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Play With Some Champions Today
Learning the Ropes in the Exciting World of
Kamigawa
by Jeff Zandi
Tomorrow, everyone will have a chance to
enter the world of Champions of
Kamigawa, the newest expansion set for
Magic: the Gathering. Players will
mob pre-release events all over the free
world. I will be head judge at the
Dallas-area pre-release in Fort Worth,
Texas. Having had a chance to take a
small look at this exciting new set, I can
tell you that Champions of
Kamigawa is definitely something different
from what you have seen from
Wizards of the Coast in a few years.
To begin with, Champs is full of more
completely new cards, and new game
play mechanisms, than any set in several
years. Last year was the tenth
anniversary of Magic: the Gathering. Wizards
of the Coast commemorated
Magic's tenth anniversary by including cards
from every set to date in
Magic's Eighth Edition. September 2003
brought us Mirrodin, a large
expansion with more reprinted cards than any
other "new" expansion ever.
Mirrodin included so many reprinted cards
mostly because, as a set featuring
artifacts, it was a great opportunity to
reprint artifact cards from the
past. These artifacts were cards that might
never have been reprinted in a
new set that was not so based on artifacts
and artifact characteristics.
Magic in a Brave New World
Champions of Kamigawa is very much the kind
of set that Wizards of the Coast
calls a stand-alone expansion. While the
cards in this new set are perfectly
playable with cards from other sets,
Champions of Kamigawa is an expansion
that definitely creates its own world, and
the cards from this set play best
when played together. While it has been very
interesting to see a few of the
new cards in the sneak peek provided on
www.magicthegathering.com, this set
and its mechanics just don't really make
sense until you get a chance to see
a lot of the cards and see how they work
together. Champions of Kamigawa has
a kind of interdependence between the cards
in it that may make this set
great to play with on its own and less
useful as an expansion for the larger
world of Magic. Whether or not this is a
good thing will be determined over
the next year.
What Becomes a Legend Most?
For this new set, Wizards has shined a
spotlight once again on Legendary
cards. Legendary cards are special in that
only one of them can be in play
at one time. This restriction usually does
not mean much in the limited
games of sealed deck or booster draft, but
plays a very important role in
constructed play. The first Legendary cards
came from the 1994 expansion
called Legends, naturally. From the first
appearance of Legendary cards,
there has been the complaint that when both
players in a match have the same
Legendary card in their decks, there is an
unfair advantage to the player
who is lucky enough to draw his copy of the
Legendary card first. Any time
someone played a copy of a Legendary card
that matched one already in play,
the NEWLY played copy of the card
immediately left play. In returning
Legendary cards to the Magic scene, Wizards
decided to change the
long-standing rule regarding multiple copies
of Legendary cards. With the
release of Champions of Kamigawa, Wizards of
the Coast turns the tables on
the Legendary rule 180 degrees. The new rule
is simple enough, whenever
there are two Legendary permanents with the
same name in play at the same
time, all of them are put into their owner's
graveyards. Another new change
to Legendary cards is receiving less
attention, but is also important. From
now on, "Legend" is not part of a creature's
type. This means every creature
that was originally printed with the Legend
creature type is now called a
"Legendary creature" type instead.
Of course, what's the fun in making a new
rule if you can't turn around and
immediately break it? Brothers Yamazaki is
an uncommon Legendary Creature -
Human Samurai for 2R that says "If there are
exactly two permanents named
Brothers Yamazaki in play, the 'Legend rule'
does not apply to them".
Amazing!
The Way of the Warrior
There is a new mechanic in Champions, called
Bushido, that applies only to
one creature type, Samurai, and applies to
EVERY Samurai in the new set.
