One of magic's later early sets, Alliances doesn't really fit anywhere. Sure it's technically part of the Ice Age block (either with Homelands, or with Coldsnap), and as such, it's an amazingly unusual set, as Magic started to grow into it's 90's identity.
The first set designed under the guidance of Sue-Anne Huxley, it featured cards by a number of play testers and designers who would go on to shape the game, but is rifed with old idea's as well, such as multiple card art, unusual color pie choices, and some really powerful effects/spells. I'm here to talk about the Good, the Bad, and the Ugly of adding the set, to the ever growing 95 set list and player base.
The Good
Balduvian Hordes
"For Freedom!"-William Wallace |
In early days of standard, Balduvian Hordes got a lot of hype, that failed to live, largely due to just how powerful Necropotence and it's various incarnations. If Necro had been banned in standard, I imagine the infamous Red/Green aggro deck would have been much more successful, which this effective beater. Sure the random discard is steep, but if it sticks, it's almost as good as Juzam.
Agent of Stromgald
"Hey kid, wanna buy a black lotus?" |
Everyone loves color fixers! Agents gives B/R another interesting filter creature, who has an interesting bonus of being a 1/1 red knight.
Diminish Returns
The poor man's Time Twister. As someone who's played this, the ten cards aren't as big a drawback as you think, as long as you only use it once. It could greatly compliment Underworld Dreams as well.
Dystopia
This is what you get for being on Justice! |
Alliances has some amazing color hate cards, one of the best being Dystopia (with Braid of Fire being second). I'd argue, as long as you can afford the cost, it's better than The Abyss, being able to hit the likes of Pump Knights and Whirling Dervish.
Amazing Lands
Hey dude... |
I can't be to quick, but with the exception of the Trading Post, all the sac lands work great, and as long as Strip in check, each compliment their color greatly.
Gorilla Shaman
Magic's cutest tournament staple |
The card that even the playing field of early type 1. Mox Monkey is, in my opinion, the best artifact destroyer in the entire game (Hammer Mage being a close second). He got even better a decade later with the set Mirrodin.
Kaysa/Juniper Order Advocate
Green gets good, albeit conditional, Crusade effects. Kaysa, s probably the most notorious. I know a few old school players who still curse in her name.
In reality I could go on about this set, but I do have other things to talk about. Guerrilla Tactics, Undergrowth, Primitive Justice, Lat-Nam's Legacy, ect.
The Bad
Arcane Denial
"The Gentleman Counterspell". Arcane Denial was so powerful, being able to replace itself, that it's 'drawback' was often negligible. Its splashability, made it an amazing guaranteed counter spell, and is the reason WotC said they'd never print a splashable 2 cost hard counter ever again. 20+ years later, that still holds true.
Lodestone Bauble/Misinformation
"I hope never to see Memory Lapse again"--Olga, to me.
Putting cards from the hand/stack/graveyard is one of the most powerful effects in all of MtG. Robbing someone of a draw is the most powerful thing a player can do. Lodestone Bauble is the more powerful of the two, robbing someone of (4-x) card draws for free, is great. The ability to replace itself is absurd, and all at the low, low cost of free.
Misinformation works similar well enough, costing a B, but at instant speed, and allowing it to pick any cards.
Pitch Spells
Each of these are game warping in their own right, due to their versatility, and with the exception of Scars of the Veteran, all have seen tournament play at one time or another.
Lim-Dul's Vault
A early centerpiece for Pros/Bloom, Lim-Duls Vault is easily the best deck manipulator in the format, and is bested only by Demonic Collusion and Demonic Tutor. It's real bonus, is it's an instant, allowing for you to sit on answers, then playing it when you are free.
Storm Crow
(storm crow joke here) |
We all got sick of these jokes years ago. Do we want to encourage it's return?
The interesting
Soldier of Fortune
Often used for stalling in it's day. Forcing a player every turn to shuffle their deck was amazing tech, but it would get it's time in the sun one set later, with Mirage tutors.
Wandering Mage
Hands down, the oddest tribal card in the entire set, but to unusual not to love.
Winter's Night
The snow covered Mana Flare effect. Infamously the only three colored Enchant World in the entire game.
Phelddagrif
Garfield .Phd. Legend has it, this was suppose to be the original name for the 'Goddess of Life' Freyalise, but Garfield didn't like it, and said it 'sounded like a purple hippo with wings'. The poster child of group hug tactics.
Lim-Dul's Paladin
Besides having awesome art, it's a strange card designed to get around COP:R/Black. Sure the discard is difficult, but it's a choice, and if you choose not to, it replaces itself with a card draw. If it's blocked, it becomes a 6/6 Trampler.
Library of Lat-Nam/Misfortune
"Damned if you do" cards are interesting, but often considered bad. Any card that forces player interaction, is a good card though.
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