Thursday, December 31, 2009

Top 10 Magic: The Gathering Sets of the Decade

As we prepare to enter a new decade, it is only fitting that we glance back at all of Magic's great achievements over the last ten years. Here is a brief look back at the shining stars that have made this game endure.


10. Odyssey
Odyssey gave us what we finally wanted. Squirrels. Squirrels Squirrels Squirrels Squirrels. Squirrels proved a very successful and popular decktype, reshaping the landscape of Green for years to come. In further expansions, we saw cards like Morphing Squirrel, Myr Squirrel, Patron Oni Squirrel, Squirrel of the Guildpact, Planar Squirrel, Gilt-Leaf Squirrel, and Squirrel of Alara. It is even rumored that the mysterious hedrons of Zendikar are filled with- you guessed it- loads and loads of squirrels!

9. Nemesis
One word: Fading. Fading is the best mechanic the game has ever seen, even though it sounds dangerously like "Phasing." Here's how it works:
Creature XX
Fading 3 (This creature comes into play with 3 fading counters on it. At the end of your turn check to see how many counters are on it. Wait, that's not right. At the beginning of your upkeep, or just during your upkeep, or sometime during your turn if you forget, remove a fading counter from this creature. If you run out of fading counters, don't get stressed. Wait. Yes, actually that's bad. When you run out of fading counters, sacrifice the permanent. Right now. Or just sometime.)

8. Mirrodin
Wizards wanted to be tricky with this one. They realized there was only one chance to have an artifact set in extended at the same time as Urza's Block, kekekekeke! So why not unleash a whole new slew of format-shattering artifacts so that Tolarian Academy can become even more of a win-mill than before? They also came up with this clever keyword:
Affinity- As long as you're playing an artifact deck, don't worry about tapping any lands to cast your spells. Even if they cost 11.

7. Coldsnap (snow lands luls!)
Oh what the fuck where the fuck Magic Hell did this set come from!? 

6. Kamigawa Block
Who wouldn't want a 2/3 flying moth sentry dude for 6 mana? After all, they burble! How cute! The cool art on these cards should distract the players from the mana costs. 

5. M10
Fucknuts! "Let's go all out, it's time to ruin the game forever again. But this time, it's going to be in a core set! They won't see that coming!" 
Serra Sucks Now Angel 3WW
Flying, Too Many Other Abilities
5/5
In case you're wondering, you're lucky to find a Baneslayer Angel for less than the cost of your auto insurance payment. In addition, they decided to flavorfully rename everything. Play is now called "the Battlefield," Removed from Game is now "Exiled," Hand is now called "Idea thoughts Zone," Library is now called "Spells you intend to acquire soon Zone,"  and the graveyard is now called "Recently expired spells Zone." Great work!

4. Time Spiral
 How do you ensure a set will be popular? Take everything that has gone well and mix it into one giant bowl. This will also entice new players, who will have no problem figuring out what a creature with Flying, Phasing, Poisonous 2, Suspend 1U, Transmute 1UU, and Dredge 4 does.

3. Legions
All creatures you control are now creatures. No, seriously. Players love creatures. Why not make a set that is all creatures? You know what, players also love basic land. So why not make a set that is entirely basic land? Wizards dodged the bullet on this one, realizing it would probably be a bad idea to make every card in Zendikar a basic land, despite the overwhelmingly positive reaction to having to shove the square peg into the round hole by somehow having to manage to playing instants as creatures. But all this didn't stop them from their clever idea that makes number 2...

2. Alara Reborn
All spells you play are now gold. No, seriously. Players love gold cards. Why not make a set that is all gold? Alara Reborn did something bold here. It declared that one-drops don't really matter. On that note, basic land doesn't really matter either. Or casual fridays. Or running water. Or oxygen. Hey, you've got gold!

1. Prophecy
Prophecy revolutionized Magic in many ways. The sheer power of this set led to many tournament players being simply unwilling to use any of its cards in sanctioned play, ever. Wizards R&D were slapping their foreheads when players found it all too easy to play spells and abilities that could be countered by 1 colorless mana, when their opponents simply chose not to. Prophecy is grandly revered, and led to a long combo winter where players were not allowed to use cards like Rhystic Cave and Sunken Field. Basic land became far more interesting. For example:
Island
Tap: Add U to your mana pool unless an opponent pays 1.
Prophecy is the pinnacle of overpowered magic sets, bumping out the old "Power 9" list and ushering in a new "Power 143." Congrats, Prophecy.

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