Introduction
With the release of 9th Edition on the horizon, the discussions of what it will look like and what cards could be in it grows more interesting each day. About four months ago I made up may own fantasy 9th Edition which spawned a nice little discussion here, although I screwed up some card distributions and several card choices.
Some weeks ago , when I read the Article series "Abeth Edition" by Abe Sergant on StarCityGames.com, the idea of revisiting my old list sprang to my mind. Now I want to share the results with you.
I'm sorry that this is going to be a rather lengthy article. I won't discuss each and every card individually, but it isn't possible to present an entire 330 Cards set within only a few paragraphs.
Distribution and Choices
This set consists of 350 cards, including 20 basic lands. This leaves 330 cards to fill in. The easiest distribution is 110 cards of each rarity. This set will include 22 common, 19 uncommon and 17 rare cards of each color. For the artifacts it was chosen to have 12 uncommons and 14 rares. To make things complete there will be 3 uncommon and 11 rare non-basic lands.
Most of my choices are based on simplicity and the needs of the game itself. The original list was based upon 8th Edition, which is why you will see many cards that are in 8th as well, especially at common. But this shouldn’t keep you from taking a look. I think I made some interesting choices of my own.
I mostly wanted to emulate the process R&D goes through when they gather the cards for a new base set. I tried to stick to most of their policies, but I had to made several changes to it.
Overall I designed the set to be successful, meaning that it should be a set with a useful impact on constructed as well as having several cards for casual players. It should also be playable in limited.
Keywords and Abilities
First of all, upkeep effects are not taboo in my edition. Upkeep is an essential part of the game, being the best time managment tool currently available for a designer. But for the sake of simplicity, upkeep cards are kept to a minimum and are mostly rares. If there was a better card to choose, with the minus being an upkeep effect, the upkeep card would be in there.
I also included trample in this set, since trample is one of the most common creature abilities, especially in Green. In my opinion, a set without a Green trampler feels rather incomplete. Trample reaches down to common.
Protection was left out of this set to keep it more "introductary." The Base set is meant to introduce new players to the game, and the relatively complex concept of Protection should be left to Expert sets.
Block-based keyword abilities were left out, since teaching keywords to new players just for one card is a horrible idea. The keywords I chose to include in this set are more "general" keywords: Landwalk, First Strike, Trample, Vigilance, Fear, Haste, Flying and Regeneration.
Power Level and Learning Curve
This set is meant to be a representative set for all of Magic, with a nice and adaptive learning curve for newer players. It is supposed to teach new players the basics of the game while providing a bridge to the advanced levels of play.
The power level should be high enough to see tournament play, with the set containing several cards that were already tournament staples.
You won't find cards like Yawgmoth's Will or the Power Nine here. This set is intended to be realistically printable.
Selecting 9th Edition
Despite the fact I didn't like all the outcomes from the peoples' votes, I've put in all the cards we have confirmed, to give the set a realistic touch. After all, this set is supposed to be printable and go on sale immediately.
So here we go:
The commons
The commons are the playground to teach new players the basics of each color: what it stands for, what it does. Common cards should reveal the basic qualities of each color. Most of the commons were taken from 8th Edition, since the commons have a fine assortment there. A little tweaking was made though.
I've split the commons into creatures and spells, which should enhance readability for Limited players.
Black has some utility creatures for life loss, discard and card drawing. Disease Carriers is a two for one when he dies. Phyrexian Rager works as a card advantage tool the other way around, fetching you another card when he comes into play.
I've put in Dross Prowler as the Fear creature to correspond with our list of known cards, although I would have liked to include Severed Legion, which is IMHO the better and cooler card.
Black - Spells Blackmail Consume Spirit Dark Banishing Despondency Distress Fear Mind Rot Raise Dead Unholy Strength
Consume Spirit was added for the "X-factor" to teach new players. The Dark Banishing was kept as the staple kill spell in Black, since there still is Nekrataal in the uncommon slot. I also have chosen Distress over Coercion to have discard more Black-centered and get Black playing a bit faster.
