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The Revised Edition of the basic set was released in April 1994 with 306 cards. The white-bordered set "cleaned up" several rules and graphical oversights from the previous Unlimited basic set.
Released in April 1995, Fourth Edition was a new version of the Magic: The Gathering; basic set. In a continuing attempt to balance and add new flavor to the game, fifty-one cards were removed from the Revised Edition and 122 cards from previous expansions were added, bringing the total cards to 378.
Released in March of 1997, Fifth Edition was by far the largest version of the Magic: The Gathering; basic set. Fifth Edition contains a total of 429 cards, not including the basic lands.
The story follows the events of Ice Age, after the so-called goddess (actually a planeswalker) Freyalise had used her magic to end the Ice Age. As the lands grew warmer, conflicts began to erupt. The Balduvian Barbarians were under constant attacks from a vigilante group headed by a former Kjeldoran knight, General Varchild, and needed to turn to their former foes for help. The Soldevi alliance was breaking down amid fears that their unearthing of artifacts of the Brothers' War (as described in Antiquities) could restart that destructive conflict. And all the while, a wicked necromancer known as Lim-D
Premiered at Origins '93 in July of that year, Magic: The Gathering; was first released to the general public on August 5, 1993. The "Alpha" set consisted of 295 cards.
It is a time of great peril. Artifacts from an ancient people known as the Thran are being uncovered in tremendous quantities. The civilization of the past was far more advanced, warlike, and brutal, and the war machines dug up from a previous cataclysm are pressed into service. The scientists of today learn much from these relics. In the midst of this renaissance, two brothers, Urza and Mishra, discover an ancient cave. In it they find a stone that has locked away incredible evil for eons upon eons. When they touch it, it sunders, and once again Dominaria is in great danger. The two equal parts of the stone contain within them great power, and the brothers battle each other for control of them both. Their conflict spans years and eventually encompasses the entire continent of Terisiare. There struggle has come to be known as the Brothers' War, and the Thran artifacts uncovered by archeological digs are once again used for battle and destruction. Ornithopters fill the skies. Dragon engines pillage the ground, and a tremendously powerful artifact-called the Sylex-brings down destruction like the world hasn't seen for five thousand years.
This is it. It's all hitting the fan. And the fan's hitting back. The Signs of Apocalypse are here. Enemy colors band together like never before. Volvers evolve into huge monstrosities if you pay one or both of their enemy-color kicker costs while Sanctuaries give you a benefit each upkeep if you control a permanent of one or both enemy colors. Even creatures show signs of the Apocalypse as new magical abilities threaten to unleash multi-colored mayhem. Be Wise; Learn to handle their fury. After all, knowledge is power. Miss out and rest in pieces. Apocalypse. Coming.
This is where it all began. Released in December 1993, five months after the release of the basic game, Arabian Nights was the first expansion for Magic: The Gathering. The flavor of the cards was based on the characters, stories, and objects in the classic Middle Eastern tales, 1001 Arabian Nights. With this set, players can relive the tales of Sindbad and Aladdin, battle powerful djinns and efreets, and journey to strange lands like the Island of Wak-Wak and the Diamond Valley. Featuring some of the most powerful cards ever printed, like Library of Alexandria and Juzam Djinn, Arabian Nights was a fitting beginning to the long tradition that is Magic: The Gathering expansion sets.
You'll need every facet of your personality to survive a Battle Royale. game. Diplomat. Comedian. Traitor. The Battle Royale box set brings all of the maneuvering and outright conniving of multiplayer play straight to your gaming table. Four perfectly balanced decks specifically designed for multiplayer games. Countless ways to win. Or lose. Battle Royale - All at once. Once and for all.
Get ready for a beating! The Beatdown Gift Box for Magic: The Gathering is here, and it is ONE BAD-ASS SET. Don't believe us? Take it up with creatures like Mahamoti Djinn, Erhnam Djinn, and Sengir Vampire. It's BIGGER, too. Bigger creatures. Bigger combat. Bigger hurt! Grab a friend and tear them apart. ("Get well" card not included.) Play with pain. Deliver a Beatdown.
After the Alpha print run of 2.6 million cards, some corrections were made and the remaining 7.3 million cards were released as the "Beta" set (302 cards).
