.
Kamahl and the Cabal, in their uneasy alliance, set out to defeat the threat of Akroma. Ixidor was killed, but Akroma continued her mission to destroy Phage. In a final battle, Phage and Akroma merge into one being, Karona, the false god. Meanwhile, the slivers, a species which arrived in Dominaria during the Phyrexian Invasion and went extinct at that time, have been revived as clones of the originals through the work of the Riptide Project. Although the Riptide Project was successful in bringing back the species, the hive-minded nature of the species was not understood by the researchers. The result was that the slivers escaped captivity, killed almost all Project staff, and then moved on to establish hives on mainland Otaria.
The war between Phage and Akroma is over. There is no winner, but there is one clear loser: Otaria. The clash of such sheer power merged the two into a new creature, Karona the false god, an immensely powerful being forged from all five colors of Magic (Phage was originally Jeska, a red aligned barbarian corrupted by black mana; Akroma was a white angel created by Ixidor, a blue wizard; both of whom were simultaneously struck down by the green aligned Kamahl). Karona is seen as a god by all who look upon her, and these followers would march to their death just to walk in her footsteps. War begins to mount between rival factions of devotees, each wanting to claim Karona for themselves.
Meanwhile, the Mirari poisoning is further polluting the inhabitants of Otaria. The elves are becoming taller and stronger, more like the very trees they protect. The soldiers are merging with their weapons and armor into living juggernauts. Zombies are sprouting new, more powerful arms and extra heads. The same explosion that created Karona created a new master for the slivers, the Sliver Overlord.
Kamahl eventually frees Jeska. Karn returns and takes Jeska to his created plane, Argentum. He tells Jeska that she is a planeswalker, and asks her to travel the multiverse with him. She is hesitant to leave Argentum until Karn shows her its guardian, Memnarch, forged from the Mirari. This event sets up the next block, Mirrodin.
Onslaught Block marked the end of many traditional elements of Magic: The Gathering. It was the last block to feature the old-style card faces or a storyline set in Dominaria until the release of the Time Spiral block. However, this was not apparent in October 2002 when the set was released.
Onslaught continued a recent trend of increasingly powerful creature based strategies. In particular, Onslaught saw the printing of many aggressively designed goblin cards. Along with additions from the Legions and Scourge expansions, the speed and consistency of optimized Goblin decks reached a level unmatched by most other creature decks of the time. The archetype has contributed to the ban of several cards in specific formats, including the previously underpowered Goblin Lackey and Goblin Recruiter . It has typically been a competitive deck choice in nearly every format where the Onslaught block is legal. [5]
Legions is the only expansion in Magic to be composed entirely of creature cards. This was done to help emphasize the creature-based mechanics of the block such as Morph and Tribal. Due to the complete absence of non-creature cards and a limited number of tournament staples, Legions is considered to be one of the most controversial set releases by Wizards of the Coast among many players. The set does feature the return of a fan favorite creature type, Sliver.
The release of Scourge made a significant impact on tournament play. The set added two cards Goblin Warchief and Siege-Gang Commander that strengthened goblin decks in multiple formats. Eternal Dragon gave white control decks both a robust card advantage engine that also served as a finisher. Vintage quickly adopted two cards with the storm mechanic, Mind's Desire and Tendrils of Agony due to their synergy with fast artifact mana and Yawgmoth's Will along with their relative immunity to the disruption available at the time such as Force of Will. The Scourge card Stifle allowed decks to counter certain abilities that were previously difficult to interact with while also providing an answer to the Scourge Storm cards.
Onslaught introduced a number of major mechanics and featured the first return of a keyword from abeyance. Many of Onslaught's effects were tribal in nature, meaning they depended on a creature's types, i.e. its species, role, etc. These included type-specific creature removal, power boosts, and abilities which grew stronger based on the number of creatures of a certain type which a player controlled. The most radical new mechanic in Onslaught was Morph, which allowed players to play creatures as "face-down" creatures with no special abilities, except the ability to turn face-up for a cost. This added an element of guesswork to the game which was greater than any previously present. Onslaught reprised the Cycling mechanic (which lets a player pay a mana cost and discard the Cycling card from his or her hand in order to draw a card) from the Urza block. Onslaught expanded on the Cycling mechanic by using more varied mana costs than Urza's Block Cycling cards and by including abilities that are triggered by the use of Cycling cards.
Legions introduced three new keywords: amplify, provoke, and double strike. A creature with Amplify comes into play with a +1/+1 counter on it for each creature card that shared a type revealed from its controller's hand. When a creature with provoke attacks, it can untap an opponent's creature and force that creature to block it. Double strike was suggested on Magic's "You Make the Card" website, and allows a creature with it to deal both First Strike and regular combat damage. To compensate for the lack of instant and sorcery spells in Legions, a number of creatures had triggered abilities when cycled or turned face up after being morphed.