You may wonder why I still put in Rampant Growth over Sakura-Tribe Elder. First and foremost, I believe the Elder is seeing a bit too much play at the moment. Maybe I would include him in 10th Edition, but the Elder still stays till a year after 9th's release. Second, Green has the most creatures anyways, and I still think I overloaded it a bit.
The uncommons
I've included a cycle of tutors in the uncommon slot (with the exception of Red, that gets it tutor in the rare slot), because they would vanish from the Extended scene otherwise. Here is also a double cycle of colorhosers as in previous base sets. There is also a small cycle of creatures with comes-into-play abilities.
I would have liked to bring back Thunder Spirit as a flying first striker, but unfortunately that guy is on the reserved list. Basically the same goes for Altar's Light, but the remove from game part was a bit prohibitive and I also didn't want to push too many Mirrodin cards. Instead Argivian Find was put int as a bit of a Johnny card.
Fog Bank is a nice tournament-playable wall, that also acts as a countermeasure against Green beatdown decks. Man-o'-War, on the other hand, has made it back as a 187 for blue that is useful in beatdown decks as well.
Also there is Compulsion, a neat little card from Torment that should show some new players that digging is a fun and intelligent thing to do.
With Infest, Black finally has a mass removal in the uncommon slot in the base set. Phyrexian Reclamation is the cemetery recursion engine, along with Woebearer... I wonder which of those would see more play. The Reclamation shows a bit of Black's self destructive side, as does Night's Whisper which replaces Ambitious Cost.
I also wanted to include a card that forces an opponent to sacrifice a resource in black. The choice fell on Diabolic Edict, but I needed to make it uncommon since I would have too much creature kill in the common slot otherwise.
I also wanted to focus first strike a bit more in red, since 8th only had Reflexes and Sabretooth Tiger. The original design had Akki Coalflinger, but as a Kamigawa cad, it got cut. Renegade Warlord replaces him.
As talked earlier, the uncommons have a broken cycle of tutors. Since red never had a tutor at uncommon, I've put in Avarax as a replacement. This guy has seen tournament play before, and I think he will again.
Utopia Tree has become uncommon since I don't want to see it as a rare again, and I don't think any other player wants that, since the card could be easily at uncommon. Choke is the other hoser in green.
I would have liked to put in Goblin Cannon as a learning curve feature (costs and effects), but we already have confirmed Chimeric Coils, which basically fulfills the same purpose.
Everyone loves rares since they realy hold power (or at least Timmy thinks so). I've put in a cycle of 4 mana 4/4s to give each color a little bit beats. There is also finally a complete cycle of lords in each color, although not each of those has "Lord" as its creature type. More on that later.
There was also the decision whether Ivory Mask or True Believer should be the card to make you untargetable. I settled on the Mask since it has a bit more tradition and it is harder to remove as an Enchantment.
Some people asked me if I really wanted to include Stifle and Opposition in the set. The answer is yes. Stifle represents a relatively basic Blue ability, and its inclusion should make a little twist in standard. Opposition, on the other hand, is one of the few real Spike plants in the set that should see tournament play.
There was also some discussion on Verduran Enchantress vs. Enchantress's Presence. I took the creature for more traditional feeling. Some might also notice the absence of Maro. IMHO it was time for him to go (not the real MaRo though). Nantuko Cultivator should be a fine replacement.
I also replaced Vexing Arcanix with Goblin Charbelcher as the "complicated artifact rare". I've seen some very funny games for both players with a Charbelcher in play. A realy enjoyable card.
Conclusion
So this is my list what 9th should look like. Sure, on some choices some people might disagree, but not everything can be agreed on all the time.
I got asked once, "Can this all really be in 9th?" I sure hope so. 9th Edition should make at least some tournament impact, and provide some useful tools for the soon-rotating Extended format.
The thing is, 8th Edition wasn't really a big success as a tournament set. The only notable cards that saw play beside the staples of CoP: Red and Pyroclasm or Karma were Plow Under and Phyrexian Arena. I hope I've done a better job on this.
Thanks for reading my article. I hope you've made up your own mind on what 9th could look like and you enjoyed the read.
By Stefan Preiml on May 26th, 2005 · Filed in General Magic · 67 Comments