MarketMagic: The Gathering expansion sets, 1993–1995
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Magic: The Gathering expansion sets, 1993–1995

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.

Arabian Nights
Arabian Nights was the first Magic: The Gathering expansion set, 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 Thousand and One Arabian Nights with some of the characters and places coming directly from these tales. The Arabian Nights also provides the flavor text for most of the cards in the set. Arabian Nights stands out as being one of the only two card 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. At that point in Magic development, the role of expansions was relatively undefined, and Garfield intended for Arabian Nights cards to bear a purple and gold back that would allow players to exclude Arabian Nights from their games. In his article, "The Making of Arabian Nights", Garfield cites this as his inspiration to "be more adventurous in creating mechanics and themes". Player response against the proposed new back caused Wizards of the Coast to stay with the original backs, allowing cards from various sets to be mixed freely in gameplay. To replace the new card back, a symbolic scimitar was added between the card artwork and card text, On the other hand, the Mountain, accidentally not removed from Arabian Nights, is the only card of the set that had been printed before. It is thus the first reprint in Magic outside a base set. Arabian Nights includes a few minor collation and typographical errors. One of them was the so-called "Arabian Mountain". When the decision was made to have the expansion sets fully playable with the basic set, Wizards of the Coast decided that there was no need to include basic lands in the print run, so they were removed. However, one Mountain basic land card accidentally remained on the print sheet as a common, in a slot intended for a Desert card. Due to this oversight, the Mountain is now the most common Magic card. Wizards noted that there were just under 31,000 Arabian Nights Mountain cards printed. Another error, this time in printing, caused two different styles of generic mana symbols to be 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. Design Even when separated from its place as Magic's first expansion, Arabian Nights was a groundbreaking set in terms of its impact on the game. In his article "It Happened One Nights", Mark Rosewater detailed among others the following innovations or expansions on Alpha mechanics: • Stealing opponent's cards – Alpha enabled players to gain control of their opponent's permanents, but Arabian Nights explored this theme further. • Opponent-activated abilities – has an ability that each 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 set that made use of coin flips to introduce additional randomness to the game. • Cumulative upkeep & cantrips (cards that draw a new card when played) – Both concepts were more formally introduced in Ice Age, but Arabian Nights made use of these on and , respectively. • Lifelink – The concept of the ability that would become Lifelink was first introduced on Arabian Nights . • Exile zone as a Limbo – was the first card to use what would eventually come to be called the Exile zone as a holding zone for cards temporarily out of play. It would later be errata'd to use the phasing mechanic seen in the Mirage expansion. Storyline Richard Garfield considered several mythologies to build Magic first expansion around, but eventually decided to use a real-world mythos. Personally fascinated with the One Thousand and One Nights mythos, and inspired by the recent Sandman comic by Neil Gaiman, "Ramadan", he decided that it fit the game well and chose to employ it for Magic. 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 • '''' — The effect to create subgames is unique in Magic and eventually led to the banning of this card from all tournament formats as it was perceived to consume too much time in tournaments. In his article "The Making of Arabian Nights" Richard Garfield called Shahrazad his favorite card from Arabian Nights'' also due to its unique effect. • '''''' — The Library has been a staple of Vintage decks for years. For some time Vintage players even referred to the Power Nine as Power Ten to include the card. Library of Alexandria is restricted in Vintage and not legal to play in any other format. • '''''' — Kird Ape is one of the most powerful one-mana creatures of the game's early life. When played alongside , it was a 2/3 potentially on the first turn of the game, which led to it being on the first list of banned cards for the Extended format. • '''' — Originally, Richard Garfield wanted to use different card backs for Arabian Nights'', so that each set could stand on its own and that players could have the option of playing only with the sets that they liked. After this idea was vetoed, City in a Bottle was an intended "safeguard" that if a player didn't want to play with Arabian Nights cards, they had a card that could stop the entire expansion. • '''''' — With Jihad, Stone-Throwing Devils is a card that was banned due its racist implications against Palestinians, especially during the first intifada and is included with the Banned 7. • '''''' — Basic land. The Arabian Nights set was not intended to have basic lands, but one "mountain" card was printed in the set by mistake. • '''''' — With Stone-Throwing Devils, Jihad is a card that was banned due to its offensive religious implications with Islam and the holy war of Jihad and is included in the Banned 7. ==Antiquities==
