Typal coupling: Difference between revisions

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==History==
==History==
===Spiritcraft===
===Warriors, berserkers, and barbarians===
One of the earliest forms of large-scale subtype coupling was done with a [[spell type|spell subtype]], where [[Spirit]]s were coupled with [[Arcane]] ("[[Spiritcraft]]"). However, these were largely all [[cast]] [[trigger]]s, as opposed to the later tribal couplings which could use [[combat]] and [[search]]ing effects.
{{Card|Lovisa Coldeyes}} from ''[[Coldsnap]]'' was the first card to make a tribal coupling, boosting [[Warrior]]s, [[Berserker]]s, and [[Barbarian]]s.
 
===Soldiers and knights===
{{Card|Auriok Steelshaper}} from ''[[Mirrodin]]'' used [[Soldier]]s and [[Knight]]s together due to the lack of Knights at the time; {{Card|War Falcon}} from [[M13]] did as well, but seemed to do so more for flavor reasons.


===Wolves and werewolves===
===Wolves and werewolves===
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Relatedly, three cards in ''[[Innistrad]]'' combined Werewolves, Vampires and Zombies as "creatures of the night" as the main threats towards humanity on Innistrad; as expected for a horror plane, undead are a major aspect.
Relatedly, three cards in ''[[Innistrad]]'' combined Werewolves, Vampires and Zombies as "creatures of the night" as the main threats towards humanity on Innistrad; as expected for a horror plane, undead are a major aspect.


===Party===
===Clerics, warriors, wizards and rogue===
Due to the [[Party]] mechanic being a counting mechanic, four cards combined the types of Cleric, Warrior, Wizard and Rogue in their text for referencing them outside of the battlefield.
Due to the [[Party]] mechanic from ''[[Dungeons & Dragons: Adventures in the Forgotten Realms]]'' being a counting mechanic, four cards combined the types of Cleric, Warrior, Wizard and Rogue in their text for referencing them outside of the battlefield.


===Ninjas and rogues===
===Ninjas and rogues===
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===Assassins, mercenaries, and rogues===
===Assassins, mercenaries, and rogues===
{{card|Mari, the Killing Quill}} from the [[Streets of New Capenna/Commander decks|''Streets of New Capenna'' Commander decks]] is the first card to couple [[Assassin]]s [[Mercenary|Mercenaries]], and [[Rogue]]s.
{{card|Mari, the Killing Quill}} from the [[Streets of New Capenna/Commander decks|''Streets of New Capenna'' Commander decks]] is the first card to couple [[Assassin]]s [[Mercenary|Mercenaries]], and [[Rogue]]s.
===Warriors, berserkers, and barbarians===
{{Card|Lovisa Coldeyes}} from ''[[Coldsnap]]'' is the only Tribal card for Barbarians so far, and the only combat-based Berserker lord.


===Dragons, demons, and angels===
===Dragons, demons, and angels===
[[Kaalia]], in both forms ({{Card|Kaalia of the Vast}}, {{Card|Kaalia, Zenith Seeker}}), batches the three iconic races together. {{Card|Baneslayer Angel}} uses Demon and Dragon as a flavorful opposition effect, and {{Card|Power Word Kill}} adds Devil to the list of mythical beings it can't affect. {{Card|Ob Nixilis, the Adversary}} and {{Card|Rakdos, the Showstopper}} couple Demons and Imps, and Rakdos also adds Devils.
[[Kaalia]], in both forms ({{Card|Kaalia of the Vast}}, {{Card|Kaalia, Zenith Seeker}}), batches the three iconic races together. {{Card|Baneslayer Angel}} uses Demon and Dragon as a flavorful opposition effect, and {{Card|Power Word Kill}} adds Devil to the list of mythical beings it can't affect.  


===Soldiers and knights===
===Demons, devils, imps and tieflings===
{{Card|Auriok Steelshaper}} used Soldiers and Knights together due to the lack of Knights at the time; {{Card|War Falcon}} did as well, but seemed to do so more for flavor reasons.
{{Card|Ob Nixilis, the Adversary}} and {{Card|Rakdos, the Showstopper}} couple Demons and Imps, and Rakdos also adds Devils.


