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''Alliances'' was the last set to feature more than one artistic conception for a single card. Many players complained that they were unable to identify certain cards by their artwork, therefore ] accordingly decided to limit a card to one artist's single work. This policy did not extend to basic lands, which were far easier to identify than most cards. This also allowed the company to later offer special edition collectors' cards with alternate pieces of art. (''Since this policy was started, it has been ignored once: In the '']'' set, the card '''Brothers Yamazaki''', had two different pieces of art. This was intentional, as the card described a pair of legendary brothers)'' | ''Alliances'' was the last set to feature more than one artistic conception for a single card. Many players complained that they were unable to identify certain cards by their artwork, therefore ] accordingly decided to limit a card to one artist's single work. This policy did not extend to basic lands, which were far easier to identify than most cards. This also allowed the company to later offer special edition collectors' cards with alternate pieces of art. (''Since this policy was started, it has been ignored once: In the '']'' set, the card '''Brothers Yamazaki''', had two different pieces of art. This was intentional, as the card described a pair of legendary brothers)'' | ||
==Notable cards== | |||
'''''' — The most notable of the "pitch" spells, this counterspell remains a very popular card in the Legacy and Vintage formats, as it allows a player to counter an opponent's first turn spells without having anything in play. It is frequently considered among, if not, the greatest card ever printed. | |||
'''''' — The most efficient re-usable artifact destroying card ever printed. A staple of Type 1 control decks, due to its very cheap means of neutralize opponent's ], and cutting out their early mana advantage. | |||
'''''' — This was a popular card when it was first released, as its cost, power, and toughness were all equal to that of ] Juzám Djinn, one of the most popular creatures of Magic. Although rarely played in tournaments, its popularity allowed it to be placed in ], and a similar card to be placed in the ] beginners' set. | |||
'''''' — One of the most prominent cards Alliances added to competitive play was this land, which could repeatedly search basic lands out of the deck and put them into play. This insured a steady supply of mana well into the late game, and also made it more likely in the late-game that the player would draw spells instead of land. | |||
'''''' — After the departure of Strip Mine left players without an efficient way to destroy opposing lands, the Outpost, a land that could make a 1/1 creature every turn, was used by blue/white control players as a way to win the game once they had nullified opposing threats. It's the white part of a 5 card cycle. | |||
'''''' — Mimicking the "pitch spells" to an extent, this creature, if in a player's hand, may be removed from the game for a green mana boost. This unique effect is used often in decks that seek to reduce the number of lands they play. | |||
'''''' — This card was used extensively in "Lake Drain" decks, as a player can use it to gain four extra mana by sacrificing an already tapped Swamp. This was frequently used to power Drain Life. It's the black part of a 5 card cycle, along with the aforementioned . | |||
'''''' — One of the more popular cards in the game. This recurring burn spell was well respected because of its usefulness in the early and late portion of games. In the late game, when an opponent has 8 lands available(5 for return, 3 to cast), consistent use would prove not only frustrating for opponents, but usually be the key to victory for many players. | |||
==External links== | ==External links== |
Revision as of 05:15, 5 March 2007
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File:Exp sym alliances.gifBanner | ||||
Released | June 1996 | |||
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Size | 199 cards (144 different) | |||
Keywords | Cumulative Upkeep | |||
Mechanics | Allied color, cantrips, pitch spells, snow lands | |||
Development code | Quack | |||
Expansion code | ALL | |||
Second set in the Ice Age Block block | ||||
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Alliances was the fourteenth Magic: The Gathering set and seventh expansion set, released in June 1996. It was unusually released 8 months after Homelands, which created the longest dry spell in the game. It is now the middle set in the Ice Age block since the July 2006 release of Coldsnap. It was however originally considered the third and final set in the original Ice Age block before the release of Coldsnap.
Storyline
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-Dûl gathered forces to conquer the entire world.
Mechanics
Although Alliances did not feature new keywords, it did introduce the alternate casting cost mechanic. This mechanic, printed in each of the five colours, allowed the player to cast spells without requiring to physically tap lands for mana. Alliances alternately allowed a player to remove a card of the same color as the spell from the game; thus, the first batch of alternate casting cost spells were also known as "pitch" spells — a player could "pitch" a card from his or her hand to play the spell. Force of Will, for example, allowed a player to remove a blue card from his/her hand from the game and pay 1 life instead of paying its 3UU casting cost. This pitch spell went on to become one of, if not the greatest card ever printed.
Other features
Alliances experimented with different levels of rarities of cards. It was also the only set besides Chronicles to be printed in 12 card packs, making it difficult to utilize in drafts with other standard 15 card packs.
Alliances was the last set to feature more than one artistic conception for a single card. Many players complained that they were unable to identify certain cards by their artwork, therefore Wizards of the Coast accordingly decided to limit a card to one artist's single work. This policy did not extend to basic lands, which were far easier to identify than most cards. This also allowed the company to later offer special edition collectors' cards with alternate pieces of art. (Since this policy was started, it has been ignored once: In the Champions of Kamigawa set, the card Brothers Yamazaki, had two different pieces of art. This was intentional, as the card described a pair of legendary brothers)