Antiquities
Antiquities is the second Magic: The Gathering expansion set. It was the first set to have 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 first, but become sworn enemies over the finding of two power stones. Trying to get hold of the other's stone they eventually lay waste to the whole continent of Terisiare. 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 50 cards being artifacts and lands. The expansion symbol for Antiquities was an anvil. Along with Strip Mine and the Urzatron lands, Mishra's Factory is also the first non-basic land card with varying artwork (Spring, Summer, Autumn, and Winter). • '''''' – 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's Workshop is banned from Legacy play, but the card is not restricted in Vintage. • 'The Urzatron Lands, , and '. When combined, these lands can add 7 mana to their controller's mana pool. While it is unlikely to draw all three cards early from a deck of sixty cards, decks built around searching for any playing pieces of 'Tron' have been powerful tournament decks in the Standard and Extended formats. Most notably a combo deck built around was one of the strongest Standard decks for more than a year. Urzatron lands are also used in Modern decks that aim to assemble Tron quickly using ' and to quickly cast threats such as or '. • '''''' - With the ability to destroy any land on the battlefield, this card is banned in all sanctioned formats except Vintage, where it is restricted to one copy per deck. ==Legends==
Legends
Legends was the third Magic: The Gathering expansion set, released in June 1994. It was the first expansion set to be sold in packs of 15 (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. Legends introduces several mechanics and keywords to the game, most prominently the namesake mechanic of Legends: multicolored creatures of which there could only be 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 column. This along with the comparatively small printing made collecting the entire 310-card set very difficult. Wizards of the Coast implemented a card exchange program for US customers that ran until August 1994, replacing up to 100 cards per shipment. 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 Legend would come into play, it would instead go 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 only check uniqueness within each player's battlefield individually, rather than the game as a whole, and that if a second Legendary permanent would come into play, its controller can choose which one to keep. • Enchant World – Enchantments that enchanted the entire "world." These enchantments would have an effect that affected all players at the same time and were limited to only one in play at a time. • MulticolorLegends was the first set to include cards that required more than one color of mana to play. These cards were distinguished by a gold background and proved popular enough to be a common mechanic in later sets. • Rampage – An ability that took effect whenever said creature became blocked by more than one creature. Creatures with Rampage would get a bonus to their power and toughness for each creature blocking it beyond the first. • Banding and Bands With Other – A game mechanic that was eventually dropped from the game after Weatherlight, banding allowed multiple creatures to attack as a single unit, allowing the attacking player to decide 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 with any creatures of a certain type, and was the only set to feature this with the exception of the Unhinged card Old Fogey. • Poison – The ability of certain creatures to inflict poison, a separate kind of damage distinct from life total; ten poison counters causes the game to instantly be lost. Rarity Legends is the first Magic expansion to have cards of three explicit rarities: commons, uncommons, and rares. There are 75 common cards in Legends. Of these, 46 are C2, meaning that they appear two times on the print sheet, and are thus twice as common as 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. • '''''' – At one point considered the best reusable creature kill spell ever, The Abyss locks out opposing creature decks efficiently. • '''''' – This was the first creature ever introduced that dealt poison damage, a strategy that countered life gain decks. • "Banding lands" (, , , , and ) – These lands are considered among the weakest cards ever printed. They conditionally grant "Bands with Other Legends", and nothing else. Reception Legends won the Origins Award for Best Game Accessory of 1994. ==The Dark==
The Dark
{{Infobox mtgset | Background = Lightgrey | Expansion Name = The Dark | Expansion Symbol = | Symbol Description = Eclipsed Moon | Release Date = August 1994 | Mechanics = Sacrifice, Tribal, Poison | Keywords = | Size = 119 cards| Print run = 63,000,000 Unlike its predecessor Legends, it did not introduce any new keywords, but 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. As the title suggests, the setting of the set is something of a fantasy "Dark Ages", a period of collapse in the aftermath of the Brother's War (depicted in the set Antiquities). One of the themes Myrfors wanted to explore was religious extremism, and in particular White's potential as a villainous color. He was in particular inspired by the Satanic panic of the 1980s and early 90s, still fresh in memory in 1994. White had received largely positive treatment in early Magic sets, and Myrfors wanted to explore the dangerous sides of zealotry and bigotry to the color when religion is weaponized for evil agendas. Other colors also received cards hinting at strange and mysterious happenings, and a general air of desperation. • '''''' – This was the first card that penalized players for using non-basic lands. It was designed from a top-down flavor perspective that flooding the land with red light should transform lands to produce red mana. ==Fallen Empires==