As the spirit war raged in Kamigawa, those close to the daimyo Konda began to fear for his sanity. He remained high above the world, locked away in Eiganjo Castle, and none save his most trusted advisors were given audience. His isolation drove his willful daughter Michiko away from Eiganjo; she sought the truth regarding the war.s beginnings, as well as why her father shut himself off from everything.even his only child.
Long before Mirrodin existed, on the other side of the multiverse, there was Kamigawa -- a plane in the midst of a terrible war. Spirits are launching attacks against humans as, in the shadows, a terror lurks just beyond sight.
Released in July 1995, this 125-card set was created in an effort to satisfy players' demand for out-of-print cards. Over half of the cards were from Legends;, but the set also included cards from Arabian Nights;, Antiquities;, and The Dark;.
Terisiare, the island continent that was home to the Brothers. War and the Ice Age, is in a state of rebirth known as the Thaw. The icy shell that encased the continent is melting away. Most of the inhabitants of Terisiare rejoice as the ice gives way to warmth and the rebirth of the land. But, in this time of great change, there are some who see it as a time to angle for power: a secretive society of mages poised to shroud the continent with their icy brand of magic.
"The world . . . is . . . hollow." This is the secret that Chunth, the Tel-Jilad troll elder, entrusts to Glissa Sunseeker before his death at the hands of a traitor. Armed with that knowledge, Glissa fights her way through the great vedalken capital of Lumengrid, down into the Pool of Knowledge. The Synod's sacred chamber contains a lacuna--a tunnel, saturated with blue mana--that leads to Mirrodin's secret interior. There, huge, bizarre towers of funguslike metal called mycosynth reach up toward an immense inner sun of pure mana.
Far from the chaos caused by the attack on the Conclave years ago, the nearly abandoned Utvara district has become the unlikely epicenter of guild contention. Conflict between the area.s Gruul squatters and Orzhov titleholders masked a deeper truth: Relics lay under the Husk of Utvara, and Niv-Mizzet.s eldest magewrights desperately sought them...
A young man alone in a cruel landscape, focused on a singular task. He must open an arcane portal before his comrades return from the dark fortress... if they return. He is just one man, but there is no force he cannot overcome. Except his fate. When last we joined the crew of the Weatherlight, the ship had emerged from the Death Pits and docked at Volrath's stronghold. They faced the daunting prospect of recovering all that Rath has taken from them: the Weatherlight's former captain, Sisay, and Starke's daughter, Takara; their captured companions Tahngarth and Karn; and the stolen pieces of the Legacy. Gerrard, Starke, Mirri, and Crovax begin their search of the stronghold while Hanna and the others stay with the ship.
It is a time after the great devastation that ended the Brothers' War. In a southern continent, called Sapardia, the weather is getting colder. Food sources are dwindling. War between different colored factions is flaring up due to lack of resources. Times are troubling, and no longer can anyone rely on their ancient allies. Survival has become the foremost goal, and people have begun to turn on each other in an effort to live on. The order created by governmental structures in the cities and towns is being threatened by growing bands of religious zealots. Dwarves are defending their mountain homes from whole armies of orcs and goblins. In the forest, the forces of nature feed off of death, growing fungus everywhere. Under the seas, merfolk have come under attack from a previously unheard of race-upright crustacean warriors called Homarids. And in the swamps, an order of dark magic users finds that their experiments into breeding slaves has backfired, and they are being overrun by the little beasts they have created. It is a time of great troubles, and the great cultures of the past are rapidly collapsing in on themselves.
Glissa, Bosh, and Slobad journey deep within Mirrodin's core to confront the insidious Memnarch. With them is the Kaldra avatar--an immensely powerful being of energy summoned when Kaldra's sword, shield, and helm were brought together. But what was supposed to be the world's salvation turns out to be a vile trick. With a single spell, Memnarch seizes the avatar and turns it on Glissa and her companions.
The quest to mend Dominaria.s temporal and planar damage continues. A temporal rift connected to an alternate Dominaria has enabled Phyrexian horrors to cross over into the present day.
The Guildpact has kept Ravnica stable for thousands of years. But with ten guilds vying to become the dominant force on the planet, there's always a chance that things will break down. Guildpact continues the story of this massive city, and introduces players to three more guilds.
