Visions

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Visions
Symbol Triangle of War with V
Design Team Bill Rose (lead)
Charlie Catino
Don Felice
Howard Kahlenberg
Joel Mick
Development Team Bill Rose (lead)
Mike Elliott
William Jockusch
Mark Rosewater
Henry Stern
Release Date February 1997
Mechanics
Keywords/
Ability words
Cumulative upkeep, Flanking, Phasing
Size 167 (62 Common 55 Uncommon 50 Rare)
Expansion Code VIS
Development Codename Mirage Jr.
Sets in Mirage block
Mirage Visions Weatherlight
Magic: The Gathering
Chronology
Mirage Visions Fifth Edition

Visions is the tenth Magic expansion and was released in 1997 as the second set and first small expansion in the Mirage block.

Contents

[edit] Set details

Visions was the first set to have a wide dispersal of pre-releases.

At the time of its release, Visions was a "first" in the release of quality cards at the common level; examples include Uktabi Orangutan and River Boa. River Boa (at that time) was considered "very good", with two abilities (islandwalk and regeneration), and a 2/1 at only Image:Mana1.gifImage:Manag.gif.

Visions was the start of the "speeding up" of red decks. Red decks began to get faster due to a card from Visions: Fireblast. In the late game, players could now sacrifice two Mountains to deal four damage to opponents. This proved to be essential as burn decks became all the rage. Decks were sporting "pure burn", essentially: four Lightning Bolt, four Incinerate, four Fireblast, which made it very easy for the red player to deal twenty damage to their opponents, or in today's colloquial, it "increased the reach" of the red player. Fireblast was also common rarity.

Wizards of the Coast started selling Visions cards and preconstructed theme decks for Magic Online on April 10, 2006. The cards became legal to use in several formats as they went on sale. Official release events were held on April 13, 2006.[1]

[edit] Mechanics and themes

Visions introduced no new mechanics, but used the following previously used mechanics: Cumulative upkeep, flanking, phasing, poison counters, slowtrips, substance, and world enchantments.

Visions included many creatures that had abilities that triggered upon entering play. This meant that some creatures could now do things normally reserved for instants, sorceries, or costly activated abilities. These "comes-into-play" creatures could also combo well with cards that returned creatures to a player's hand.

[edit] Design and development

The Visions expansion originated as a split from "Menagerie" (the original name for Mirage), which had grown too large for a single set. For a brief time during its development, Visions was known by the codename "Mirage Jr." It received its final name shortly later.[2]

[edit] Cycles

Visions has five cycles:

[edit] Notable cards

  • Chronatog: This curious creature looks bad at first: Skip your next turn for a temporary boost in size. But this ability was found to have benefits in a deck that established a "lock" (a situation from which the opponent cannot win) and proceeded to win the game by running the opponent out of cards. By never having another turn a player did not have to worry about "decking" him or herself after the lock was established. A deck that exploited this fact was "Stasis".
  • Goblin Recruiter: Like most goblin cards, this was overlooked until Onslaught was released and the goblin deck archetype began to dominate Extended and Legacy. The card was banned in Extended until 6th Edition rotated out and is still banned in Legacy.
  • Nekrataal: A "187" creature that kills a non-artifact non-black creature when it comes into play. It was reprinted in 8th, 9th and 10th Edition as well as the Battle Royale box set. It is still played in both casual and tournament decks.
  • Man-o'-War: Another "comes into play" creature, Man-o'-War allowed blue players a measure of board-control, by returning a creature in play to its owner's hand.
  • Relentless Assault: Having only one attack phase per turn is central to Magic. Though it never saw play in competitive decks, this sorcery gives the player another attack phase, which leads to a variety of opportunities.
  • Squandered Resources: An innocuous-looking enchantment that lets its controller sacrifice lands in play for a quick mana boost, this card became the linchpin of the "Prosbloom" decks that used a combination of cards from Mirage and Visions to draw cards, make mana, and repeat until the player could cast a Drain Life large enough to kill the opponent.
  • Uktabi Orangutan: The poster "comes-into-play" creature of the set gives green players a way to destroy artifacts (which was out of green's flavor at the time) and have another creature. The card art also had what looked like two yellow monkeys in the background mating, which was poked fun at in the card Uktabi Kong from the humor set Unhinged that shows the same two monkeys in the background, one of which is seemingly pregnant. The Mirrodin card Viridian Shaman is a functional reprint of this card.
  • Undiscovered Paradise: This land can produce five colors of mana but returns to its owner's hand the turn after it is used. It was instrumental in allowing four- and five-color decks to dominate in 1997 and 1998.
  • Vampiric Tutor: With this instant, a player can grab any card from their library at any time for a minimal amount of life and mana. It enabled decks that required a specific combination of cards for victory to gain a foothold in tournament play, and also made "toolbox" decks (containing just one copy each of certain situational cards) possible. The fact that only 2 life is lost when the card is 'tutored', and that it can be played during the opponent's turn makes it almost as good, if not better than Demonic Tutor.

[edit] Theme decks

The Mirage block theme decks were designed for MTGO, as these expansion sets were printed before theme decks were first printed in the Tempest block.

The pre-constructed theme decks are:

Theme deck name
Colors included
White Blue Black Red Green
Legion of Glory
Savage Stompdown
Unnatural Forces
Wild-Eyed Frenzy

[edit] Trivia

  • Visions was the first set to have the same name as a Magic card printed earlier: Visions, the card, was first printed in Legends (1994). The card and the set are otherwise unrelated.
  • It is the last non-Starter expansion set to date not to include any legendary permanents.

[edit] References

  1. Wizards.com: Visions Release Events, Tuesday, March 28, 2006.
  2. "Codename of the Game", by Mark Rosewater, MTG.com, Monday, August 12, 2002.
  3. "Sets of Five". Ben Bleiweiss. Wednesday, December 25, 2002.
  4. "Card of the Day". Monday, November 10, 2008.

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