Released | October 1997 December 8, 2008 (MTGO) | |||
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Size | 350 cards (110 commons, 110 uncommons, 110 rares, 20 basic lands) | |||
Keywords | Buyback, Shadow | |||
Mechanics | Slivers, Licids | |||
Designers | Mark Rosewater (lead), Richard Garfield, Charlie Catino, Mike Elliott [1] | |||
Development code | Bogavhati | |||
Expansion code | TMP | |||
First set in the Rath Cycle block | ||||
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Released | February 1998 April 13, 2009 (MTGO) | |||
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Size | 143 cards (55 commons, 44 uncommons, 44 rares) | |||
Keywords | None new | |||
Mechanics | Spikes | |||
Development code | Rachimulot | |||
Expansion code | STH | |||
Second set in the Rath Cycle block | ||||
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Released | June 15, 1998 December 7, 2009 (MTGO) | |||
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Size | 143 cards (55 commons, 44 uncommons, 44 rares) | |||
Keywords | None New | |||
Mechanics | None new | |||
Development code | Gorgonzola | |||
Expansion code | EXO | |||
Third set in the Rath Cycle block | ||||
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Released | May 6, 2015 (MTGO only) | ||
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Size | 269 cards (101 commons, 80 uncommons, 53 rares, 15 mythic rares) | ||
Expansion code | TPR | ||
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The Rath Cycle (also known as the Tempest block) is a cycle of three Magic: The Gathering expansions that continues the events of the Weatherlight Saga. [2] Whereas there had previously been no official term for a trilogy (or tetralogy) 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 (October 1997), Stronghold (March 1998) and Exodus (June 1998) as the 20th, 21st and 22nd expansion sets, respectively. [3] [4] [5] [6] [7]
The Weatherlight arrives in Rath to rescue Captain Sisay when Volrath's ship, the Predator, attacks. Volrath's forces, led by the dark angel Selenia, swarm the ship looking for Legacy artifacts – one of which is Karn. Captain Gerrard falls overboard into the forest of Skyshroud below. In an act of nonviolence, Karn gives himself up and is taken aboard the Predator. All the remaining artifacts are taken by Volrath except Squee's Toy. Tahngarth leaps onto the fleeing Predator and later finds Karn. Greven il-Vec intervenes against Tahngarth and takes him prisoner. Meanwhile, Gerrard flees the merfolk and finds himself in the company of the Vec on a pilgrimage. Their leader, The Oracle, believes Gerrard is a prophesied hero, the Korvecdal. The remaining crew of the Weatherlight descends into the Skyshroud forest for repairs, and Hanna and Mirri set out on foot to find Gerrard. The Skyshroud elves capture them and bring them before their elven lord Eladamri, who happened to receive the Vec and Gerrard into his company. Gerrard explains his mission and convinces Eladamri to free Hanna and Mirri. Gerrard then discusses the plans to reach Volrath's stronghold with Eladamri, Starke, and the Oracle en-Vec. [8]
The Predator returns to Volrath's stronghold, where Volrath is displeased that Greven il-Vec failed to capture Gerrard, and uses his dark magic to torture him. Karn and Tahngarth are imprisoned in Volrath's torture chamber. On the Weatherlight, Eladamri provides the crew with directions to a portal that could help them escape Rath. Ertai leaves the ship to interpret the portal's runes, and to prepare it for use when the Weatherlight returns from the stronghold. Ertai is confronted by the Soltari emissary, Lyna, and is drawn into her world full of beings caught between Rath and Dominaria. In return, Ertai draws Lyna into his reality on Rath and they begin discussing the plight of the Soltari and Lyna's interest in the portal. [8]
On the Weatherlight, Crovax feels Selenia en route to the stronghold. The crew travels to the Cinder Marsh and encounters a massive lair of sliver creatures that share a hive mind. With Hanna's help, they defeat the slivers and continue through the back door entrance to the stronghold via the ventilation ducts that lead to the Furnace of Rath. After fighting the fires of the Furnace, they travel to the Death Pits and are boarded by monsters called carrionettes. With the blessing of Orim, the Samite healer, Gerrard destroys them and escapes below deck, but not before saving Squee from carrionette reinforcements. Squee then activates his toy. [8]
The Weatherlight's crew approaches Volrath's stronghold in search for Sisay and the missing pieces of the Legacy. Deep in the Dream Halls, Gerrard learns that Volrath is his former blood brother Vuel and the one who stole the Legacy. What appears to be a final conflict between Gerrard and Volrath ends with the death of an imposter shapeshifter.
The Weatherlight's crew rescues the pieces of the Legacy and Sisay, and retreats through Volrath's Stronghold to go through the portal that would lead them off of Rath. They are assaulted by Volrath's forces, the elves of the Skyshroud forest, and the human tribes of the Kor, Vec, and Dal, recently reunited by Gerrard of Weatherlight.
Tempest was the second set and the first standalone to follow the crew of the flying ship Weatherlight; though most of the members were killed off in the later Invasion Cycle, a few of them (particularly Karn) have intermittently appeared in expansions ever since. The release of Tempest represented a large jump in the power level of the card set, compared to the previous Mirage cycle. Many cards from Tempest instantly became (and still are) tournament staples. Its expansion symbol is a cloud with a lightning bolt erupting out. [2] On December 8, 2008, Tempest was released for Magic: The Gathering Online .
Tempest was originally intended to have a major "poison" theme, but in the end all poison cards were pulled from the set. [9]
Stronghold was the last set in which multi-colored cards appeared until the 2000 expansion Invasion .