Fallen Empires
Fallen Empires was the fifth Magic: The Gathering expansion set, released in November 1994. Out of the set of 187 cards, 102 were functionally unique, with the remainder being variant illustrations of other cards in the set. The mechanics of Fallen Empires include a tribal subtheme and heavy use of counters and tokens. Thematically, the set experiments with conflict within the colors. The expansion symbol for the set is a crown. Storyline Fallen Empires takes place on the continent of Sarpadia after the Brothers' War in Antiquities. Each of the major cultures on Sarpadia is confronted with internal threats caused by the cooling weather: the dwarves are attacked by orcs and goblins; the Vodalian merfolk face the homarid menace; the elves of the forest struggle to contain the fungus-like s of their own creation; the proud soldiers of Icatia confront opposition from religious zealots; and the dark Order of the Ebon Hand fights a thrull revolt. The storyline of Fallen Empires is continued in the Ice Age set. Printing and distribution Fallen Empires was released in November 1994. It was sold in boosters of eight cards with a box of boosters containing sixty booster packs. Each booster contained two cards from the uncommon and six from the common sheet. Of the cards from the uncommon sheet, 36 were functionally rares (U1) and appeared once 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 as an individual card. Counting only functionally unique cards, there were 15 common cards that appeared in four versions and 20 that appeared in three versions. There was also one common, Delif's Cone, that had only one version, making it just as rare as an U3 uncommon. These were distributed in Wyvern starters and have an exceptionally high value on the secondary market relative to other Fallen Empire cards. Mechanics 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 benefit from controlling creatures of those types. Another theme introduced was internal strife within each color. Each color had two major tribes, one of the rulers, and another lesser or enslaved force; the lesser force rebels against 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 rise of the crab-like Homarids. • Black: The Order of the Ebon Hand faces a rebellion by its enslaved Thrulls. • Red: An unnamed Dwarven Kingdom is overrun by 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's companion magazine The Duelist. Notable cards • '''''' – This powerful discard spell has seen a large amount of tournament play in formats where it is legal. • '''''' – Various combo decks have been built around the mana acceleration that this card provides. • '''''' – One of the earliest incentives to play a deck with many Goblin cards. • ' and ' – For their mana efficiency, protection from respective colors and combat oriented abilities, these clerics were used in many successful decks of this period. ReviewsRollespilsmagasinet Fønix (Danish) (Issue 6 - January/February 1995) ==Ice Age==
Ice Age
Ice Age was the sixth Magic: The Gathering expansion set, released in June 1995. Ice Age was the beginning of the "block" paradigm for Magic, as the Alliances set released in 1996 continues the story of Ice Age. ==Chronicles==
Chronicles
Chronicles was the first compilation set of Magic: The Gathering, released in July 1995. The set is one of two sets that have been sold in twelve-card booster packs, the other having been Alliances. These reprints kept the original set's symbol as well, rather than using a Chronicles specific symbol. For tournament play, Chronicles was designated as an extension of the Fourth Edition base set. The cards in Chronicles are white-bordered, For example, Cyclone 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 quickly sold out in the hobby-gaming market, so both new and existing players had extremely limited access to cards from those sets at the time. Chronicles was printed to satisfy the market demand of players who had been unable to buy as much of the first four expansions as they wished, or who were new players and missed those expansions entirely. Wizards of the Coast's development team for Chronicles excluded powerful, abusive cards that were the frequent sources of player complaints, such as Mana Drain, The Abyss, Nether Void, Moat, and Maze of Ith, while including cards that they determined had a high "coolness factor" and would drive sales with the predominantly casual player base for Magic at the time, 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 City of Brass, Erhnam Djinn, Recall, Divine Offering, Fountain of Youth, and ''Feldon's Cane'' to their decks at tournaments such as the first Pro Tour New York in February, 1996. Printing and distribution Chronicles was released in July 1995 and went out of print in December 1996. Chronicles sold in 12-card booster packs that contained three cards from the uncommon print sheet and nine from the common sheet. Of the cards from the uncommon sheet, 25 were three times as common as the other 46, essentially dividing the cards from the