Thousands of years after the explosion at Argoth ended the Brothers' War, a severe Ice Age has descended over Dominaria, changing the face of the land and reducing the civilizations of Terisiare to scattered tribes. The strong have turned to barbarism. The weak have died. Their struggle is against more than the snow: the people of Kjeldor must battle against the mighty necromancer Lim-D
The Phyrexians are invading Dominaria. The strong will fall. The swift will perish. The rich will burn. Because there is only one way to fight the Phyrexians - together. The Invasion expansion for the Magic: The Gathering trading card game realizes the potential of multicolor power. Start thinking about gold cards, Legends, and Dragons. Then start thinking about how you're going to win. Fight the Enemy. Join the Coalition.
In Judgment, The powerful forces of white and green ascend to counter the black dominance of the Torment expansion. The Mirari has changed hands and Kamahl, who has been instructed to talk to the Nantuko and learn the ways of the druids, now wields the vastly powerful artifact.
Legendary Heroes Like any other world, Dominia has its Legends. In this new expansion you'll meet Johan, Gabriel Angelfire, Sivitri Scarzam, Hunding, and many more. As you delve into Dominia's mythology, you'll discover 310 new spells, artifacts, and creatures with the power to defy death. So enter the world of Legends and join the heroes in the struggle for Dominaria!
The illusionist Ixidor has been banished to a mystic imprisonment and the weary Kamahl retreats into the Krosan Forest where the magic of the Mirari continues to intensify and mutate all life on Otaria. In the midst of this turmoil, the stage is set for an epic confrontation between Phage and Akroma who will stop at nothing to destroy each other once and for all. Their personal conflict has gone beyond hatred as they both draw armies to their sides, some with promises of glory, and others with false promises of hope.
Far from the strife of Dominaria lies Lorwyn, an idyllic world where races of fable thrive in perpetual midsummer. Lorwyn is covered with dense forests, meandering rivers, and gently rolling meadows. The sun never quite dips below the horizon, and winter is entirely unknown.
The Magic: The Gathering Mercadian Masques expansion brings on Mercenary and Rebel cards that will redefine the horde; get one on the table, then root through your deck for others every turn. Tired of that four-card limit? With the new Spellshapers you can turn any card in your hand into a timely spell like Unsummon or Stone Rain. It.s like topdecking the card you need, any time. When Mercenary and Rebel cards hit the table, you can search through your deck for others every turn. Can you say "uninvited guests"? And the new Spellshapers toss the four-card limit out the window.transform any card in your hand into the spell you need.
Welcome to Jamuraa, a land steeped in magical traditions that have existed for millennia. The northwest of the huge continent of Jamuraa is occupied by three nations: the militaristic kingdom of the Zhalfirins, the religious state of Femeref, and the trading province of the Suq'Ata empire.
Far from Dominaria, in a distant corner of the Multiverse, lies Mirrodin, a plane made entirely of metal. Blades of golden grass in the Razor Fields chime in the wind. Huge misshapen boulders are magnetically suspended above the peaks of rusted iron mountains. Elsewhere, a wide sea of silvery liquid reflects the sky like a rippled mirror. On the horizon, four suns rise and set in strange orbits: white, blue, red, and a black sphere of void. It is here that Magic finds a unique story.
Conflict continues in the world of Lorwyn as mighty races find common ground â€“ and power â€“ by forming new tribes based on their classes.
Edge out the competition ...with the Nemesis expansion for the Magic: The Gathering trading card game. Check out the Laccoliths, a new creature type that hacks apart the weak links in your opponent's defense. Blocking them is only the start of your opponent's troubles. And then there are fading cards, a fine assortment of card types that give you the edge - ahead of schedule.
The meek shall inherit the Earth. But not Dominaria. Take a 100-year leap forward to a harsh Dominaria where deadly pit fighting is the new order of things. And if you want to make it through another day, you better begin with an Odyssey set of cards.
The Battle for the Mirari, a mysterious and powerful artifact, has ended. The mighty barbarian Kamahl has been embraced by the Krosan Forest and claims the Mirari in its name - but his trials aren't over yet. The Cabal still holds the continent of Otaria firmly in its merciless grip, and fearsome new threats have appeared along with a new enemy - Ixidor the master illusionist.