===Demons, devils, imps and tieflings===
<c>Raphael, Fiendish Savior</c> from ''[[Commander Legends: Battle for Baldur's Gate]]'' is a [[Lord]] for [[Demon]]s, [[Devil]]s, [[Imp]]s and [[Tiefling]]s.
*<c>Raphael, Fiendish Savior</c> from ''[[Commander Legends: Battle for Baldur's Gate]]'' is a [[Lord]] for [[Demon]]s, [[Devil]]s, [[Imp]]s and [[Tiefling]]s.


==References==
==References==

Revision as of 15:51, 16 April 2022

Coupling is a R&D slang term used for the action of combining two or more creature types in rules text.

Description

Tribal coupling provides synergy and broader applicability. In concept, it is very similar to batching.[1][2] While many cards refer to their own two creature types, it comes across as a sharing of tribality, whereas deeper usage of tribal coupling takes two or more types that otherwise don't have or wouldn't have enough representation in the set. Often coupling is used when the flavor distinction is to be preserved.

History

Warriors, berserkers, and barbarians

Lovisa Coldeyes from Coldsnap was the first card to make a tribal coupling, boosting Warriors, Berserkers, and Barbarians.

Soldiers and knights

Auriok Steelshaper from Mirrodin used Soldiers and Knights together due to the lack of Knights at the time; War Falcon from M13 did as well, but seemed to do so more for flavor reasons.

Wolves and werewolves

Wolves and werewolves were first combined on three cards in Innistrad block. The concept of coupling these creature types was expanded upon in Shadows over Innistrad (four cards), Eldritch Moon, War of the Spark, Core Set 2020 (one card each), Innistrad: Midnight Hunt (seven cards), Innistrad: Crimson Vow (eight cards) and Alchemy: Innistrad (two cards). In most cases the coupling enabled Tribal werewolf synergies without needing a high density of the space-limited double-faced cards.

Undead

An occasional theme across top-down designs collect some combination of Vampire, Zombie or Skeleton as "undead creatures". One card (Death Baron) combines Zombie and Skeleton together; two cards combine Vampire and Zombie; and two combine all three.

Relatedly, three cards in Innistrad combined Werewolves, Vampires and Zombies as "creatures of the night" as the main threats towards humanity on Innistrad; as expected for a horror plane, undead are a major aspect.

Clerics, warriors, wizards and rogue

Due to the Party mechanic from Dungeons & Dragons: Adventures in the Forgotten Realms being a counting mechanic, four cards combined the types of Cleric, Warrior, Wizard and Rogue in their text for referencing them outside of the battlefield.

Ninjas and rogues

Four cards in Kamigawa: Neon Dynasty combined ninjas and rogues, allowing for backwards-compatibility, especially with party cards.

Samurai and warriors

Ten cards in Kamigawa: Neon Dynasty and one card in Alchemy: Kamigawa combine samurai and warriors, allowing for backwards-compatibility, especially with party cards.

Serpents, octopuses, leviathans and krakens

Six cards over six different sets batch together Serpents, Octopuses, Leviathans and Krakens as a "sea creature" collective, each of which are too rare to have tribal effects on their own.

Assassins, mercenaries, and rogues

Mari, the Killing Quill from the Streets of New Capenna Commander decks is the first card to couple Assassins Mercenaries, and Rogues.

Dragons, demons, and angels

Kaalia, in both forms (Kaalia of the Vast, Kaalia, Zenith Seeker), batches the three iconic races together. Baneslayer Angel uses Demon and Dragon as a flavorful opposition effect, and Power Word Kill adds Devil to the list of mythical beings it can't affect.

Demons, devils, imps and tieflings

Ob Nixilis, the Adversary and Rakdos, the Showstopper couple Demons and Imps, and Rakdos also adds Devils.

Raphael, Fiendish Savior from Commander Legends: Battle for Baldur's Gate is a Lord for Demons, Devils, Imps and Tieflings.

References