Scourge expanded on the Cycling mechanic with landcycling, which allows you to cycle a card to search your library for a land of the cycling type rather than drawing a card. For example, a card with Plainscycling 2 could be cycled for 2 mana to find a Plains. Perhaps its most well-known new mechanic was Storm, which allows you to copy a spell multiple times equal to the number of other spells that have been played on the turn. Storm is considered to be one of the more degenerate mechanics in the game as the effects generated by Storm spells can get out of hand, when a player finds a way to play a high number of spells in a single turn. [6] A number of cards rewarded players for playing spells with a converted mana cost of six or greater. Scourge also had a theme around Dragons, including the five "dragon boons", one for each color, which would bounce back from the graveyard to enchant an expensive creature you control that comes into play.
Notable cards from Onslaught include the Fetchlands cycle (Flooded Strand, Wooded Foothills, Bloodstained Mire, Windswept Heath, and Polluted Delta), [7] which were later reprinted in Khans of Tarkir , [8] Goblin Piledriver, Goblin Sharpshooter, Naturalize and Voidmage Prodigy
Perhaps the most notable card from Legions is the legendary Angel Akroma, Angel of Wrath.
Notable cards from Scourge include Forgotten Ancient (The result of the first "You Make The Card" feature of magicthegathering.com), [9] Mind's Desire, Stifle and Tendrils of Agony
Mirrodin is the name of the Magic: The Gathering expert-level block containing the Mirrodin, Darksteel and Fifth Dawn expansion sets. The Mirrodin expansion set, as well as the rest of the block, is centered on artifacts and was only the second set to do so since Antiquities. The percentage of artifact cards is much higher than in any preceding set. Each of the expansion symbols in the Mirrodin block depicts a legendary artifact: Sword of Kaldra (Mirrodin), Shield of Kaldra (Darksteel) and Helm of Kaldra.
The Odyssey is a Magic: The Gathering expert-level block. It consists of a trio of expansion sets: Odyssey, Torment and Judgment.
Rebecca Guay is an artist known early in her career as an illustrator, commissioned for work on role-playing games, collectible card games, comic books, as well as work on children's literature. Guay subsequently turned primarily toward gallery work, opening her first solo exhibition in 2013 at the R.Michelson Gallery.
The collectible card game Magic: The Gathering published seven expansion sets from 1993 to 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.
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.
Gameplay of the collectible card game Magic: The Gathering is fueled by each player's deck of cards, which constitute the resources that player can call upon to battle their opponents in any given game. With more than 20,000 unique cards in the game, a considerable number of different decks can be constructed. Each card is designed to have certain strengths and therefore a significant part of the game is determined by which cards a player chooses to include in their deck. Broadly speaking, decks can be loosely classified based on their play style and mode of victory. The game's designers often explicitly create cards which are intended to fuel one or more of these given archetypes, in order to create competitive balance and diversity.
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 collectible card game Magic: The Gathering has released compilation sets, reprint sets, and box sets over its history. These are distinct from core sets and expansion sets, the most heavily marketed sources of new cards. With the exception of Chronicles, reprint sets generally do not affect tournament legality in supported formats; for example, cards reprinted in the Modern Masters reprint set, while legal for tournament play, did not necessarily cause the card to be included in the "Standard" environment.
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.
Ravnica is a Magic: The Gathering block that consists of three expert-level expansion sets: Ravnica: City of Guilds, Guildpact, and Dissension. Following in the tradition of other Magic blocks, Ravnica takes place in a plane of the multiverse that was previously unexplored in the game's backstory. The world of Ravnica is an ecumenopolis, a vast city that covers the entire surface of its planet, and is home to a diverse assortment of sentient races. Much power in Ravnica is held by the ten "guilds", political factions that each represent a combination of two of Magic's five colors. The mythology of Ravnica is loosely derived from Slavic folklore, and the character names reflect this. This plane was revisited in the Return to Ravnica block, and the Guilds of Ravnica,Ravnica Allegiance, War of the Spark, and Murders at Karlov Manor sets.
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.
Return to Ravnica is a Magic: The Gathering block, consisting of Return to Ravnica, Gatecrash, and Dragon's Maze. It is the second block set on the plane of Ravnica, after the Ravnica block, and again focuses on the multicolor cards and ten guilds of Ravnica. Return to Ravnica focuses on five guilds: the Izzet League, Cult of Rakdos, Golgari Swarm, Azorius Senate, and Selesnya Conclave. Gatecrash focuses on the other five guilds: the Boros Legion, House Dimir, The Orzhov Syndicate, The Gruul Clans, and The Simic Combine. All ten guilds appear in Dragon's Maze.
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.
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.
Ikoria: Lair of Behemoths is a Magic: The Gathering expansion set. It is not part of block. The sets development codename is "Cricket", and its expansion code is IKO. The set was released on April 17, 2020 in Asia and on May 15, 2020 in the rest of the world. The release date of the set was delayed due to the COVID-19 pandemic.