The Darkest Chapter Once you experience the Planeshift, there's no turning back. And the Phyrexians are taking no prisoners. Will you survive? Well, Gating allows you to play the biggest, baddest creatures, without the heavy cost. And Familiars give spell cost-reduction a new spin. Factor in tricolor mana Dragon Lairs and double-Kicker Battlemages, and it's easy to see how the Planeshift expansion adds up to major carnage. Arm yourself with Planeshift and live to fight another day... Or not. Two worlds. Many ways to perish.
Portal and Portal The Second Age where the first two releases of the Magic: The Gathering introductory level game set. The latest release of this product is now called Starter.
Portal and Portal The Second Age where the first two releases of the Magic: The Gathering introductory level game set. The latest release of this product is now called Starter.
Portal Three Kingdoms is a starter-level Magic product based on the famous Chinese epic of the Three Kingdoms. It contains 180 cards depicting the events and characters of the Three Kingdoms story. Renowned Chinese artists have created illustrations for the entire set.
Big Things in Store Here come the big cards from the Prophecy expansion for the Magic: The Gathering trading card game. Harness the Winds. Voluminous spell effects guaranteed to shock and dismay. And summon the Avatars, big creatures that fight on behalf of their respective color. Rounding out the list are Rhystic Spells. You get what you pay for and more - unless your opponent pays to stop you.
These first 10 million cards sold out quickly, and in December 1993, the Unlimited Edition was released. This white-bordered set consisted of the same 302 cards as the Beta print run.
Nothing ever changes in Ravnica. For countless millennia, cities have covered the entire plane. Eventually, they ran together into one vast megalopolis -- a patchwork of grand halls, decrepit slums, ancient ruins, and layer upon layer of stonework structures.
The ronin Toshi has sought to avoid the great conflict between the spirit and human realms. But despite his best efforts, he's not only involved in it, he's at the center of it. Together with Princess Michiko, daughter of Daimyo Konda, he must find a way to stave off the impending victory of the kami, while preserving his own life into the bargain. Amid the complicated maneuvers of the fox people, the moon folk, and the Daimyo himself, Toshi can rely on only one person. Himself.
Kamahl knows he has to act. The conflict between Phage and Akroma threatens to consume all of Otaria. All armies have converged and are ready for war. Breaking his deep meditation in the Krosan forest, Kamahl races to the scene of battle between his fallen sister and the arcane angel. Just as the two women are about to trade blows, Kamahl strikes, cutting both women with a single blow to end the feud, but ancient, unseen forces intervene and fuse the two women into an immensely powerful being: Karona.
If you are a new Magic: The Gathering trading card game player, then the action starts here. In this intense game of strategy, players command powerful creatures as they do battle to reduce each other's score from 20 to 0. Each player uses a unique deck of cards designed with plenty of strategic game play options. You choose how to battle, but don't underestimate the luck of the draw!
Gerrard and the crew of the Weatherlight journey through the bowels of Volrath's stronghold, battling the twisted creations of Volrath's evil mind in an attempt to rescue their imprisoned comrades. The stronghold yields many dark secrets about the crew's friends, enemies, and themselves. Enter the darkness of Stronghold.
The Tempest expansion is loaded with 300+ cards, ranging from basic lands to powerful new spells. The set takes place on the stormy plane of Rath, where Gerrard and the heroes of the Weatherlight set out to find Volrath's stronghold.
It is the time after the Brothers' War. The destructive power of the Sylex blew debris into the air miles high. The sun is blotted out by huge dust storms, and the air is getting colder by the day. An overzealous church comes to power in the aftermath and starts a backlash against magic and magic users. The woes of the world, the church claims, can be blamed on those who channel the power of mana, and wizards become hunted like wild animals. Only those with enough power and the smarts to go underground with their studies continue to practice the outlawed arcane arts. Two secret schools of magic were fabled to exist. On the east, the City Of Shadows. On the west, the Conclave of Mages. No ordinary people can find these locations, and some claim they were simply stories made up by the superstitious. But the art of magic made it through this dark time, even in the face of the oppressive church. Some of the very powerful live on from that time in Dominaria still, and they can attest to the bravery of the mages who protected the art of magic in the period of The Dark.
