The above changes were later still deemed insufficient. Finally, they introduced and expanded a few game terms. They also added a couple of rules to eliminate some loopholes that only rules lawyers understood (and thus abused) and that were disliked and counter-intuitive. The rule set was not strictly reduced, though. To alleviate this problem, they went through the rules and removed several elements that were either confusing, counterintuitive, or a waste of time. In fact, they realized that several of the rules seemed to serve more as grist for the rules-lawyering mill than as actual aids to game play. The developers recognized that parts of the existing rules were far more complex than they needed to be. Main article: Fifth Edition/Rules changesįifth Edition was the first set that was advertised as an advanced-level set in the new rating system for the game sets. Previous expansions' land text boxes had featured unique colors for each set or block (e.g., Mirage and Visions). This was set as a standard, and the color scheme carried on to all subsequent expansions and editions of the game until the Eighth Edition card frame redesign. However, due to the large amount of cards from Fallen Empires and Homelands, which were considered to be weak sets, there still was some dissatisfaction with the Fifth Edition card mix.įifth Edition was also the first version of the base set to use the cosmetic changes that were introduced in the Mirage expansion (including a slightly expanded text box and border, more visible power/ toughness numbers and reminder text).įrom Fifth Edition on, non-monocolor lands started having a bronze colored text box. These included the five color-changing "lace" spells, as well as Cyclopean Mummy and Wall of Wood. A number of cards which were scorned by players as too weak were also removed, to make additional room for more popular cards. įifth Edition was the first core set without ante cards. Also, some very powerful cards (like Necropotence) were rotated in from earlier sets, causing surprise and (in some cases) uproar among players who thought they wouldn't have to deal with them in the Standard environment any more. Similarly, many players expected Black Knight and White Knight would be leaving. Armageddon and Wrath of God, for example, were thought by a lot of players to be both overpowered and out of character for white their retention came as a surprise to many. Several spells were widely predicted to be departing. Not all the "powerful" cards were removed, however. But some, such as Swords to Plowshares and Lightning Bolt, had been staples of deck construction for so long that most players took them for granted. Others, such as Serra Angel, had been predicted for removal in every revision of the basic set. Some of these, such as Strip Mine, Channel, and Mind Twist, were already banned from the Standard tournament environment for being too powerful, so everyone expected them to leave. Many spells had long been recognized as being undercosted in comparison to others of similar power. Quite a few of these removals were for game balance reasons. In designing Fifth Edition, over a hundred of the cards from Fourth Edition were removed. Fifth Edition is the first core set with cards having new artwork (entirely new artworks for 218 cards). The largest rotations come from Ice Age, but they also include cards from Arabian Nights, Antiquities, The Dark, Legends, Fallen Empires and Homelands, as well as a few returnees from Revised that were taken out of Fourth Edition. The rest are cards from earlier sets which have been rotated in. Of these, only 235 appeared in Fourth Edition. Fifth Edition contains a total of 429 cards, not including the basic lands, compared to the 363 of Fourth Edition.
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