Typal coupling: Difference between revisions

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===Undead===
===Undead===
An occasional theme across top-down designs collect some combination of Vampire, Zombie, and/or Skeleton as "[[undead]] creatures". One card ({{Card|Death Baron}}) combines Zombie and Skeleton together; two cards combine Vampire and Zombie; and two combine all three.
An occasional theme across top-down designs collect some combination of Vampire, Zombie, and/or Skeleton as "[[undead]] creatures". {{Card|Death Baron}} combines Zombie and Skeleton together; {{Card|Kalitas, Traitor of Ghet}} and {{Card|Blazing Torch}} combine Vampire and Zombie; and {{Card|Death-Priest of Myrkul}} and {{Card|Undead Slayer}} combine all three.


Related to Undead batches, three cards in ''[[Innistrad]]'' combined Werewolves, Vampires and Zombies as "creatures of the night", creating the main threats towards humanity on Innistrad; as expected for a horror plane, undead are a major aspect.
Related to Undead batches, three cards in ''[[Innistrad]]'' ({{Card|Slayer of the Wicked}}, {{Card|Elite Inquisitor}}, and {{Card|Victim of Night}}) combined Werewolves, Vampires and Zombies as "creatures of the night", creating the main threats towards humanity on Innistrad; as expected for a horror plane, undead are a major aspect.


===Angels and humans===
===Angels and humans===
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===Clerics, warriors, wizards and rogues===
===Clerics, warriors, wizards and rogues===
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.
Due to the [[Party]] mechanic from ''[[Zendikar Rising]]'' 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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===Spellcasters===
===Spellcasters===
{{Card|Mentor's Guidance}} batches the five spellcaster classes ([[Cleric]], [[Druid]],  [[Shaman]]s, [[Warlock]]s and [[Wizard]]s, plus planeswalker) which generally are not recognized in mechanics. <c>Robe of the Archmagic</c> (''[[Baldur's Gate]]'') equips [[Shaman]]s, [[Warlock]]s and [[Wizard]]s, and {{Card|Harmonic Prodigy}} batches Shamans and Wizards.
{{Card|Mentor's Guidance}} batches the five spellcaster classes ([[Cleric]], [[Druid]],  [[Shaman]]s, [[Warlock]]s and [[Wizard]]s, plus planeswalker) which generally are not recognized as a collective in mechanics. <c>Robe of the Archmagic</c> (''[[Baldur's Gate]]'') equips [[Shaman]]s, [[Warlock]]s and [[Wizard]]s, and {{Card|Harmonic Prodigy}} batches Shamans and Wizards.


===Saprolings===
===Saprolings===

Revision as of 06:50, 17 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

Soldiers and knights

Auriok Steelshaper from Mirrodin was the first card to make a tribal coupling, combining Soldiers and Knights 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.

Warriors, berserkers, and barbarians

Lovisa Coldeyes from Coldsnap boosted Warriors, Berserkers, and Barbarians.

Wolves and werewolves

Wolves and werewolves were first combined on three cards in the 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 typically seen on Werewolves.

Undead

An occasional theme across top-down designs collect some combination of Vampire, Zombie, and/or Skeleton as "undead creatures". Death Baron combines Zombie and Skeleton together; Kalitas, Traitor of Ghet and Blazing Torch combine Vampire and Zombie; and Death-Priest of Myrkul and Undead Slayer combine all three.

Related to Undead batches, three cards in Innistrad (Slayer of the Wicked, Elite Inquisitor, and Victim of Night) combined Werewolves, Vampires and Zombies as "creatures of the night", creating the main threats towards humanity on Innistrad; as expected for a horror plane, undead are a major aspect.

Angels and humans

As the polar opposite to the undead, three Innistrad cards (Herald of War, Bladed Bracers and Bruna, the Fading Light) combine Angel and Human on the same side of the Innistrad conflicts.

Clerics, warriors, wizards and rogues

Due to the Party mechanic from Zendikar Rising 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. Some add Merfolk for flavor.

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.

Spellcasters

Mentor's Guidance batches the five spellcaster classes (Cleric, Druid, Shamans, Warlocks and Wizards, plus planeswalker) which generally are not recognized as a collective in mechanics. Robe of the Archmagic (Baldur's Gate) equips Shamans, Warlocks and Wizards, and Harmonic Prodigy batches Shamans and Wizards.

Saprolings

Pallid Mycoderm and Sporecrown Thallid batch Saproling with Fungus, and Verdeloth the Ancient batches them with Treefolk.

Kaheera and Ikoria

Each of the five triomes of Ikoria has a signature species, and as a animalistic foster-carer, Kaheera, the Orphanguard boosts Cats, Elementals, Nightmares, Dinosaurs and Beasts.

Varied real animal species

Two cards batch a series of invasive or nuisance species, with Spider and Insect appearing on both lists: Blex, Vexing Pest (also Pests, Bats, and Snakes) and Swarmyard (also Rat and Squirrel). Tangentially, Animal Sanctuary groups Birds, Cats, Dogs, Oxen, Goats and Snakes.

References