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'''"Lucky charms"'''<ref>http://www.wizards.com/default.asp?x=mtgcom/daily/mr309</ref> are the life-gaining artifacts in [[Alpha]], <c>Crystal Rod</c>, <c>Iron Star</c>, <c>Ivory Cup</c>, <c>Throne of Bone</c>, and <c>Wooden Sphere</c>, and their derivatives in other sets and expansions. The original so-called "lucky charms" were printed in every [[Core Set]] through ''[[8th Edition]].'' The art for each card from ''[[5th Edition]]'' to ''8th'' (save ''[[7th Edition]]'' which was commissioned art by different artists) was illustrated by Donato Giancola.
'''Lucky charms''' are life-gaining artifacts,<ref>{{TumblrRef|author=[[Mark Rosewater]]|URL=http://markrosewater.tumblr.com/post/93466621098/what-do-people-mean-when-they-say-lucky-charms-as-of|title=What do people mean when they say "lucky charms" as of late?|tumblr-title=Blogatog|date=July 31, 2014}}</ref> such as the one originally from ''[[Alpha]]'' {{-}} <c>Ivory Cup</c>, <c>Crystal Rod</c>, <c>Throne of Bone</c>, <c>Iron Star</c>, and <c>Wooden Sphere</c>. The original lucky charms were printed in every [[Core Set]] from ''Alpha'' to ''[[8th Edition]]''.
[[image:AngelsFeatherIvoryCup.jpg|right|thumb|350px|Angel's Feather from ''[[9th Edition]]'' and Ivory Cup from ''[[Unlimited]]''.]]
[[image:AngelsFeatherIvoryCup.jpg|right|thumb|350px|Angel's Feather from ''[[9th Edition]]'' and Ivory Cup from ''[[Unlimited]]''.]]


The original "lucky charm" for white read: <blockquote>Whenever a player plays a white spell, you may pay {{1}}. If you do, you gain 1 life.</blockquote>
==''Antiquities'' lucky charm==
A life-gaining artifact following the theme of the original lucky charms, <c>Urza's Chalice</c>, was printed in ''[[Antiquities]]''. This artifact triggers on artifacts, rather than colors. It is so far the only lucky charm that's common rather than uncommon.


==Rulings==
==''Darksteel'' lucky charms==
These rulings do apply to every version of Lucky charms.
Another cycle of life-gaining artifacts was made in ''[[Darksteel]]'' {{-}} <c>Angel's Feather</c>, <c>Kraken's Eye</c>, <c>Demon's Horn</c>, <c>Dragon's Claw</c>, and <c>Wurm's Tooth</c> {{-}} were printed in ''[[Darksteel]],'' and they have been reprinted in every core set from ''[[Ninth Edition]]'' to ''[[Magic 2012]]''.
* The ability triggers whenever any player, not just you, casts a spell of the appropriate color.
* If a player casts a spell of the appropriate color, the artifact's ability triggers and is put on the stack on top of that spell. The artifact's ability will resolve (causing you to gain 1 life) before the spell does.


==''Antiquities'' "lucky charm"==
These updated versions don't require the owner to pay mana in order to gain a life, at the cost of having the artifact cost {{1}} more. It was felt this would work better in a [[core set]], which is targeted at newer players. At the time, core sets didn't have any new cards, only reprints, so room had to be found in an [[Expert-level]] expansion. ''Darksteel'' was finally the set to have this cycle see print because of the artifact heave theme of the [[Mirrodin block]]. <ref>{{DailyRef|mtgcom/daily/mr309|What Do You Know, Part II|[[Mark Rosewater]]|December 10, 2007}}</ref>
A life-gaining artifact following the theme of the original "lucky charms", <c>Urza's Chalice</c>, was printed in ''[[Antiquities]]''. As of ''Magic 2014'', it is the only "lucky charm" to be released as a common rather than an uncommon.


==''Darksteel'' "lucky charms"==
==''Time Spiral'' lucky charm==
Another cycle of life-gaining artifacts, improved versions of the "lucky charms" {{-}} <c>Angel's Feather</c>, <c>Demon's Horn</c>, <c>Dragon's Claw</c>, <c>Kraken's Eye</c>, and <c>Wurm's Tooth</c> {{-}} were printed in ''[[Darksteel]],'' and they have been reprinted in every core set through [[Magic 2012]]. Each of these cards was illustrated by [[Alan Pollack]].
''[[Time Spiral]]'' featured a lucky charm, <c>Paradise Plume</c> that could trigger on any one color which was chosen as it enters the battlefield. In addition, it serves as a [[mana stone]] for the chosen color.


