Homelands: Difference between revisions

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Essentially [[Ice Age]]'s retarded younger brother. Homelands is widely regarded to be the most confusing, uninspired, and wholly misbegotten expansion in MtG history. Color mechanics were muddled if not entirely missing, the art was eye searingly awful, it retained some of the worst mechanics (cantrip, ante) of previous sets long after they were known to be awful ideas, added nothing new, was weirdly fixated on hyper specific effects, and was generally a load of soul draining crap. Probably it's one lasting contribution to the game was the introduction of mono-color legends (though on the whole they were every bit as unplayable as their [[Legends]] block counterparts).
'''Homelands''' is widely regarded to be the most confusing, uninspired, and wholly misbegotten expansion in [[Magic: The Gathering]] history. Color mechanics were muddled if not entirely missing, the art was eye searingly awful, it retained some of the worst mechanics (cantrip, ante) of previous sets long after they were known to be awful ideas, added nothing new, was weirdly fixated on hyper specific effects, and was generally a load of soul draining crap. Probably it's one lasting contribution to the game was the introduction of mono-color legends (though on the whole they were every bit as unplayable as their [[Legends]] block counterparts).


==Notable Cards==
==Notable Cards==

Revision as of 07:17, 15 September 2013

Homelands is widely regarded to be the most confusing, uninspired, and wholly misbegotten expansion in Magic: The Gathering history. Color mechanics were muddled if not entirely missing, the art was eye searingly awful, it retained some of the worst mechanics (cantrip, ante) of previous sets long after they were known to be awful ideas, added nothing new, was weirdly fixated on hyper specific effects, and was generally a load of soul draining crap. Probably it's one lasting contribution to the game was the introduction of mono-color legends (though on the whole they were every bit as unplayable as their Legends block counterparts).

Notable Cards

Spectral Bears

A prime example of Homeland's pathological love affair with hosers. Depending on your meta it was either the ice age equivilent of Isamaru (decades before it came out) or a glorified wall.

Memory Lapse

Actually not an awful card by today's standards but was widely panned at the time since it competed with the undiluted bullshit that was mana drain.

Baron Sengir

One of the more memorable cards (and one of the few to be reprinted). It had the slight issue that there was only one other vampire in the game at the time (and Baron can't target himself).

Merchant Scroll

Homelands wasn't entirely without it's cheese. For two mana you got a respectable tutor card that wouldn't be overshadowed for many editions.

Serrated Arrows

Saw widespread tournament use when wizards forced people to play with Homelands cards. It was the only removal card in the set that wasn't monstrously overcosted, specifically targeted at a single creature type, or both.

Timmerian Fiends

This card was the last of it's kind, and typifies everything that was wrong with Homelands. Behold the confusing design, the awful defunct mechanics like ante, the "artwork" of Mike Kimble. All bound up and printed on one sanity rending cardboard rectangle.

Apocalypse Charm

In case you were under the fevered misconception that a Homelands centered deck was a good idea the developers helpfully added this card to disabuse you. The last set wide hose ever made, and thank god.

Settings of Magic: The Gathering
Pre-revisionist: First Magic Sets - First Urza Block - Arabian Nights
Legends - Homelands - Ice Age - Mirage
Weatherlight Saga: Portal Starter Sets - Second Urza Block
Tempest Block - Masques Block - Invasion Block
Post-Weatherlight: Otaria Block - Mirrodin - Kamigawa - Ravnica - Time Spiral
After the Mending: Lorwyn - Alara - Zendikar - New Phyrexia
Innistrad - Return to Ravnica - Theros - Tarkir - Eldraine - Ikoria
Two-Block Paradigm: Kaladesh - Amonkhet - Ixalan
Post Two-Block Paradigm: Eldraine - Ikoria - Kaldheim - Strixhaven
Never in a standard set: Fiora (Where the Conspiracy sets take place) - Kylem (Battlebond)