uncommon sheet into rares and uncommons. The commons come in four different rarities. The five multicolored Legends at common are C1, appearing each once on the print sheet and thus just as common as the uncommons from the set. The seven common artifacts are C2, and the 30 common cards with a single color are C3. The remaining three commons are the Urza's lands, originally from Antiquities. They are C4, but each has four different artworks, so for collector's purposes they often counted as three C1 cards each. The Italian version of Renaissance (Rinascimento) had different cards, because Wizards of the Coast's licensee Stratelibri had already printed The Dark (Oscurità) and Legends (Leggende) in their entirety in Italian, and released them in that order, the opposite of the order of the original English versions. Rinascimento instead contained the cards rotated into 4th Edition from the Arabian Nights and Antiquities expansions, plus the cards reprinted in Chronicles from the Arabian Nights and Antiquities expansions. Wizards of the Coast originally planned all foreign-language 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 black-bordered set. However, Wizards of the Coast's licensee Hobby Japan ended up printing the only foreign-language Chronicles that was ever released—a Japanese printing with black borders. Impact Chronicles succeeded in opening up the supply of notable cards to casual players, eliminating scarcity issues on cards from the earlier sets. For Magic as a game, this was a great boon. However, it succeeded too well; collectors, speculators, and stores who'd invested in expensive cards saw the value of their purchases plummet. Due to complaints from them, Wizards of the Coast enacted the "Reserved List": a guarantee that a certain percentage of rares from each set would never be reprinted. It was essentially a guarantee that a set like Chronicles would not happen again. While initially largely ignored, the Reserved List has since grown contentious as the price of various old cards protected by the Reserved List has continued to climb in the years since, with "players constantly calling for its abolishment". Magic designer Mark Rosewater has said that he wishes the Reserved List had never been created, but Wizards of the Coast has elected to honor it because they didn't want to set a precedent that they broke their own promises. Wizards of the Coast stopped adding new cards to the Reserve List in Mercadian Masques, but it remains in force 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 as Modern Masters and Eternal Masters. ReviewsAustralian Realms #25 ==Homelands==
Homelands
Homelands was the seventh Magic: The Gathering expansion set, released in October 1995. While a stand-alone set as far as its storyline, it was considered to be part of the Ice Age block for tournament legality purposes until the announcement of Coldsnap in October 2005. While most Magic sets have a background story, it is rather unusual for a Magic set to have the story dictate most of the design of the cards in the set. The 140-card set introduced no new mechanics or keywords; however, it did use some of the mechanics previously unique to Ice Age. Most notably, Homelands used the "cantrip" ability: a cantrip spell in the Ice Age block allowed a player to draw a card at the beginning of the next turn in addition to a normally minor spell effect. Later cantrips allowed a player to draw a card immediately. Homelands also included single-color legendary creatures, first published in Ice Age. In Homelands, each color had at least one legend, with some colors having as many as five (Black has Baron Sengir, Irini Sengir, Grandmother Sengir, Veldrane of Sengir and Ihsan's Shade). Reception The expansion, on average, had an unexpectedly low power 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-time design low". According to Rosewater, the set 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, helping lead to the reputed low power level of the cards. When the first Pro Tour was held shortly after the release of the set, Wizards included a rule mandating that each deck had to have five 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. Butcher comments that "players who want cheap 'killer cards' are going to be disappointed. Those who genuinely enjoy the game, though, will find Homelands a valuable addition to their card collection." Notable cards • '''''' – A green legend, its untargetability made it a staple in many early green decks. It was the first creature printed to be untargetable as a static ability. • '''''' – A black legend that was considered the first "lord" for vampires in Magic. • '''''' – A blue sorcery that allows a player to search his or her library for a blue instant card and put it directly into his or her hand. This card has been restricted to one per deck in the Vintage format because it can search one of the many other extremely powerful blue cards in that format, such as and . • '''' – An artifact that was considered one of the more powerful cards in the set, as it allowed any color to remove creatures from play. It was reprinted as part of the "timeshifted" subset in Time Spiral''. • '''' – A delaying counterspell that saw reasonably wide play and several reprints, although not in the modern era of Magic'' where the effect is considered slightly overcosted at 2 mana. ReviewsRollespilsmagasinet Fønix (Danish) (Issue 11 - Dec/Jan 1995) • Australian Realms #26 == References ==
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