Bushido is a creature ability that you will
always find on the card followed
by a number. A creature with Bushido 1 gains
+1/+1 whenever it is blocking
or whenever it is being blocked. A creature
with Bushido 2 gains +2/+2
whenever it is blocked or blocking, and so
on. At first glance, I saw
Bushido as a worthless attempt to give a
name to a relatively unimpressive
ability that we have seen on creatures in
the past. The difference is
nuance. Because Bushido is an ability only
given to Samurai creatures in the
set, the ability adds to the feudal Japanese
flavor that is a big part of
this expansion. Bushido makes Samurai MORE
than just another kind of Knight
or Soldier, it makes Samurai a new, more
interesting kind of warrior. Having
played with the cards a bit, I now like the
Bushido ability very much, and I
liken it to the Flanking ability from
Mirage. As a matter of fact, I think
the entire new set reminds me of Mirage in
the way that it separates itself
from other worlds that have been explored in
Magic.
Holding Out for a Hero
The Invasion block brought us split cards,
cards that literally were two
cards in one. Champions of Kamigawa
similarly brings us cards that are two
cards in one. In Champions, these are
creature cards known as Heroes. Hero
cards have a casting cost, power and
toughness numbers, and creature
abilities just like any other creature. Hero
cards, however, can transform
into an entirely different kind of creature
by accomplishing some task that
triggers their "flip" ability. When this
ability is activated, you literally
turn the card upside down in front of you to
indicate that the change has
been made. These cards have been designed
for the basic version of the card
is first put into play. When turned around,
these cards have a second set of
statistics that describe the new creature's
name, power and toughness
numbers, as well as any abilities the new
creature may have. A Hero card,
once transformed, or "flipped", remains in
its new form until it leaves
play.
In general, these cards are relatively weak
in their initial state and more
powerful (relative to their casting cost) in
their "flipped" orientation.
When you look at these cards, you will see
that they only have one casting
cost, and this casting cost appears at the
top of the card (as usual). In my
opinion, this mechanic is a very interesting
concept, but most of the cards
that have this ability are either too
difficult to transform into their
better version, or are simply not
interesting enough to play altogether.
The Watchword is VIGILANCE
Champions of Kamigawa introduces the keyword
Vigilance, which simply
describes a creature that has the ability to
attack without tapping. There
is nothing particularly flavorful about this
added keyword. Research and
Development at WOTC believes that as a card
ability, like not having to tap
to attack, becomes popular over a long
period of time, creating a keyword
for that ability standardizes the game. Now
that the ability to attack
without tapping is now a creature ability
with the keyword of Vigilance, it
will be easier to describe cards that have
this ability.
We've Got Spirit, How About YOU?
The creature type of Spirit is extremely
popular in Champions of Kamigawa.
Around half of all the creatures in
Champions are Spirits. There are a large
number of cards in the set that affect
Spirits or which have abilities that
trigger when a Spirit card is played, or
when a Spirit card comes into play.
When a creature with the new Soulshift
ability goes to the graveyard, you
get to return a Spirit card back to your
hand from the graveyard. Like the
Bushido ability, Soulshift appears on some
creature cards followed by a
number. When a creature with Soulshift 3 is
put into the graveyard, you may
return any one Spirit card from the
graveyard to your hand with a converted
casting cost of three or less. Because
Soulshift triggers when the creature
with Soulshift goes to the graveyard, there
would be nothing, in theory, to
keep the Soulshift ability from returning
the same creature to your hand
that was just put into the graveyard. In
practice, the Spirits in this set
that have Soulshift have Soulshift values at
least one less than their own
converted mana cost. This means that a
Spirit with Soulshift 3 would likely
have a converted mana cost of four or
higher, and so on.
Unearthed Arcana
Arcane is a new subtype of spells that
represent around half of the Sorcery
and Instant cards in Champions of Kamigawa.
This subtype, in of itself, adds
no special meaning to a Sorcery or Instant.