Timeshifted is considered part of Time Spiral.
They twist and torture reality into the dark shape of horror. This is the dark, blackened reality of Torment. Known during development as "the black set", the Torment expansion introduces new madness and nightmare mechanics, which are designed to drive your opponents insane. The cards in Torment center around the environment of the Cabal's Dementia Summoners, and specifically Chainer with his deadly nightmare horrors.
Serious Fun for Eggspert Players! The new Unglued supplement for the Magic: The Gathering; TCG takes a humorous look at serious competition. But don't let that fool you. A no-holds-barred look at the Magic TCG, black-bordered and highly collectible land cards, Chicken cards, plus a ton of contests and special events equals serious Unglued fun. Make sure you're in on the joke.
After ten years. Wait, make that thousands of years, the war between the donkeys and the monkeys has escalated to the point where, um, where parrots have turned carnviorous and pigs are forced to wear togas. You see, there's war and chaos and fighting. Lots of fighting. Let's see... oh, there's five factions that have evolved as the chaotic war wages on. We haven't been to this plane before and who knows when we're coming back, so I'm not sure what impact it has with the larger Magic story. I'm sure some object in the world is a piece of Karn somehow. Who am I kidding? There's probably like five of you still reading. Look, I'll be honest with you. Unhinged has no story. There's no novel forthcoming. Nothing has any logic to it. There's no point to anything. It's just funny. It's unlike any Magic expansion you've ever played. Well, except Unglued. It's a lot like Unglued. But bigger. And weirder. And funnier.
The trilogy that began with the Urza's Saga and Urza's Legacy card sets is coming to a long-awaited conclusing with the Urza's Destiny release. In this latest Magic: The Gathering limited-edition expansion, the ancient planeswalker seeks to complete his epic struggle across Dominaria and silence the Phyrexian campaign of terror ... forever.
In this follow-up to the Urza's Saga set, the obsessed planeswalker continues his quest across Dominaria for artifacts capable of holding off the Phyrexian invasion. The Yavimaya forest reluctantly provides the seed to grow a flying ship which, along with the artifacts, are to become Urza's Legacy. Urza continues to build a collection of artifacts that will defeat the Phyrexian invasion. After discovering the Thran mana rig in Shiv and beginning to rebuild the Tolarian Academy, Urza splits his time between the two projects.
From the perilous domains of Phyrexia and Shiv to the splendor of Serra's Realm, Argoth, and Tolaria, he travels the planes seeking weapons to destroy the dark forces that stalk him. New magic discovered. New power revealed. Urza's Saga has begun. The Brothers' War between Mishra and Urza, the two most powerful artificers on Dominaria, is coming to a head in the Argoth forest. Discovered accidentally by the pilot of a lost ornithopter, Argoth's rich natural resources soon prove irresistible to the brothers. Each attempts to claim those resources for himself to fuel his war efforts-and to keep the other from obtaining them.
For almost a year, the beleaguered nations of this tropical continent have fought the evil mage Kaervek, with tragic results. Femeref has fallen; Suq'Ata has closed its borders; and Zhalfir is overrun with its own refugees and unfortunates fleeing the horrors that terrorized Femeref. But there is some light to these dark times. Though she was once Kaervek's ally, Jolrael has turned on him. Aided by the subtle manipulations of the planeswalker Teferi, Jolrael hopes to guide Jamuraa's leaders through a series of visions - dreams offering direction and strength to the few who might stand against Kaervek. Led by their visions, Asmira and Rashida Scalebane build an elite force and set out to free the wizard Mangara from his magical prison. And Hakim Loreweaver and Sidar Jabari struggle to hold back Kaervek's forces just long enough for Asmira's plan to work.
Four thousand years after Urza and Mishra reopened the portal to Phyrexia, the evil lord Yawgmoth sits poised to invade his one-time home-Dominaria. The plane's only hope for survival is a cache of powerful artifacts known collectively as the Legacy. When put together to assemble a powerful dooms-day weapon, these artifacts will have the potential to destroy the dark powers that will try to invade the planet. The focal point of this weapon is a flying ship called Weatherlight, and its intrepid crew searches the planes to find all of the pieces of the Legacy before the invasion commences.