The version from ''Darksteel'' reads: <blockquote>Whenever a player plays a white spell, you may gain 1 life.</blockquote>
==''Scars of Mirrodin'' lucky charm==
The newer versions require no activation cost, but are cost {{1}} more.
Following the theme set in ''[[Darksteel]],'' ''[[Scars of Mirrodin]]'' improved on the original artifact lucky charm that was printed in ''[[Antiquities]]''<c>Golem's Heart</c> used the same change as the ''[[Darksteel]]'' lucky charms did: taking out the activation cost, but making it cost {{1}} more.


==''Scars of Mirrodin'' "lucky charm"==
==''Magic 2014'' Staves==
Following the theme set in ''[[Darksteel]],'' ''[[Scars of Mirrodin]]'' improved on the original artifact "lucky charm" that was printed in ''[[Antiquities]]''.  <c>Golem's Heart</c> used the same change as the ''[[Darksteel]]'' "lucky charms" did, taking out the activation cost, but making it cost {{1}} more like the ''Darksteel'' cycle above.
For ''[[Magic 2014]]'', a cycle of uncommon artifacts costing {{3}} was introduced, {{1}} more than the Darksteel cycle and {{2}} more than the original cycle {{-}} <c>Staff of the Sun Magus</c>, <c>Staff of the Mind Magus</c>, <c>Staff of the Death Magus</c>, <c>Staff of the Flame Magus</c> and <c>Staff of the Wild Magus</c>.


This card was illustrated by [[Matt Cavotta]].
Each staff allows a player to gain a life both when casting a spell of the color, or when playing a land with the basic land type associated with that color. The staves only trigger when the controller plays a spell of the appropiate color instead of any player.
 
==Magic 2014 Staves==
For ''[[Magic 2014]]'', a cycle of uncommon artifacts costing {{3}} was introduced, {{1}} more than the Darksteel cycle and {{2}} more than the original cycle.  Each of them allowed a player to gain 1 life both when casting a spell of the color, or when playing a certain type of basic land. The cycle consists of <c>Staff of the Sun Magus</c> (White/Plains), <c>Staff of the Mind Magus</c> (Blue/Island), <c>Staff of the Death Magus</c> (Black/Swamp), <c>Staff of the Flame Magus</c> (Red/Mountain) and <c>Staff of the Wild Magus</c> (Green/Forest). All five were illustrated by [[Daniel Ljunggren]]


==References==
==References==

Revision as of 12:40, 1 August 2014

Lucky charms are life-gaining artifacts,[1] such as the one originally from AlphaIvory Cup, Crystal Rod, Throne of Bone, Iron Star, and Wooden Sphere. The original lucky charms were printed in every Core Set from Alpha to 8th Edition.

Angel's Feather from 9th Edition and Ivory Cup from Unlimited.

Antiquities lucky charm

A life-gaining artifact following the theme of the original lucky charms, Urza's Chalice, was printed in Antiquities. This artifact triggers on artifacts, rather than colors. It is so far the only lucky charm that's common rather than uncommon.

Darksteel lucky charms

Another cycle of life-gaining artifacts was made in DarksteelAngel's Feather, Kraken's Eye, Demon's Horn, Dragon's Claw, and Wurm's Tooth — were printed in Darksteel, and they have been reprinted in every core set from Ninth Edition to Magic 2012.

These updated versions don't require the owner to pay mana in order to gain a life, at the cost of having the artifact cost {1} more. It was felt this would work better in a core set, which is targeted at newer players. At the time, core sets didn't have any new cards, only reprints, so room had to be found in an Expert-level expansion. Darksteel was finally the set to have this cycle see print because of the artifact heave theme of the Mirrodin block. [2]

Time Spiral lucky charm

Time Spiral featured a lucky charm, Paradise Plume that could trigger on any one color which was chosen as it enters the battlefield. In addition, it serves as a mana stone for the chosen color.

Scars of Mirrodin lucky charm

Following the theme set in Darksteel, Scars of Mirrodin improved on the original artifact lucky charm that was printed in Antiquities. Golem's Heart used the same change as the Darksteel lucky charms did: taking out the activation cost, but making it cost {1} more.

Magic 2014 Staves

For Magic 2014, a cycle of uncommon artifacts costing {3} was introduced, {1} more than the Darksteel cycle and {2} more than the original cycle — Staff of the Sun Magus, Staff of the Mind Magus, Staff of the Death Magus, Staff of the Flame Magus and Staff of the Wild Magus.

Each staff allows a player to gain a life both when casting a spell of the color, or when playing a land with the basic land type associated with that color. The staves only trigger when the controller plays a spell of the appropiate color instead of any player.

References

  1. Error on call to {{WebRef}}: Parameters url and title must be specifiedMark Rosewater (July 31, 2014). "". Tumblr.
  2. Mark Rosewater (December 10, 2007). "What Do You Know, Part II". magicthegathering.com. Wizards of the Coast.