However, some cards in the new
set interact in a special way with Arcane
cards. Perhaps the most important
of these interations is a card ability
called Splice onto Arcane. When you
play an Arcane card (which are identified on
the card as either "Sorcery -
Arcane" or "Instant - Arcane") you can add
effects to it from Instants in
your hand that have the Splice onto Arcane
ability. The card with Splice
onto Arcane adds its effect to the Arcane
spell that you splice onto WITHOUT
actually playing the card with Splice onto
Arcane. When you do this, you pay
a mana cost to activate the Splice onto
Arcane ability, usually different
from the regular casting cost of the Instant
with Splice onto Arcane. Here's
an example that just might make your head
hurt a little less:
Feast of Worms is a Sorcery-Arcane that
costs 3GG and destroys a target
land. When the targeted land is legendary,
its controller sacrifices another
land. Consuming Vortex is an Instant-Arcane
that costs 1U that returns a
target creature to its owner's hand. Either
of these cards can be played
normally by itself. Consuming Vortex also
has the ability Splice onto Arcane
3U. This means that its effect can be added
to the effect of another Arcane
spell by doing the following: In this
example, you could announce that you
are playing Feast of Worms and that you are
using the Splice onto Arcane
ability of your Consuming Vortex. When you
do this, you reveal the Consuming
Vortex card to your opponent, but the
Consuming Vortex then STAYS IN YOUR
HAND. You pay the total mana cost of Feast
of Worms, 3GG, as well as the
Splice onto Arcane cost of 3U for the
Consuming Vortex. Just like that, you
get two spells in one. This ability is
generally mana-intensive to use, but
the card advantage (virtual card advantage?)
that such an ability adds to
your deck may make the tactic worthwhile for
you. You may have several cards
in your deck with the ability Splice onto
Arcane and yet never use the
ability. Even so, Splice onto Arcane is an
interesting ability that rewards
players for planning for the future and for
developing healthy amounts of
mana.
Spirit and Arcane Card Interaction
There are cards in Champions that do
something only when Spirit or Arcane
cards are played. The intersection of the
two sets, Arcane spells and Spirit
creatures, is now virtually treated as
something new unto itself.
Hisoka's Defiance is a common instant for 1U
that counters a target Spirit
or Arcane spell. There are SO MANY Arcane
and Spirit cards in Champions that
Hisoka's Defiance can counter a very large
number of the best cards in your
opponent's deck for just two mana.
Rend Spirit is a common instant for 2B that
destroys a target Spirit.
Rend Flesh is a common instant for 2B that
destroys a target NON-Spirit.
Sire of the Storm is an uncommon 2/2 flyer
for 4UU that allows you to draw a
card whenever you play a Spirit or Arcane
spell.
Horizon Seed is an uncommon 2/1 Spirit for
4W that allows you to regenerate
a target creature whenever you play a Spirit
or Arcane card.
Kami of Fire's Roar is a common 2/3 Spirit
for 3R that causes a target
creature to be unable to block this turn
whenever you play a Spirit or
Arcane card.
The Sun Rises on a Whole New Magical World
After an initial review, flavor is what
separates Champions of Kamigawa from
recent Magic expansion sets. The cards in
this set will be a lot of fun to
play with TOGETHER, whether in limited
formats like sealed deck or drafts,
or in Champions of Kamigawa block
constructed. As part of one of Magic's
truly stand alone sets, these cards truly
shine. As part of the larger
collection of Magic cards, ninety-five
percent of this set's cards will not
see much play. However, this set is well
designed and the many new abilities
and mechanics work well together in a way
that can rejuvenate Magic: the
Gathering. At the pre-release tournaments
this weekend, sealed deck will be
the order of the day. If you are fortunate
enough to get to play in one of
these events, I do not believe you will be
disappointed while playing with
these new Champions.
Next week, I will begin reviewing the common
cards from Champions of
Kamigawa, color by color, hopefully, with a
little help from my friends that
play Magic better than I do!
As usual, I'm always interested to know what
YOU think.
Jeff Zandi
Texas Guildmages
Level II DCI Judge
jeffzandi@thoughtcastle.com
Zanman on Magic Online
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