On April 13, 2009, Stronghold was released on Magic: The Gathering Online. It went off sale on April 27, 2009, but was briefly available again for the release of Exodus on December 7, 2009.
Exodus was the first set to make a card's rarity visibly apparent on the card itself. All previous expansions had no way to tell whether a card was a common card or a rare card. From Exodus on, the expansion symbol reveals what rarity a card is: [2] if a card has a black expansion symbol, it is a common card (eleven in a fifteen-card booster pack); if it has a silver expansion symbol, it is an uncommon card (three in a booster pack); if it has a gold expansion symbol, it is a rare card (one in a booster pack).
Exodus was also the first set to add collectors' numbers to the cards themselves. [2] Next to the copyright information are two numbers in the format X/Y, where X is the card's collectors' number and Y the number of cards in the set in question. The cards were numbered in alphabetical order by color according to the Magic color wheel, starting with white and going clockwise. Exodus was also the first set to center the artist and copyright information at the bottom of the card instead of having that information aligned to the left side of the card. This change persisted until the card design change in 8th Edition .
Tempest Remastered was a Magic Online-exclusive set released on May 6, 2015. The set featured 269 cards (including basic lands) specially selected from the three expansions of the Rath Cycle. Although cards retain their original illustrations, all cards used the most recent card layout, and may have a different rarity than those from the original sets.
Tempest introduced two new keyworded mechanics to Magic: Buyback and Shadow. [2] Buyback appears on instants and sorceries, and spells with buyback have an optional buyback cost which, if paid, returns the spell to the owner's hand after being cast instead of being placed in the graveyard. Shadow is an ability on white, black and blue creatures that restricted those creatures to blocking or being blocked by other creatures with the shadow trait.
The Rath Cycle introduced several new creature types, notably Slivers, Spikes, and Licids. Slivers share their abilities with other Slivers in play, continue into Stronghold, and are absent from Exodus. They later made appearances in Legions , Scourge , Time Spiral , Planar Chaos , Future Sight , Magic 2014 , and Magic 2015 . Licids have the ability to become creature enchantments. Tempest and Stronghold each received five uncommon licids, one for each color, while Exodus received only one uncommon colorless licid and one rare blue licid. They have never been seen since then. Spikes are 0/0 creatures that came into play with a number of +1/+1 counters, and could move these counters off of themselves and onto other creatures. Only one Spike was printed in Tempest; the rest were split evenly between Stronghold and Exodus. Like Slivers, Spikes returned in Time Spiral. The en-Kor were not a creature type, but were united by their ability to freely redistribute damage from themselves to other creatures. A deck full of en-Kor and creatures with protection from black and protection from red placed in the top 8 at the 1998 World Championships.[ citation needed ]
Painlands and Depletion lands, first introduced in Ice Age, both return in Tempest. Tempest painlands were nerfed when compared to their Ice Age counterparts by coming into play tapped. The new Depletion lands, by contrast, were improved over their Ice Age counterparts by being able to be tapped for colorless mana without the depletion effect. The depletion effect itself is reworded to no longer use depletion counters.
As was done in Ice Age and Mirage , Tempest continued to import staple cards from earlier sets into the current environment. In addition, a couple of newer staples from Mirage and Visions were reprinted. Tempest also printed a number of cards that combined abilities of older cards with the "buyback" keyword. Tempest also attempted to fix a number of classic but overpowered cards.
Exodus does not introduce new keywords or mechanics, but it did use the Buyback and Shadow mechanics introduced in Tempest . There are two cycles in Exodus referred to as "underdog" cards The first cycle are the Oaths, one rare enchantment of each color, that would check a resource of each player and then balance them out. The second is the Keepers, that were weaker creature versions of the oaths, and uncommon.
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.
Unhinged is a humor and parody themed expansion set to the collectible card game Magic: The Gathering. Unhinged was released on November 19, 2004. Its tone is less serious than traditional Magic expansions. It is a follow-on to Unglued, an earlier humor themed expansion set. It was followed in turn by Unstable
Mark Rosewater is the head designer for Magic: The Gathering, a position he has held since 2003.
Unglued is a Magic: The Gathering expansion set, the first satirical, non-tournament-legal expansion set released. It came out in August 1998. Its symbol is a cracked egg. Among the themes of the set were chicken, dice rolling and multiplayer Magic games.
The Odyssey is a Magic: The Gathering expert-level block. It consists of a trio of expansion sets: Odyssey, Torment and Judgment.
Middle-earth Collectible Card Game (MECCG) is an out-of-print collectible card game released by Iron Crown Enterprises in late 1995. It is the first CCG based on J.R.R. Tolkien's fictional universe of Middle-earth, with added content from ICE's Middle-earth Role Playing Game.
Invasion is a Magic: The Gathering block that consists of the expert-level expansion sets Invasion, Planeshift and Apocalypse. The Invasion block centered on multicolored cards.
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.
Onslaught is a Magic: The Gathering expert-level block. It consists of the expansion sets Onslaught, Legions and Scourge. The block's main theme is creature types, 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.
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.
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.
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.
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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.
Mike Elliott is a Seattle-based board game, card game and mobile game designer whose titles include Magic: The Gathering, Thunderstone, and Battle Spirits Trading Card Game. Magic head designer Mark Rosewater called him "one of the most prolific Magic designers in the history of the game." He was inducted into the Academy of Adventure Gaming Arts & Design Hall of Fame at the 2017 Origins Game Fair.
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.